ICYMI: A few weeks back, I wrote on Protoss underrepresentation in high-level StarCraft II tournaments, and suggested a different approach to StarCraft's tuning philosophy.
How To Get Worse At StarCraft II: https://t.co/hSYIhxSk91
"Today I’ll be writing about a time I dedicated a hundred hours to doggedly improving at StarCraft II, only to find myself playing noticeably worse by the end."
Basically, I think a traditional business model would have produced a much different - and in my opinion much better - game. And I think the numerous indie RTS games that succeeded by going down that route are solid supporting evidence of that. 4/end
Three Age of Mythology accessibility features that I really appreciate:
- Supply block notification ~6 supply beforehand
- A few seconds of nothing at the start to set waypoints, queue villagers
- Can ban autoqueue in ranked; still available in other game modes
Game is so good
Anyway, that's my top 3. The common thread is establishing Stormgate's identity; its hook, its "thing". I feel that it's a bit muddled right now. If it finds that and frames it in the right way, I think it could really be a stellar game.
All the best! 9/end
EA was in a weird spot because it didn’t "feel" like a new RTS due to the amount of playtesting it had received. So you were playing against people with tons of experience already, but it was hard to figure out even basic stuff like what Shroud is. 8/x
@CainRianhard @BomattCourier Yep, apologies for the confusion. I use https://t.co/G1dBE63g2o for my Substack nowadays. But everything from WordPress is still there, on the free WP domain: https://t.co/SFqmHX1e8T
@Aliar199 My interpretation is not that he’s upset with his time investment but rather that he’s just explaining why he’s doing something else going forward.