Originally Posted by RipperLord
Starcraft being supported by e-sport leagues doesn't reassure that it is a great game. It became a phenomenon in South Korea for its balanced, faster paced gameplay. I see only that it suits the competitive scene more than a game like AOE, but what is so "unparalleled" about that?
While a game of AOE could go on for several hours and though it might not be as fun to spectate, is in fact more of an RTS than Starcraft. You have to worry about age stages, land control, resources, market, build selections, unit selections, faction strengths and weaknesses, offensive/defensive formations etc. Stomps it out in complexity in every way. Making it a lot less attractive to "kids".
AOE is for thinkers. SC is for clickers. Nuff said.
In SC's defence (and I'm quite interested to hear it), what is it that makes SC more interesting than anything else? Or better yet in which way is AOE gumpy and retarded? I need to be enlightened.
lets take a look about what you said for aoe:
: yes, there are ages in starcraft as well, they just dont have names. these 'ages' have specific timings and advancing in an 'age' (tech) has advantages and drawbacks
: dont know exactly what you mean here. if you are talking about map control, then this is an integral part of starcraft too. if you dont control the map, you cant take more expansions and it becomes harder to pressure an opponent.
: i think you are underrating starcraft here, because theres only 2 different types of resources. in games, you need to determine when to cut worker production to build units (this applies mostly to zerg but to everyone as well) as well as the mechanics of crunching out workers. a skilled player needs to judge when to expand and when he can be greedy with workers
dont know what this is, i think its to do with trading? if so, then yes. starcraft doesnt have this
not 100% on ur meaning, but build orders are very prominent in starcraft. build orders shape everything that happens in the game (your resource intake, your unit production, your tech, everything) and play an integral role. there are hard and soft counters to alot of builds, and there is always a degree of luck and judgment required. this is not only planning but also 'clicking' and responsiveness.
also, the units your produce are very important in determining a victor. an example i think that spells this out is ZvT from the zerg's perspective. with limited resources, you need to find a balance in the early/mid game between drones ( more drones = more economy, more risky but more payoff later), zerglings as a cheap mineral unit, lurkers/scourges/defilers as heavy gas units. if you produce too little scourge, the terran can mass up a cloud of science vessels which can spell your doom. if you make too many scourge, you cant handle his infantry force. this works likewise for terran
theres only 3 factions in starcraft, but they are totally varied and play out totally differently. zerg are gas-intensive in zvt and thus require more gas bases than terran to stay in the game. terran are more efficient per resource but are slower in overall speed. in zvp, protoss units are bulkier and last longer, which is a strength, but losing a big chunk of your protoss force is much more terrible than a zerg losing his, as zerg units are skinny and can be pumped out much more easily. this can also be bad for zerg, as a protoss 'deathball' (a large group of gas-intensive protoss units) can easily tear through an equivalent amount of zerg units without losing very much. this interlinks with build orders and ages, as certain units have the upper hand at certain times.
dont think that starcraft is inferior in this regard just because we dont have a fancy button that spreads our units our for us in a certain formation. stuff like flanking, unit positioning when attacking, wallins, using ramps, even stuff like mutalisk stacking are all important important important things in starcraft.
why do i find starcraft interesting? as a long time player and watcher, starcraft constantly evolves. old ways of playing are replaced with new, old dominant players are replaced with new dominant players. players are constantly getting better. not just mechanically better, they are getting smarter and more receptive to new styles. yes, it is impossible to become a bonjwa without raw skills, but there are plenty of pros that have the skills but will never ever be at the top because they lack game sense, decision making and reading skills. even stuff like the maps change. every season, new maps are introduced to make stuff more interesting and varied.
what does starcraft do better than aoe? i believe starcraft is a game better suited to using mechanical skills to win games. players can use their macro and multitasking skills to do things others cannot. also, starcraft is relatively balanced (in general, obviously stuff like cheese and gayness comes into play too.) starcraft has incredible strategic and tactical depth. minute tweakings to builds can have a drastic effect on the outcome of the game, as well as things like production/production cutting, army composition, positioning, harass etc. however, as the starcraft scene is much more accessible, it is hard for me to make a concrete decision about this. also, as you said, aoe2 is more of a thinking game therefore it is impossible to compare the SC rts to the aoe rts.
as you said, starcraft is relatively balanced and fast paced. i guess it really comes down to personal enjoyment when rating games but there is no doubt that the top professional starcraft players in korea are easily the best RTS players and most likely the best gamers in the world. ill definitely cop flak for this, seeing as theres probably alot of counter strike players here, but yes. in 99% of the skills used in games, id have to say starcraft pros are better. even reaction times, something you might not think much of in starcraft but is very important. when some terran homo drops some marines in ur base, you gotta react fast with a bunch of zerglings to stop him from killing your defiler mound. youve gotta react fast to scouting information