Well, the condensed version of this review is still in the works. But despite the wall of text I have created, this topic has been quite active, so I suppose I should respond to all the criticism leveled at this thread.
You just wanted Starcraft to be another RTS, or an amalgamation of all RTS.
The idea behind the suggestions for improvement I listed was not to imply that Starcraft must borrow from every last RTS out there or become a different RTS entirely (which would have been counterproductive), but to illustrate a large range of effective and enjoyable mechanics that have been proven in commercial RTS and explain how they might be adapted to improve the gameplay for Starcraft. I did not intend to imply that Starcraft must adapt every one of these improvements, I only wanted to show that there was a wealth of improvements that could have been made.
Furthermore, these mechanics need not be copied exactly. For instance, if the randomness of the Company of Heroes cover system is a problem, cover when adapted to Starcraft could grant a flat defensive boost, which would be fully deterministic. Also, clearly undesirable or conflicting mechanics from other RTS don't need to be adopted. If the huge map sizes in Total Annihilation and Supreme Commander slow the game down too much, the efficient system in place to manage units could still be adopted without compromising game speed (and would in all likelihood improve game speed) as long as the scale of the game was also not increased.
You can't harass the opponent's economy in a control point economy or one that uses static buildings for resource collection
Having played multiplayer games incorporating these mechanics, and can personally attest to the fact that economic harassment is both possible and effective. In most control point games, points can be ?uncaptured? much faster than they can be captured, allowing troops that have penetrated enemy territory to quickly crippled the enemies economy. When buildings are used for resource collection, they are typically fragile enough that troops managing to penetrate enemy territory can destroy them if they focus on those buildings. In both cases, harassment can be made arbitrarily easy by reducing the time needed to uncapture a control point and reducing the hit points of resource collection structures.
By the way, macromanagement = economy, micromanagement = troops
This thread isn't the first time I have seen these terms described in this manner, but if you don't mind, I would prefer to stick to the more traditional definitions as implied by the prefixes attached to these terms: micro = small, macro = large. Thus micromanagement is the management of individual troops, workers or buildings, macromanagement refers to the strategy underlying a large group of troops, workers or structures. If you don't like it, blame whoever is responsible for the English language.
Starcraft 2 isn't the same as Starcraft, there are new units, better AI, and you can select more than 12 units at a time!
Regarding the new units, I actually thought Blizzard did a fairly good job with them, but my discussion was more focused towards underlying game mechanics so I did not mention them. In any case, with RTS expansion packs often adding entirely new races/factions to the game in addition to new units, I consider this firmly in the realm of expansion packs.
Regarding the AI. If for a group of units being attacked, half the units break off to retaliate against their aggressor while the other half stand there like statues, then I am going to have to say that the game is lacking in the AI department. And in Starcraft 2 this will happen all the time. The improvements in AI that have been mentioned such as improved pathing are both necessary and nice, but hardly groundbreaking.
As for the being able to select more than 12 units, if I drag a box over 13+ units, the game bloody ought to select every unit in the box. Failure to do so is borderline bug/engine limitations territory, and eliminating said limitations is a justification for a patch, not a sequel!
Also, is this the best you can come up with when trying to illustrate the difference between Starcraft and Starcraft 2? Units go where instructed and mass selection of units works properly now! That distinction was worth 10 years of development?
The early game downtime is necessary to choose a strategy
For starters, regardless of strategy, virtually every build order is still going to look essentially the same at the beginning of the game. Your first several purchases will be builders, and you will assign them to harvest minerals. You will be building supply buildings, because you can build neither workers nor troops without them. Typically, you will build at least 5-6 workers and at least one supply building before doing anything else, so you are looking at a 1.5 to 2 minutes where you make absolutely no choice of any kind. Even then, the tech tree essentially forces you to build a barracks/gateway before doing anything else, so it takes even more time before significant options begin to present themselves.
Beyond that, why not just find a point in the game were a significant fraction of the players start making a meaningful deference in their build order? Why not let the player make a decision between their builds immediately rather than forcing them to fuss around for several minutes?
Blizzard intentionally ignored making improvements as they had no reason to take risk
I actually acknowledge this fact in my review, making a copy of Starcraft rather than something new was a sound business decision. My real beef is with the game reviewers who gave this game incredibly scores and praise despite the utter lack of innovation. Furthermore, Blizzard's motives do nothing about the fact the Starcraft 2 still suffers by being far too similar to Starcraft.
Having Supply Structures Adds Strategy
Precisely how? There is no choice in the matter, you must build supply structures as the number of units you have increases. There is no alternative to building supply structures, its just something extra you must do in addition to collecting resources.
The Pros Don't Queue and Infinite Queues would be too expensive
The pros, and any reasonably competent player for that matter, will not queue units in Starcraft because players are penalized for doing so as the game charges for units upon queuing and not upon assembly. In addition to suggestion infinite queues, I also pointed out that the game ought to not charge for queued units until they begin assembly. If this were the case, queues would be usable and infinite queuing would work fine. I would guarantee a lot of players would use them under these circumstances.
Micromanagement Adds Skill and Strategy to the Game
My problem with micromanagement in Starcraft is a lot of it is absolutely unnecessary as it adds no additional decision making to the game. At its heart, Starcraft is, or is at least supposed to be, a strategy game. You make numerous decision, and the game carries them out. A well designed game should enable you to apply those decisions to the game efficiently as possible. Ideally, this means minimizing the instructions necessary for a given decision.
For an example of this, lets go back to infinite queuing. You make the decision to have Barracks A continually build marines. If you have infinite queuing, you select Barracks A, and set Marines to infinite queuing. The decision has been carried out. But without infinite queuing, you select Barracks A, bind Barracks A to a number(lets say '1'), and then instruct it to build a marine. 25 seconds later, you press 1 and then instruct Barracks A to build a marine. Another 25 seconds after that, you press 1 and then instruct Barracks A to build a marine. You repeat this process for the rest of the game if necessary, just to make 1 decision. The single decision in effect requires indefinite attention to carry out. Its the same decision either way, and both carry the same consequences, so why all the extra busywork?
I can live with the extra micromanagement if it actually serves a purpose, but there are a lot of instances in Starcraft where it simple doesn't. And when it serves no purpose, I consider more of a UI defect than a gameplay element. As far as the increase in skill required, I see no point in arbitrarily increasing the skill required to play the game when it does nothing for the game. If competitive players need something the separate the best from the better, would it be so terrible if that distinction was made by strategy rather than hot key memorization?
You just wanted Starcraft to be another RTS, or an amalgamation of all RTS.
The idea behind the suggestions for improvement I listed was not to imply that Starcraft must borrow from every last RTS out there or become a different RTS entirely (which would have been counterproductive), but to illustrate a large range of effective and enjoyable mechanics that have been proven in commercial RTS and explain how they might be adapted to improve the gameplay for Starcraft. I did not intend to imply that Starcraft must adapt every one of these improvements, I only wanted to show that there was a wealth of improvements that could have been made.
Furthermore, these mechanics need not be copied exactly. For instance, if the randomness of the Company of Heroes cover system is a problem, cover when adapted to Starcraft could grant a flat defensive boost, which would be fully deterministic. Also, clearly undesirable or conflicting mechanics from other RTS don't need to be adopted. If the huge map sizes in Total Annihilation and Supreme Commander slow the game down too much, the efficient system in place to manage units could still be adopted without compromising game speed (and would in all likelihood improve game speed) as long as the scale of the game was also not increased.
You can't harass the opponent's economy in a control point economy or one that uses static buildings for resource collection
Having played multiplayer games incorporating these mechanics, and can personally attest to the fact that economic harassment is both possible and effective. In most control point games, points can be ?uncaptured? much faster than they can be captured, allowing troops that have penetrated enemy territory to quickly crippled the enemies economy. When buildings are used for resource collection, they are typically fragile enough that troops managing to penetrate enemy territory can destroy them if they focus on those buildings. In both cases, harassment can be made arbitrarily easy by reducing the time needed to uncapture a control point and reducing the hit points of resource collection structures.
By the way, macromanagement = economy, micromanagement = troops
This thread isn't the first time I have seen these terms described in this manner, but if you don't mind, I would prefer to stick to the more traditional definitions as implied by the prefixes attached to these terms: micro = small, macro = large. Thus micromanagement is the management of individual troops, workers or buildings, macromanagement refers to the strategy underlying a large group of troops, workers or structures. If you don't like it, blame whoever is responsible for the English language.
Starcraft 2 isn't the same as Starcraft, there are new units, better AI, and you can select more than 12 units at a time!
Regarding the new units, I actually thought Blizzard did a fairly good job with them, but my discussion was more focused towards underlying game mechanics so I did not mention them. In any case, with RTS expansion packs often adding entirely new races/factions to the game in addition to new units, I consider this firmly in the realm of expansion packs.
Regarding the AI. If for a group of units being attacked, half the units break off to retaliate against their aggressor while the other half stand there like statues, then I am going to have to say that the game is lacking in the AI department. And in Starcraft 2 this will happen all the time. The improvements in AI that have been mentioned such as improved pathing are both necessary and nice, but hardly groundbreaking.
As for the being able to select more than 12 units, if I drag a box over 13+ units, the game bloody ought to select every unit in the box. Failure to do so is borderline bug/engine limitations territory, and eliminating said limitations is a justification for a patch, not a sequel!
Also, is this the best you can come up with when trying to illustrate the difference between Starcraft and Starcraft 2? Units go where instructed and mass selection of units works properly now! That distinction was worth 10 years of development?
The early game downtime is necessary to choose a strategy
For starters, regardless of strategy, virtually every build order is still going to look essentially the same at the beginning of the game. Your first several purchases will be builders, and you will assign them to harvest minerals. You will be building supply buildings, because you can build neither workers nor troops without them. Typically, you will build at least 5-6 workers and at least one supply building before doing anything else, so you are looking at a 1.5 to 2 minutes where you make absolutely no choice of any kind. Even then, the tech tree essentially forces you to build a barracks/gateway before doing anything else, so it takes even more time before significant options begin to present themselves.
Beyond that, why not just find a point in the game were a significant fraction of the players start making a meaningful deference in their build order? Why not let the player make a decision between their builds immediately rather than forcing them to fuss around for several minutes?
Blizzard intentionally ignored making improvements as they had no reason to take risk
I actually acknowledge this fact in my review, making a copy of Starcraft rather than something new was a sound business decision. My real beef is with the game reviewers who gave this game incredibly scores and praise despite the utter lack of innovation. Furthermore, Blizzard's motives do nothing about the fact the Starcraft 2 still suffers by being far too similar to Starcraft.
Having Supply Structures Adds Strategy
Precisely how? There is no choice in the matter, you must build supply structures as the number of units you have increases. There is no alternative to building supply structures, its just something extra you must do in addition to collecting resources.
The Pros Don't Queue and Infinite Queues would be too expensive
The pros, and any reasonably competent player for that matter, will not queue units in Starcraft because players are penalized for doing so as the game charges for units upon queuing and not upon assembly. In addition to suggestion infinite queues, I also pointed out that the game ought to not charge for queued units until they begin assembly. If this were the case, queues would be usable and infinite queuing would work fine. I would guarantee a lot of players would use them under these circumstances.
Micromanagement Adds Skill and Strategy to the Game
My problem with micromanagement in Starcraft is a lot of it is absolutely unnecessary as it adds no additional decision making to the game. At its heart, Starcraft is, or is at least supposed to be, a strategy game. You make numerous decision, and the game carries them out. A well designed game should enable you to apply those decisions to the game efficiently as possible. Ideally, this means minimizing the instructions necessary for a given decision.
For an example of this, lets go back to infinite queuing. You make the decision to have Barracks A continually build marines. If you have infinite queuing, you select Barracks A, and set Marines to infinite queuing. The decision has been carried out. But without infinite queuing, you select Barracks A, bind Barracks A to a number(lets say '1'), and then instruct it to build a marine. 25 seconds later, you press 1 and then instruct Barracks A to build a marine. Another 25 seconds after that, you press 1 and then instruct Barracks A to build a marine. You repeat this process for the rest of the game if necessary, just to make 1 decision. The single decision in effect requires indefinite attention to carry out. Its the same decision either way, and both carry the same consequences, so why all the extra busywork?
I can live with the extra micromanagement if it actually serves a purpose, but there are a lot of instances in Starcraft where it simple doesn't. And when it serves no purpose, I consider more of a UI defect than a gameplay element. As far as the increase in skill required, I see no point in arbitrarily increasing the skill required to play the game when it does nothing for the game. If competitive players need something the separate the best from the better, would it be so terrible if that distinction was made by strategy rather than hot key memorization?