Tag: Gaming (page 6 of 41)

The Art of Thor: Spend, Spend, Spend

Courtesy Blizzard Entertainment
Somebody’s gotta feed these boys before they go out fightin’, and that somebody is you.

Thus, though we have heard of stupid haste in war, cleverness has never been associated with long delays.

You don’t get bonus points for unspent resources at the end of a match.

It’s a concept that can be difficult for new players to wrap their heads around. The biggest, baddest units in any given race’s arsenal costs quite a bit of minerals and gas. However, while you’re saving up for that shiny fleet of capital ships primed to rain death and destruction on the foolish folk arrayed against you, they’re likely to be churning out squadrons and legions of lesser units for a fraction of the cost. And those ‘lesser’ units just might walk into your compound while you’re sussing out all of the tech necessary for that pinnacle of your race’s achievements.

Let’s do a bit of math on this very subject.

Courtesy Blizzard & the TL wiki
“This is my C-14 Impaler Gauss rifle! There are many like it, but this one is mine!”

This is a Terran Marine. He costs 50 minerals, consumes 1 supply (“food”) and is produced in 25 seconds. He comes from a Barracks, a structure costing 150 minerals built after a construction period of 60 seconds. In turn it cannot be produced until you make a Supply Depot, costing 100 minerals and 30 seconds. And you need an SCV to build all this stuff. That’s another 50 minerals, 1 food and 17 seconds production time.

So the total cost of your first marine is 350 minerals, 2 food and 132 seconds total.

Courtesy Blizzard & the TL wiki
“The Yamato is loaded. And so am I!”

Arguably the most powerful single unit in the Terran arsenal, the Battlecruiser costs 400 minerals and 300 gas by itself. It is produced at a Starport, which cannot be built without a Factory. The Factory is dependent upon the Barracks. Additionally, you must produce at least one Refinery and sortie a number of SCVs to harvest Vespine gas from it. Oh, and you can’t build one without a Tech Lab on the Starport and a separate building called a Fusion Core. So, crunching numbers like so, here’s the total cost of your first Battlecruiser, listing minerals/gas/time for each building and minerals/gas/food/time for each unit:

Supply Depot (100/30) + Barracks (150/60) + Refinery (75/30) & 4 SCVs (50/1/17 x4) + Factory (150/100/60) + Starport & Tech Lab (200/125/75) + Fusion Core (150/150/65) + Battlecruiser (400/300/6/90) = 1425 minerals, 675 gas, 10 supply & 478 seconds.

See where I’m going with this? For the cost of a single Battlecruiser, you could field 10 Marines quite comfortably. And with the surplus gas you could give them a weapons upgrade, combat shields or stimpacks.

Now, if your macro is good and your economy humming along, you can produce a cadre of bloodthirsty, Gauss-toting Marines while teching you way up to a Battlecruiser or two, but the point of this little exercise in arithmetic is to demonstrate how much easier it is to produce the basic units of a race, and how important that habit can be to a burgeoning player. Any race’s macro can and should include constantly producing workers and basic units along with climbing up a chosen tech tree as a strategy begins to grow. As your skills improve, producing a ‘backbone’ of basic warriors concurrently with your shiny high-tech units will become second nature. And when thinking about this process no longer becomes entirely necessary, your mind will be free to worry about things like counters to your opponent’s units and canny ways to apply pressure and exploit map advantages.

But you have to walk before you can run, and in StarCraft terms that means spending your resources quickly and effectively. Start with the basics, and go from there.

How To Succeed At Failure

Courtesy verydemotivational.com

Chances are good that, if you’re reading this, you’re a human being. I mean, you could be an automated online process looking for SEO terminology, but if that’s the case you won’t get much out of this post. I tend to write more in coherent thoughts than barely-connected keywords. Anyway, the majority of my audience are human beings, and if there’s one thing all human beings do, it’s make mistakes.

Okay, all human beings do a lot of other things too, but I don’t have much of a knack for poop humor.

When mistakes happen, as they inevitably do, a lot of energy is generated. Disappointment, rage, confusion, dread; all of these emotions tend to fall towards the negative end of the spectrum. But like any energy source, it can be redirected. But how, and to where?

The Questions

When you fail, there are two questions that need to be answered. The first, and perhaps most obvious, is “Why?” Provided that your failure isn’t due to some sort of natural disaster, there’s a human being that can be referenced as the cause for the failure, be it yourself or someone else. Note that this is not about assigning blame, it’s about understanding the cause that lead to the effect of you feeling at least somewhat drained and broken.

Examine the circumstances. Was it something you said or did? Does the product you’re offering require more polish? Did you miss an essential bit of data in the process of assembling your solution? Did you approach the wrong audience? Was your timing off? Did you forget anything?

Quite a few of these questions, all expansions upon “Why?” are largely personal. There may be some navel-gazing involved. However you appoaching answering this first overarching question, as you hunt down the causes you will collect data. Your failure may be time-sensitive and require a rapid response, so you might not have too much time to gather all the facts. Still, the more data you can reasonably collect, the better you can answer the second question.

That question is: “What now?”

True Failure

The impulse in light of failure, especially repeated failure, may be to quit. Why band your head against the wall repeatedly? You won’t get anywhere, it tends to start hurting and someone else might own the wall and sue you for damages while you nurse that concussion. Better to quit and do something less frustrating with our time, right?

Wrong.

Quitting is the only true failure. It’s surrendering, admitting defeat. It’s saying that whatever it was you were trying to do, that you had devoted time, energy and talent to doing, simply isn’t worth that expenditure, and you were wasting it before you decided to run up the white flag.

Now, not everything we do is going to have a profound impact if we keep at it. The world isn’t going to end if you decide a puzzle has stumped you or a game is too difficult to overcome even on the easiest settings. However, creative endeavors and the potential fruits of labor at the workplace tend to have deeper meanings, even if it’s just how we’ll be seen by those who write our paychecks.

So more often than not, I would encourage you not to quit. Tenacity is a virtue that can be hard to find in an age where more creature comforts, distractions and products focused on ease of use help people become lazier. There are those who simply don’t see the point of doing something they can’t excel at or aren’t the least bit passionate about, and quit before they’ve even begun.

In other words, they’ve failed without even giving themselves a chance to try.

You Suck

This isn’t to say that everybody shoud do everything they can or have the inclination to try. There just isn’t time. But people who develop ideas for a narrative, or a career, or a new artistic endeavor, or a unique community initiative, or an unexplored workplace solution and do nothing with it after it’s emerged from their imaginative centers tend to baffle me. Why don’t they do something with their ideas? What’s stopping them from seeking further inspiration, time to develop those products or at least finding a partner with whom to collaborate?

If they’re anything like me, they’re probably reminded themselves that they suck one too many times.

It’s imporant to be humble, there’s no doubt about that. Having the attidue of “I don’t know everything but I want to know more” when it comes to creating something or playing a game or being a better driver or just about anything is a much healthier one than “I know everything and am always right.” But the exact opposite of that unfavorable mentality is “I don’t know enough and never will so I’m just going to give up.”

I mentioned in yesterday’s post how demoralizing the realization of just how much you suck can be. You get schooled in a game. Your art or writing doesn’t turn out how you thought it would. You get nowhere in a project at work, and the deadline is breathing down your neck. Encountering resistance is going to happen, and when it does many people (myself included) feel the impulse to just give up.

But I’ve learned to do something else with that impulse. Other than kicking it square in the teeth.

The Internet Is For More Than Just Porn

We are more connected to one another than we have ever been. While the world is running out of space and resources for the human race, it’s also shrinking in terms of distance between people in terms of communication. People who might never have met just ten years ago can now trade information, pleasantries or insults instantaneously.

It’s one of the best tools you can use for turning your failures into fuel.

Chances are there’s a community based around your area of enthusiasm. Find one and start asking members for help and opinions. Since the community is full of other enthusiasts, chances are at least a couple will share your passion, understand your struggle and have advice to give. There’s all sorts of help and encouragement available to you, you just have to hunt it down and ask for it.

The Path Ahead

Again, I want to stress that you should not feel obligated to treat every single one of your failures like this. Time is a limited resource and we each only have so much in our lives. Choose what truly interests you, what makes you come alive, and leverage that into a hobby or even a career. And when you fail along the path to achieving your goals related to this empassioning interest, that’s when you should ask yourself why, figure out what’s next and seek help and encouragement. To me, that’s how you succeed at failure.

If you have any other thoughts or suggestions, I’d love to hear them.

The Art of Thor: The Basics

Courtesy Blizzard Entertainment
“Oh, hello, BlueInk. That’s a nice base you have. But you don’t have anybody there to defend it, huh? Oh, well. Guess I’ll just Prismatic Beam everything to death. GG”

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”

It sometimes takes a humbling experience to help us realize how much we don’t know.

My first loss after a hot streak of 6 wins knocked me out of Silver league into Bronze. Granted, I knew I had been placed in Silver due to a lucky in during my placement matches, and it was unlikely that this ‘grace period’ would last forever. I had a long string of failures in my first few ladder sessions, and it was bound to catch up with me sooner or later.

But seeing the notification, saying that I was placed in bronze “based on performance” had me sitting back and evaluating what I was doing wrong.

Reflecting on my matches and replays, it slowly dawned on me that I was focused on the wrong things. Many of my wins came from clever uses of cloaked Banshees and canny Siege Tank placement – showcases for micromanagement. What the pros will tell you, what any player with a record of wins greater than losses knows, is that micromanagement (hereafter called ‘micro’) is just about the last thing you focus on as you develop your playstyle.

Instead, one must first develop their macromanagement, or ‘macro’. Basic principles, like when and where to build, how often to produce units and where one’s focus should be at any time. These are the building blocks of better play, like footwork in fencing, keeping one’s guard up in boxing or the use of one’s pawns in chess.

As a Terran player, there are three things one must always, always be doing to be successful. They’re things I plan on focusing on as I struggle to return to Silver-level play and rise beyond.

Build SCVs

The Space Construction Vehicle – SCV for short – is the Terran building unit. Like Protoss Probes and Zerg Drones, a player can’t maintain an economy or expand their base without them. From the beginning of a match to its end, one must constantly be producing more of these little guys to ensure bigger, better things down the road. One of the first things an SCV will build in a Terran base is a Barracks, and the Barracks should always be producing Marines.

Build Marines

The Marine’s a well-rounded unit. Balanced for both ground and air targets at range, just a few of these Gauss-rifle-toting power-armored colonists and former convicts can keep the enemy at bay. Collected in Bunkers or upgraded with better weapons and armor, if the Barracks is churning out Marines you’ll have a potent force for attack or defense before you know it. This isn’t to say that every Barracks you build should just build Marines. The other Terran infantry units compliment the Marines quite well in certain situations. But if you send out your army to assault the enemy base and aren’t producing constantly from your Barracks, when the enemy attack comes (not if – when) they’ll happen across a ghost town.

Build Depots

Getting supply blocked sucks. It happens when the amount of units being produced exceeds the amount of supply resource available to your forces. In Warcraft this resource was called ‘food’ and made a touch more sense. You don’t want to make an army you can’t feed. Bad things happen. The solution is to have your builders taking a break from mining minerals and gas to make the structures that produce more supply. In the case of Terrans, that means Supply Depots. Once the initial structures are in place – Barracks, Refinery, etc – it behooves you to pepper a Supply Depot or two into the mix as you expand your base and build more advanced structures.

In addition to keep you from getting supply blocked, building Supply Depots will help you spend your resources. You don’t get bonus points at the end of the game for minerals unspent or gas sitting in your Command Centers. Build more buildings, units and research to soak it up. When in doubt, as Terran, build more Depots and Barracks. No matter what your force composition, more Marines won’t hurt and you’ll want to be able to support them.

I wouldn’t have been able to refocus my play without help. From bouncing my initial reactions to demotion off of my wife to getting advice from the folks at the TeamLiquid forums, I doubt I’d be as enthusiastic to wade back into an arena that’s so thoroughly kicked my ass. But just like rejection for the writer, 404s for the programmer and calls from bill collectors for the responsible adult, this is how we learn. Without our failures, we’d never know enough about ourselves to reach for, achieve and enjoy our successes.

More on that tomorrow. For now, I will continue to build my macro skills and learn the ins and outs of cutting and commentating replays for public consumption. I might hold off on posting such supplements until I return to Silver league, however. I mean, who wants to watch a Bronze level newbie stumble through basic gameplay?

Game Review: Portal 2 (single-player)

Courtesy Valve Software

Oh.

It’s you.

It’s been a long time. How have you been?

I’ve been really busy being dead. You know? After you murdered me?

I didn’t feel I could open a review of Portal 2‘s single player campaign any other way. When the original game was released as a supplemtary portion of Valve Software’s Orange Box, nobody expected it would become the phenomenon of a video gaming generation. Everybody loved it, even critics notoriously hard to please. When a sequel was announced, fans were jubilant at the prospect but also feared it. Would it be a game every bit as bold as the original, or would it just be more of the same, sacrificing innovation for name recognition in the infamous tradition of Bioshock 2?

Let it not be said that Valve does not innovate. Sure, some of the levels in Portal 2 have a familiarity to them for fans of the first game. But things have definitely changed. One of Valve’s programmers said that Portal was the test bed while Portal 2 would be an actual game. It certainly feels that way. Portal 2 has a lot of depth to it, both figuratively and literally.

Courtesy Valve Software

The figurative depth comes in the aforementioned innovations. There are deadly lasers (“Thermal Discouragement Beams”), bouncy things (“Aerial Faith Plates” and “Repulsion Gel”) and new types of cubes. Some of these changes don’t alter the nature of play all that much, while others make for some truly interesting puzzles. More than once I found myself standing in a test chamber wishing I had just a little repulsion gel to work with. Instead, I had to figure out how to replicate the gel’s use or solve the puzzle a different way. And any addition that allows a player to think more critically is a good one.

As for the literal depth… well, that brings me to the subject of the campaign’s story, which I will not spoil here. Let me see if I can sum up the bullet points without giving anything away. You will learn more about Aperture Science’s history and philosophy. You will learn more about how Chell changed things in the first game. You will discover a rather chilling secret about the Enrichment Center. And you will, in fact, be reunited with GLaDOS, but not necessarily in the way you may expect.

Courtesy Valve Software

I find myself wanting to play the single player campaign again. Other than knowing I missed an achievement or two, I feel there are story points I might have missed, would like clarified or simply wish to experience again. I laughed a lot, I found myself thinking about the ramifications of what I was seeing or hearing, and I was touched, disturbed and (naturally) frustrated. When things reached the end, I was sitting back and smiling, not because I’d finished a video game, but because the ending showed me what it means to have your antagonist be more than just a final boss. I need to stop myself before I give any further spoilers.

Play the game, find out for yourself.

Stuff I Liked: The new gimmicks, gizmos and gels introduced. The spit-shine put on the environments, characters, sounds and other design elements. The fact that the story felt coherent, well-plotted and constantly building.
Stuff I Didn’t Like: It went on sale not long after my download. I could have used that money.
Stuff I Loved: Every single voice actor. The excellent use of incidental music. The characterization of GLaDOS, Wheatley and others. The religious turret. The way it left me wanting more. The way it made me laugh. The way it didn’t let me down.

Bottom Line: If you haven’t already picked the game up, even if you’re strapped for cash, find a way to add Portal 2 to your collection. Yes, the campaign is short, but the story is so good, the puzzles sufficiently challenging and the gameplay so much fun that you won’t mind the briefness of a game that still has the good taste not to wear out its welcome.

Final Note: I will cover the co-op campaign seperately once I find someone willing to plow through it with me. You can find my Steam ID under Stalking Methods.

The Art of Thor: Introduction

Courtesy Blizzard Entertainment

The general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand.

I want to be a better player of StarCraft 2.

The first step in achieving a goal is having that goal in mind, stated as simply as possible. I’ve managed to get where I am today by keeping such goals simple and doing my best not to lose sight of them. I want to be a bestselling (or at least decently selling) novelist. I want to hold down a decent job in a good town. I want to not eat frozen pizza, ramen and PB & J every day.

Such goals are oriented towards changes in career, income and lifestyle. We also set goals for ourselves in our leisure, or at least we can. Sitting through the entire March Madness tournament is a worthy goal for some, while for others it’s beating the pants off of a beloved family member in chess or checkers or Magic or hold-’em poker. For me, delving more deeply into the underlying mechanics and strategies of StarCraft 2 has given me the motivation and desire to become a better player.

First and foremost it’s because I really enjoy the game. Even when I lose, I can see how an opponent stopped my offensive dead and came out of nowehere to gut my economy. Sure, it’s frustrating to lose. But as my goal is to become a better player, not necessarily to win, I use that frustration to teach myself. It’s a subtle difference. Instead of walking away and doing something less irritating, I make myself watch the replay, look for flaws in my play, see what the opponent’s up to and what they’re thinking.

Enemy psychology comes into it more than you might think. Not just their strategies and methods of play, but our means of anticipating, reacting to and, eventually, manipulating them. It may only be computer simulation of science-fiction armies blasting the snot out of each other on distant planets, but it’s still warfare. And Sun-Tzu has a few things to say on that subject.

I played the original StarCraft and its expansion, and while I liked the mentality and characters of the Terrans, there was something missing from their army list I couldn’t put my finger on at the time. I opted to play Protoss more often than not for the short time I was involved with multiplayer. But I never really committed myself to being a better player – I simply had other things on my mind at the time. StarCraft 2‘s Terrans have quite a few new tricks up their sleeves, from the hulking Marauders to the transforming Vikings to the mighty Thor. It’s such a signature Terran unit – covered in angular armored plate, tough, versatile and most of all, really big and really loud.

So as I progress and continue to improve my StarCraft 2, I’ll reflect on how the observation of both success and failure will contribute to both my enjoyment and the evolution of my playstyle. Due to a lucky break in my placement matches, I’m a Silver League player, better than Bronze but not as good as Gold. I want to get to the Gold level at least, and ideally move on to higher levels. I’ll apply Sun-Tzu’s teachings where I can and I’ll be sticking with the Terrans. I do like the other races, but this time around the appeal of the cowboys in space is undeniable and while every strategy may not involve a Thor, I have one or two in mind that I hope to refine as time goes on.

Hence… The Art of Thor.

Not to be confused with the upcoming movie from Marvel Studios.

I may post video supplements to go with the lessons I learn, and I’m going to be reading a lot of the Team Liquid wiki & forums as well as watching TotalBiscuit and Day9‘s videos on the subject. I highly recommend anybody interested in being a better player do the same, as well as watching this space. Even if I only do it in screenshots, I’ll be showing the impending and quite possibly painful process of learning not to suck at StarCraft 2.

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