RhodokMasterRaceOfficial
Arbiter
You haven't dismantled a single thing. You've simply repeated that you want to suck tranny feminazi cock, or as you prefer to call it in more PC language; "make games more accessible to new players." What you don't realise is that "new players" just means people who don't like RTSes and will never like RTSes no matter what you do. Anybody who might actually enjoy a game/genre (any game/genre) will overcome whatever "barrier to entry" exists (especially one this small) as though it was either barely there or wasn't one to begin with.
But let's remain on this train of thought for a moment: We saw all sorts of things that were done to make the genre easier to handle for new players after CnC3 (and RA3, to a lesser extent) failed to become the Starcraft Killer™ esport that EA wanted, despite being on its own a fairly decent game. So what'd we get in response to this lack of Korean esports money? DoW2 (if you tried to play more than the campaign), Supcom2... and CnC4. Once again, fuck new players. Your only obligation to them (at least in an established franchise) is to make the tutorial good enough to give players a decent grasp of the core mechanics when they're done, and to make tooltips that provide relevant information, as that benefits everyone. If they don't like your game because of something as simple as not being able to control more than 12 units, then I can absolutely guarantee you now that they wouldn't have bought your new game because this mechanic was "simplified" for them.
Like really, no developer would ever listen to "that bullshit?" Well then maybe that's exactly why traditional RTSes are basically dead on the market aside from one or two recent "worthy offerings" like Deserts of Kharak and possibly the upcoming DoW3 (we'll see). Really, tell me, friend-o, because I really want to know. Who is the shit businessman here? 1996 Blizzard who made a difficult to master RTS which has stayed on Korean television for like 20 years (it's still on by the way, there's currently a major televised tournament), or 2009 Relic who made one of their greatest franchises into a moba that nobody plays anymore except to re-run its campaign?
And don't even bring up SC2 being successful with people who'd never played Brood War (and still haven't) despite not having a selection limit.
It was successful in spite of this. This is due to the game being the 13-year long awaited sequel to a globally beloved franchise, that most gamers (at the time) at least knew about by its relationship with WoW's developer even if they'd never personally played it. Ontop of that, there's the fact that it already had a pretty much guaranteed billion-dollar esports scene (which is starting to slow down now) simply by its relationship with Brood War. If that game had a different name or Starcraft didn't have the enduring popularity and success that it did, I can absolutely guarantee you now that it'd be up there with those other three garbage games I mentioned as a franchise-wrecking popamole piece of shit, and very few people would even remember it right now.
It's not that "changing a game" is bad. Whether or not change is fundamentally bad is not what this is about and is a stupid argument anyway. What I want is not to have CnC clones for the rest of eternity. What I want is to go forwards in a direction that caters to people who actually play games, not people who don't. It's okay to trim dead weight if its widely agreed upon that this is what it is (see: developers saying that HW1's fuel system was a shit mechanic that they didn't even like at the time, and so they didn't replicate it in HWRM), but Starcraft 2's streamlining is a very clear point of contention in the franchise's community especially now that Brood War is regaining in professional popularity.
to anybody who isn't deliberately being obtuse that any change you make to the latter invariably influences the former. Skill cap vs barrier to entry is a direct variation equation. You simply cannot do something to one without affecting the other, especially not in the RTS genre.
I'll answer your question though.
Anything that causes a game require more manual effort in order to play will raise the skill limit. Your maxed out 200 supply army (especially if you're Terran and it's a mech army) requires a significantly greater level of skill at control and coordination in order to use if you can't fit every single one of those units into the same control group. This goes double when we take that army out of a vacuum and assume you're micromanaging your base/economy at the same time as paying attention to it. Micro IN GENERAL requires more concentration on behalf of the player. If you for some bizarre reason still think that this part of the game doesn't actually require a large enough amount of skill at the game that you simply can't ignore it then I just have to again call you a cuck and/or shill that has never played or watched Brood War at any respectable level.
Seriously, get rid of the control limit and we don't see bullshit "this player is OP pls nerf" antics like Jaedong controlling two 12-stacks of mutas at the same time. I.E, a feat that no other player has achieved, at least not on television. In Starcraft 2 (which he did play) the only reason I think he'd really want to split a single stack of 24 mutas to do that again is if he wants to kill something with AOE splash and +damage vs light, which is futile because of the game's shitty rock paper scissors design but that's not what this argument is about.
Have you considered that the selection limit is only problematic in Brood War due to its 10/10 GOTY mid-90s RTS unit pathing? Getting dragoons or goliaths to do just about anything is like pulling teeth and the only reason pros make it look easy is because they're literally at a level of skill that you can't reach unless you're Asian. Allowing me to control 255 of them at once would probably make things worse rather than better.
The improved pathing in Warcraft 3 over Starcraft (still admittedly not great, but there was nothing as hilarious as the dragoon) didn't have any real adverse effects on its skill ceiling. It's even regarded at its highest level of play as one of the most difficult "micromanagement" RTSes ever made and that's something that unit control directly affects. Fixing unit pathing would lower the barrier to entry, but not enough to have a noticeable enough impact on the skill ceiling to need a trigger warning for franchise veterans.
But let's remain on this train of thought for a moment: We saw all sorts of things that were done to make the genre easier to handle for new players after CnC3 (and RA3, to a lesser extent) failed to become the Starcraft Killer™ esport that EA wanted, despite being on its own a fairly decent game. So what'd we get in response to this lack of Korean esports money? DoW2 (if you tried to play more than the campaign), Supcom2... and CnC4. Once again, fuck new players. Your only obligation to them (at least in an established franchise) is to make the tutorial good enough to give players a decent grasp of the core mechanics when they're done, and to make tooltips that provide relevant information, as that benefits everyone. If they don't like your game because of something as simple as not being able to control more than 12 units, then I can absolutely guarantee you now that they wouldn't have bought your new game because this mechanic was "simplified" for them.
Like really, no developer would ever listen to "that bullshit?" Well then maybe that's exactly why traditional RTSes are basically dead on the market aside from one or two recent "worthy offerings" like Deserts of Kharak and possibly the upcoming DoW3 (we'll see). Really, tell me, friend-o, because I really want to know. Who is the shit businessman here? 1996 Blizzard who made a difficult to master RTS which has stayed on Korean television for like 20 years (it's still on by the way, there's currently a major televised tournament), or 2009 Relic who made one of their greatest franchises into a moba that nobody plays anymore except to re-run its campaign?
And don't even bring up SC2 being successful with people who'd never played Brood War (and still haven't) despite not having a selection limit.
It was successful in spite of this. This is due to the game being the 13-year long awaited sequel to a globally beloved franchise, that most gamers (at the time) at least knew about by its relationship with WoW's developer even if they'd never personally played it. Ontop of that, there's the fact that it already had a pretty much guaranteed billion-dollar esports scene (which is starting to slow down now) simply by its relationship with Brood War. If that game had a different name or Starcraft didn't have the enduring popularity and success that it did, I can absolutely guarantee you now that it'd be up there with those other three garbage games I mentioned as a franchise-wrecking popamole piece of shit, and very few people would even remember it right now.
It's not that "changing a game" is bad. Whether or not change is fundamentally bad is not what this is about and is a stupid argument anyway. What I want is not to have CnC clones for the rest of eternity. What I want is to go forwards in a direction that caters to people who actually play games, not people who don't. It's okay to trim dead weight if its widely agreed upon that this is what it is (see: developers saying that HW1's fuel system was a shit mechanic that they didn't even like at the time, and so they didn't replicate it in HWRM), but Starcraft 2's streamlining is a very clear point of contention in the franchise's community especially now that Brood War is regaining in professional popularity.
It should be blatantly obviousHow exactly would removing the selection limit influence skill cap (not entry skill barrier)?
I'll answer your question though.
Anything that causes a game require more manual effort in order to play will raise the skill limit. Your maxed out 200 supply army (especially if you're Terran and it's a mech army) requires a significantly greater level of skill at control and coordination in order to use if you can't fit every single one of those units into the same control group. This goes double when we take that army out of a vacuum and assume you're micromanaging your base/economy at the same time as paying attention to it. Micro IN GENERAL requires more concentration on behalf of the player. If you for some bizarre reason still think that this part of the game doesn't actually require a large enough amount of skill at the game that you simply can't ignore it then I just have to again call you a cuck and/or shill that has never played or watched Brood War at any respectable level.
Seriously, get rid of the control limit and we don't see bullshit "this player is OP pls nerf" antics like Jaedong controlling two 12-stacks of mutas at the same time. I.E, a feat that no other player has achieved, at least not on television. In Starcraft 2 (which he did play) the only reason I think he'd really want to split a single stack of 24 mutas to do that again is if he wants to kill something with AOE splash and +damage vs light, which is futile because of the game's shitty rock paper scissors design but that's not what this argument is about.
Have you considered that the selection limit is only problematic in Brood War due to its 10/10 GOTY mid-90s RTS unit pathing? Getting dragoons or goliaths to do just about anything is like pulling teeth and the only reason pros make it look easy is because they're literally at a level of skill that you can't reach unless you're Asian. Allowing me to control 255 of them at once would probably make things worse rather than better.
The improved pathing in Warcraft 3 over Starcraft (still admittedly not great, but there was nothing as hilarious as the dragoon) didn't have any real adverse effects on its skill ceiling. It's even regarded at its highest level of play as one of the most difficult "micromanagement" RTSes ever made and that's something that unit control directly affects. Fixing unit pathing would lower the barrier to entry, but not enough to have a noticeable enough impact on the skill ceiling to need a trigger warning for franchise veterans.