WhiteTigerShiro said:
Zachery Gaskins said:
My only thought is: why now? What did Starcraft 2 do so special that other RTS's of similar complexity did not, apart from being popular and populous enough to have a huge amount of data to analyze?
This isn't the first game of it's type that could be considered "complex enough" for this kind of study. *shrug*
A lot of strategy games tend to be more slow-paced in nature. Even something like Civ, while complex, is very laid-back. Having to make a dozen decisions within a few seconds is a big part of what sets StarCraft 2 apart from other strategy games; even compared to the first StarCraft. Mind that when they say "complex", they aren't talking game depth like some reviewer, they mean in terms of how your brain needs to approach it to do well. And in that regard, something like the Civ series is actually very simple.
"Complexity" can mean several things. StarCraft and Civilization aren't any more or less complex than each other, they're just complex in different ways. Much like chess, which can be complex on several different levels.
In StarCraft, you have to make several mental considerations in an instant. Where should I move my units? What do I need to build? Where is my enemy sending his units? Am I well-defended at my base? Do I have enough resources? Where should I attack from? How big is my enemy's army? Do I have the proper units to counter my enemy's units? What do I need to purchase? Should I wait and build up or should I attack with what I have now? Where on the map should I expand to? All of these considerations have to be taken into account in a very short length of time. That's what gives StarCraft it's complexity. Individually, any one of these considerations is fairly straightforward to respond to; "My enemy might attack with Unit A. I don't have an effective number of counter units for that. I should build some more." or "My base needs more Pylons. I should build more Pylons." are the kinds of ideal responses that would answer a mental question, but since a game of StarCraft is quite fast-paced, these responses have to be worked out in seconds, and a player's train of thought may not always be able to arrive at a satisfactory response to each situation under such conditions. StarCraft requires you to juggle, to make an analogy.
By contrast, Civilization gives you a nigh infinite amount of time to consider the problems facing you. How can I acquire Resource A? Can I trade someone for it? Is there any place on the map that I can reach where I can control this resource? Is that place occupied by another Civ? Can I mount an effective colonization effort to control the area where I can get that resource? Can I mount an effective war effort to take control of the area where that resource is? What would be the cost of a war/colonization effort? What would be the political ramifications of a war/colonization effort? Civilization gives you a long time to ponder all these things. In Civ, all of these questions stem from the same problem. The response to a a situation wouldn't be a single mental scentence, it would be a few mental paragraphs. In a game of Civ, a player may have several problems facing them, and may fail to resolve those problems by failing to take into account the ancilliary considerations that come with a single problem. A good analogy would probably be trying to arrange the contents of a bookshelf.
In other words, StarCraft and Civ are complex in different ways. They require different mindsets. Like chess, both games require a player to think about how they take on their opponent(s), what should they do to accomplish the end goal of winning, etc. The thing is, as far as I can tell, neither is really a good replacement for chess when it comes to scientific studies. Chess works because, at it's heart, it's a game with a simple concept and simple rules; it's easy to understand, easy to teach, and easy to keep track of how a game is progressing.