ARGUMENT #2: Legacy of the Void is completely different from Heart of the
Swarm. We're playing StarCraft 3, folks.
In early January, I started writing a blog post about why Legacy of the Void is
so good. It felt incomplete, and didn't quite cover my feelings completely, as
I'm still figuring it all out, so I never posted it. But here it is, as it is
a good supplement to what I'm about to write:
“There's always been an argument about StarCraft 1 and StarCraft 2. Which is
better? Which is more fun? Which was better balanced? Which is a better
eSport. I've written and said a lot in the past about these subjects, so I
won't go into much depth about them here. But I needed to bring this up to show
why Legacy of the Void is so damn good.
#2虚空之遗跟虫群之心是完全不同的东西!我们玩的是SC3,伙计们!
我从一月上旬开始写一篇关于为什么虚空之遗很棒的部落格,那篇没写完,也无法完全表
达我的想法,因为我自己也还在摸索,所以我没有发布。但我在这里揭露它,这是对于我
接下来要说的东西很好的补充:
一直都有SC1和SC2哪边比较好?哪边比较有趣?哪边比较平衡?哪边更适合电子竞技的争
论。我过去对于这些议题表示了很多,所以我不会深入谈这些,但我需要提起这些来显示
为什么虚空之遗真是他妈的太棒了。
StarCraft 1 is a game of mechanics. You fight against the game itself to make
as many units as you possibly can, while microing as well as you can with very
limiting control groups. The comeback mechanic is based in how hard it is to do
everything that needs doing. If you get behind in a Terran vs Protoss, for
instance, and the Protoss has 5 bases, while you are stuck on 3, you might
decide that to come back you need a Dropship. Yes, Protoss has way more bases
and is in a leading position, but that means that his economy is more spread
out, and thus more susceptible to harassment. By sending out a Dropship in one
direction, and Vultures in another, you can start to pick apart the leading
player. Some nice laying of mines in front of a far - off base to slow down
incoming defensive units will buy you some time to kill Probes. Meanwhile the
Dropship will hit another area far away, splitting Protoss's attention.
SC1是非常技术层面的游戏。你尽可能地填塞人口上限并靠着非常受限制的编队精密地操控
他们。翻盘是取决于做所有必须做的事情的难度。如果你在TvP中处于劣势,比如说P有五
个基地,而你只有三个,为了翻盘你可能会决定弄个运输船。没错,P拥有远比你的多的基
地,占据优势,但那同时表示他的经济分散,容易骚扰。朝一个方向派出运输船,秃鹰朝
向另一个,你可以开始打击优势的玩家。位置优越的蜘蛛雷可以让来增援的部队慢下脚步
提供你摧毁探测机的时间。而在这期间运输船会攻击另一个地方,分散神族的注意力。
StarCraft 2: Wings of Liberty and Heart of the Swarm are games of strategy.
NesTea was the first person I heard verbalize this. In essence, he said, that
SC2 was about decision making. He was absolutely right. It's very much about
knowing your decision trees. The player who understands more should win based
off of knowing what to do next. In WoL and HotS, the comeback mechanics were
based off of understanding the next branch of what to do. Here’s an example:
自由之翼和虫群之心则是战略游戏。NesTea是我听到第一个这么说的人,从意
义上来说,他说的是SC2重点在于做决策。他完全正确。你的决策分岐十分重要,懂得越多
的玩家应该要赢,因为他知道接下来该做什么。在自由之翼和虫群之心,翻盘是基于了解
下一步该做什么,以下是一个例子:
You are Zerg. You got way ahead with the army-crushing unit composition of
Infestor / Ling / Ultra.
If you choose to attack and kill your opponent, go to option A).
If you choose to sit back and wait for your opponent to leave, go to option B).
A) Your Ultras get their AI messed with due to smart building placements and
deal no damage for their cost. Your lings shuffle in to attack almost single
file. Your Infestors throw out useless Infested Terrans because they do not
keep up with your army for an attack, and then die. Your opponent now can
come back.
B) Your opponent continues to try to harass you around the map. You easily
clean up each attack with Fungals, Lings, and a bit of static defense.
Eventually your opponent leaves his safe area, and you get a decent
engagement with your expensive Ling / Ultra / Infestor army. He shouldn't have
come onto your Creep. GG you win!
Yeah, its a bit over simplified, but there are thousands of examples just like
these on how comebacks actually occur. (and yes there are exceptions to both
games and all these situations.)
你是Z,而你占据优势,拥有小狗雷兽感染虫的组合
如果你选择进攻摧毁你的对手,进入路线A
如果你选择按兵不动等待你的对手离开,进入路线B
A)你的雷兽由于对手的建筑学和他们的AI搞砸了。无法造成符合身价的伤害。你的小狗冲
上窄口,以几乎只有1的攻击面积攻击对手。你的感染虫无用地乱喷蛋,因为他们跟不上
大部队,然后就死了,你的对手现在有了翻盘的机会。
B)你的对手不断尝试骚扰你,你轻松地用方狗,小狗和一些定点防御清掉每一次攻击。
你的对手终究忍不住跑出他的铁桶阵,你可以用你的狗雷兽感染有一个好的交战,他甚至
踏不上你的虫胎。GG你赢惹!
当然这有些过度简化了,但有上千的翻盘案例就像这样发生的。(当然也有反例)
Now this, of course, doesn't mean that SC1 is a better game than SC2 or
anything like that. This is one small aspect of the game. According to this
one aspect, SC1 was, in general terms, very taxing on your speed. This was
partially due to the fact that you were very spread out, and thus your opponent
had more places to attack. SC2 was more about making correct decisions with the
correct units to lock your opponent out of any possibility of winning. I think
that most of the arguments from people that SC1 was/is a better game than SC2
were based, in some way, over this difference in the two. As someone who
personally has been there for the full life of both games, I can certainly say
that I derived a lot of pleasure from that "overstretched” feeling while
playing SC1.
Legacy of the Void gives me that feeling again. I feel like there's too much
to do. I feel like there are endless areas for improvement of play. I feel like
perfect games are forever away. And it feels amazing.“
当然这不代表SC1是个比SC2好的游戏,这是这游戏的一个小层面。从这层面来说,SC1非常
吃你的速度。这部分是因为你扩张的非常分散,而你的对手有更多地方可以攻击。SC2更重
要的是做正确的决定,生产正确的单位组合来封锁任何对手获胜的可能性。我认为大多数
说SC1比SC2要好的争论都是基于这一点。作为一个两款所有时期都有参与的人,我可以肯
定地说我从SC1那种紧张感得到很多乐趣。
而虚空之遗又给了我那样的感觉。我感觉总有做不完的事情,我觉得玩法上的改进是永无止
尽的,我感觉看不到完美比赛的车尾灯,而这让我感觉棒极了。