StarCraft II Design - Finale
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Hey folks,
Welcome back to brownbear's Summer of StarCraft! Today's the last episode - a deeper discussion on lockstep simulation and then a wrap-up.
If you enjoyed this series, I'd love it if you followed me here and on Twitter and Facebook to receive regular content updates. The relevant links are above. Thank you and see you next time!
Thanks,
brownbear
Timestamps:
-- Lockstep Simulation ()
-- Legacy of StarCraft II ()
Recommended Readings (by others):
-- http://www.teamliquid.net/forum/starcraft-2/520756-a-eulogy-for-the-six-pool (Legacy’s impact on early game aggression)
Recommend Readings (by me):
-- https://illiteracyhasdownsides.com/2016/09/25/why-mechanics-are-critical-to-real-time-strategy-games/ (mechanics critical to strategic diversity in competitive rts)
-- https://illiteracyhasdownsides.com/2016/12/10/racial-balance-in-real-time-strategy-games/ (racial balance in competitive rts)
-- https://illiteracyhasdownsides.com/2016/12/01/rts-design-principles-and-protoss-a-call-for-a-new-design-patch/ (protoss design)
-- https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/ (StarCraft II and Brood War belong to different genres)
-- https://illiteracyhasdownsides.com/2017/01/06/exploring-map-design-with-avex/ (map design)
-- https://illiteracyhasdownsides.com/2017/04/19/starcraft-ii-csgo-matchmaking-systems/ (matchmaking)
-- https://illiteracyhasdownsides.com/2017/01/10/starcraft-broadcasting-and-the-excellence-of-nation-wars/ (starcraft broadcasting and the excellence of nation wars)
References: The list of references is too lengthy for YouTube. As a result, I hosted it on my website: http://illiteracyhasdownsides.com/2017/06/03/starcraft-ii-competitive-multiplayer-design-commentary-references
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