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TEAM XLR8
Dustin Browder on… why StarCraft II is like Team Fortress
"One of the things I like to compare our game to a lot - because it's one of my favourite games ever - is Team Fortress. Team Fortress is a blast, and one of the things I love about it is that there are class counters but you can always micro your way out of any situation. Like, if I'm a Heavy and I encounter you and you're a Scout, you're dead. I'm going to kill you, you little Scout - you've got nothing on me. Well, unless the Scout uses jump well, unless he uses the terrain well, unless he knows where the medpacks are nearby, [or] if he sneaks up with that stupid little baseball bat, then I'm dead. Oh, so wait, I don't really counter the Scout, do I? I only really counter the Scout who charges at me like a fool. When we meet on the field of battle, it doesn't matter that I brought the wrong weapon; what matters is how I use the weapons that I brought.
"Now, RTS is still RTS – there are some sharp counters out there, but in general we try to make sure that the early-mid game is very dependent on what you do, and not as dependent on what you brought. As scouting gets more and more powerful, and as the stakes get raised, we start introducing units that [are more like] 'that kills that and there's not much you can do'. You need that to have built that, but you should have scouted that, so you should have known, or you need to position so the right units fight the right units."
"Now, RTS is still RTS – there are some sharp counters out there, but in general we try to make sure that the early-mid game is very dependent on what you do, and not as dependent on what you brought. As scouting gets more and more powerful, and as the stakes get raised, we start introducing units that [are more like] 'that kills that and there's not much you can do'. You need that to have built that, but you should have scouted that, so you should have known, or you need to position so the right units fight the right units."
