Written by: KOKOStern

When SC2 was initially released, some hardcore BW fans were dismayed by the lack of skill required to play. The game focused around Macro and needed less skill than it's predecessor to really shine. This fact was so prevalent, that even in the highest levels, in the pro scene, Micro was more or less meaningless. Giant armies clashed to and fro as the player with the correct build to counter his opponent pulled through.

Execution in those big engagements took a backseat to proper army composition. If you had the right army and the supply lead, you didn't really need to do too much in order to come out victorious. Old timer BW fans took immediate offense and claimed BW was still the better game. As SC2’s gameplay matured, players dove into every type of Micro to give them the edge, but to say it bluntly, no amount of stutter-stepping can compare to Micro intensive situations in BW or Warcraft 3.


Dragoons crossing a bridge - still the hardest activity you can attempt on a PC
Admittedly, some of the original difficulty did not originate from design but from technical limitation. The A.I. and pathing engines of BW were not the best, and added artificial difficulty on top of the already demanding skill cap. Surely these problems were not intended, but they did make the game harder. As advancements to technology came to pass such problems were removed, and so the game was simplified. Progress eventually called for even the hardcore BW players to move on to the new game, but some saw it as the end of an era skill wise.

This is where we must ask a big question. What made Blizzard design the second game in the series to be so much simpler than the first. Even disregarding the technical advances, the game itself, in terms of design, is inherently easier to play and as a direct outcome, easier to master.


Drop the Mines, activate AfterburnersThe reasons why Blizzard decided to make the game Macro focused and leave Micro on the sidelines are obvious - it really is simpler. A player needs only to master Macro, and requires only a small amount of Micro control to succeed. Lowering the skill gap in order to do well means players will progress and become better faster. The game becomes more accessible and more people want to play. Wide appeal is arguably more important than the top of the skill table.

Today, after three years of WoL, most players are familiar with the game, less new players will be coming in and the time is right for changes to happen. This allows Blizzard to raise the skill cap without being afraid of losing players. Starcraft has established itself as an eSport, and there is finally a space to put strong focus on the competitive scene.

By introducing units like the Oracle, and strengthening already harass oriented units such as the Medivac, the focus is shifted into Micro intensive play. Small groups of specific units doing big damage with correct maneuvering. It’s easy to notice more than half of the additions to the game are either abilities to pre-existing units or caster units - all of which require Micro.

These type of changes are exactly the correct progression for the metagame. The presence of spellcasting units in an army composition is almost mandatory at this point, and the sheer amount of spellcasters forces players to use proper Micro control. These facts raise the skill cap significantly, and elevate the competitive scene to new heights.

The questions following are simple. Can SC2’s skill cap, at the highest level of play, reach the monumental records of Brood War? In addition - what will be the next step? In a year or two, the third and last installment will come in Legacy of the Void. Will we see an additional rise in the skill gap, or will we return to Macro oriented play to allow for more players to enter the wonderful realm of Starcraft? The answers are not so simple.

Part of solving these questions come from the progression of eSports we’ll see in coming years. The simpler the game, the greater the mainstream appeal for new players, but the gameplay will also stagnate faster. In contrast, the deeper the game, the more appeal for spectators. There needs to be a perfect balance, and it will be dictated by how the sport will grow in coming years, and the changes to the audience.

Oracles - the perfect glass cannons if used correctly
In terms of the gameplay itself, certainly the new expansion makes the game much harder. Brood War had a special way about it, mostly due to the restrictions placed upon the player and with that, SC2 will never be hard in the same way, but that doesn’t have to be a bad thing. Trading technical difficulty for skill level derived from proper execution is a worthy trade. There’s no perfect answer, but if you want the best one, you should probably ask some of the pro-gamers that have experience with both games. In a couple of months - after they had proper time to adjust, they should have a good mindset and be able to give a satisfying answer.

The decision on where to take Starcraft is up to the developers, and it is a hard one. We can only hope they manage to find that perfect balance, and grow the game as a sport on all levels. With that said, eSports as a whole and Starcraft specifically have seen incredible continuous growth, and with the release of HotS shows no signs of stopping. We can only wait and see what happens, and it simply can not be more exciting.