Visual feedback: some ideas from StarCraft 2

When Blizzard designed StarCraft 2, one of their objectives was to make it good as an e-sport, so it was important that the presentation communicates information effectively, for players, commentators and spectators. Some principles StarCraft 2 seems to follow are:

 1) Favor putting stuff on the map rather than in menus

 2) Unit upgrades should be discernible just by looking at the unit

 3) Everything a unit or building does should be visible. Powerful or weird abilities should be eye-catching.

Let's look at some examples of these rules.

1) All resources are actual objects on the map: minerals and gas. Minerals running low become sparser in appearance. Active geysers are green and lively, depleted geysers are red and static. Unit supply is represented as buildings (supply depots, pylons) or units (overlords). Radar range (in case of Terran scan or sensor tower) is very obvious on the map. Zerg's concept of a zone of control is a living substance that can advance with small buildings (creep tumors). Pylon coverage overlay is made visible by simply selecting any pylon.

2) Although StarCraft 2 has a few abstract upgrades for each race (+1 melee/range/air attacks, +1 ground/air armor, etc), most upgrades provide tangible, observable tactical advantages.

 - Unit speed is used often: zerglings, banelings, hydralisks, reapers (cut in HotS though), zealot charge, warp prisms, etc. This is often a huge, vital upgrade. Upgraded zerglings develop wings and their animation is adjusted to reflect this; banelings gain the ability to roll around.

Other examples: range upgrade (Hydralisks, Colossus), stealth (Banshee), movement while burrowed (Roaches). Marines' combat shield equips the units with visible combat shields (effect is increased health). Hellion damage upgrades turns its flame from red to blue (it's hotter!). The Marauder's concussive shells dramatically slows its target down.

StarCraft 2 tends to favor active over passive abilities due to its focus on micro: short-range teleportation, burrowing, infantry stim (temp boost at the cost of health). While this is not a design goal of AotS as I understand it, autocast abilities on cooldowns could make sense. SC2 example: Zealot charge.

3) Lots of things from SC1 were made more visually obvious in SC2. The Sunken Colony's underground spike was replaced with the Spine Crawler's long whip. Lurkers were removed (although set to make a comeback in the next expansion). The Guardian's simple green ball animation was replaced with the Broodlord's broodlings, shooting actual units (how cool is that?). The medic infantry unit was replaced with airships casting green healing rays from above. The Dark Archon's mind control was replaced by the Infestor's Neural Parasite, which draws a tentacle from the infestor to its target for the duration of the spell. In Heart of the Swarm, an animation was added to creep tumor spawning to make it obvious which creep tumor was spawning a new one. SC2 tries its best to make cause and effect very obvious.

Tech choices are obvious the moment they are made in SC2. Zerg researching Lair has their main hatchery pulsating violently until the upgrade is done, and the Lair looks very different from the Hatchery. Terran's choice of attachements to their initial barracks tells a lot about their upcoming tech choices (tech lab? perhaps banshees are coming). Choosing a tech path usually means building something specific that can be scouted: a robotics bay, a roach warren, an engineering bay, etc. This enables players to try and hide their tech by placing buildings in unexpected locations on the map, creating interesting strategy and making scouting more useful. Many games were lost or won because of a hidden Dark Shrine or Stargate.

I could spend more time and find more examples, but I hope I've made the point that StarCraft 2 has a very refined, well-designed visual presentation, and this greatly enhances its gameplay, makes it fun to watch and easy to learn - while remaining of course hard as hell to master. I hope some of these ideas make their way into AotS, which currently favors hiding upgrades and resources in menus.

On a side-note, Age of Empires 2 has a similar thing where advancing in ages changes the appearance of every building. Major unit upgrades (Crossbowmen, Paladins, etc) change the appearance of the units completely too. Chemistry makes every missile be on fire - a bit absurd, but fun. Forests actually recede as you exploit them for wood; fish disappears from the rivers.

 

14,529 views 14 replies
Reply #1 Top

Great write-up, informative and good feedback for Ashes.

Reply #2 Top

Good feedback.  

I agree with much of what you say.  Unfortunately, unlike Blizzard, we don't have infinite budget. ;)

Reply #3 Top

Another game to look at for interesting upgrades is Grey Goo. They allowed you to get one of three upgrades for each of four different sections. (12 upgrades each faction)

Each upgrade gave you a specific advantage, but left you unable to get the two other techs in that section.

These techs gave specific unique abilites like: 

* Letting anti air shoot ground

* Increasing rate of fire, but decreasing damage for artillery

* Turning one tank from anti light unit to anti tank.

* Automatic healing when out of combat

* Stealth

* Shots with stun effects

* Bouncing shots or AOE shots, depending on what you wanted

The cool thing is you could cancel each upgrade to choose another of the three if you wanted. 

(http://grey-goo.wikia.com/wiki/Category:Tech_upgrades)

 

How could this translate to Ashes? Some ideas off the top of my head (literally pulled out of thin air right now). Each upgrade is mutually exclusive within its group.

* Anti missile lasers / Anti Force fields / Extra speed

* Mine laying  / Kamikaze explosion / Rapid deployment (airdop)

* Dreadnaught lockdown tractor beam (think Gulliver's Travels) / Temporary AOE Stun / Invisibility cloud (think ninja smokebomb)

 

I know that unit swarms are a big thing in this game, and one idea is that for every unit of each type capable of doing a special ability, that unit can contribute to casting that special ability by exhausting its energy. The more units in the unit-cloud, the more powerful the shield, the more damage/aoe radius etc.

 

Either that, or each cast of a special ability will draw from the nearby resource node, temporarily depleting it. 

Reply #4 Top

Quoting tatsujb, reply 3

Quoting Frogboy,


Good feedback.  
I agree with much of what you say.  Unfortunately, unlike Blizzard, we don't have infinite budget. ;)

He brings up a very good point : upgrades are currently opaque in the game.

I personally would like for us to experiment with playing without any upgrades for a month. I think it brings about much more interesting gameplay then the upgrade gimmik and it would be great for the community to get their impressions on that.

anyhow upgrades as they currently stand can never be WYSIWYG. 

also I dislike that units can instantaneously get these buffs. they should at least have to go through an upgrade facility to get some work done on them.

 
the simple implementation I see is : keep upgrades as is (except remove the infinite part... do 3-8 tiers instead + make 3d models showing those different tiers)

there be a building in the build menu you can build called an "Upgrade Facility" it's a wide and quite big building in the form of a tunnel. when units with pending upgrades (because you unlocked it and they were built before you did so) come anywhere near this building they go through it (all units tiers) and come out with their new upgrades.

this has the advantage of not needing to bring any units back to home base if you thought ahead of bringing an engineer along with the troops to build this building at the front lines when it becomes needed.

this building will continue to serve (if it is along the path) as you continue to gain terrain and units that make it out of your home base's factory have an upgrade pending by the time they've traveled the distance on the map to get to this building.

It also would have the fun little nuance of seeing units at the frontmost lines be a upgrade tier under that of the reinforcements from time to time. 

I dunno I feel there could be a lot of depth and a lot to be dug out of this idea. I haven't explored it all completely in my head. 

I'm going to go the opposite way on the drive-through upgrades idea.  There is enough micro already with the scale of the game the devs are aiming for; and I think drive-through upgrades forces an unnatural break in the flow of the action.  I guess players could upgrade individual units with tech in the field by clicking on them, but even that seems like a clicking nightmare if each side is fielding 100s of units.  I suppose you could reduce the headache by only making Dreads or other upper tier units click-to upgrade or something, but it still seems like an unnecessary pain.

At most, I could see building an upgrading engineer/repair bot concept into the game that upgrade your units over time.  If none of the upgrading units are available, then your units just stay at their initial tech level.  

I love the concept of seeing upgrades visually on units.

Some cool upgrade ideas being thrown out too. 

Reply #5 Top

I don't like the "upgrade facility" idea either. Every other RTS ever has had instant upgrade of all units on the field when it hits. It's more interesting to have higher tier units locked behind some kind of tech unlock. Honestly, the most interesting aspect of Sins of a Solar empire is the upgrade tree.

Reply #6 Top

Quoting tatsujb, reply 7


Quoting AoWFever,

I'm going to go the opposite way on the drive-through upgrades idea. There is enough micro already with the scale of the game the devs are aiming for; and I think drive-through upgrades forces an unnatural break in the flow of the action. I guess players could upgrade individual units with tech in the field by clicking on them, but even that seems like a clicking nightmare if each side is fielding 100s of units.

I think you might have missunderstood that in my idea the units do it on their own. there's a wide area around that factory here if units come near and have a pending upgrade or pending upgrades they automatically put their current orders on standby and dirrect themselves to the factory on heir own.

when they emerge they resume their order.

this means this requires only one click :that of placing down the upgrade factory (or factories) at a strategic location.

this isn't micro heavy at all.

If you read again you'll see this is exaclty what I was trying to imply before ^^

 

It will still be micro heavy in the sense that you will have to make sure your un-upgraded units take a trip past an upgrade facility. How you're going to keep track of hundreds of units in this manner is beyond me. It's already hard enough to distinguish between different unit types, let alone different unit types with different upgrade levels.

Reply #7 Top

You could just have it that newly created units have the upgrade and the old one's already in the field don't. I don' think there is anything wrong with that. It could even be seen as a positive.

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Reply #8 Top

Quoting Ticktoc, reply 9

You could just have it that newly created units have the upgrade and the old one's already in the field don't. I don' think there is anything wrong with that. It could even be seen as a positive.

 

This whole post is about how important it is to be able to learn at a glance what capabilities you and your opponent have. This kind of staggered upgrading would do the exact opposite of that.

Reply #9 Top

Quoting SolarVengance, reply 10

This whole post is about how important it is to be able to learn at a glance what capabilities you and your opponent have. This kind of staggered upgrading would do the exact opposite of that.

You are right that I was just responding to the few posts above mine rather than the whole post in general. However if there were a visual change to the units with the upgrade then there is nothing wrong with my suggestion. Though perhaps I like the role playing element that this would bring to a story of a battle in my head more than some so I know not all would like it.

Reply #10 Top

Quoting tatsujb, reply 13

it makes sense to me that as you progress towards an opponent's base the fight ever so slightly increase in difficulty because closer units are of higher upgrade levels.

yup