“Another thing to consider is this: The more time you spend watching your commands being executed the less time you’ll have to give new commands. The efficient player will always be giving commands but will never be watching them being executed. It’s a matter of trusting yourself with being able to give commands without missclicking and trusting the game being able to function properly.”
-ZerG~LegenD, from the forums at teamliquid.net. (http://www.teamliquid.net/forum/viewmessage.php?topic_id=72596)
This to me seems to be a problem, though admittedly a short-sighted one. As graphics get better and better, games begin to look less and less abstracted. There’s less to interpret. At the same time, game developers have been taking more and more hints from filmmakers, specfically with regards to making gameplay seem fluid and natural, like films (in general).
So to be a good competitive gamer, you have to be able to play the Game (on a meta level), without watching the game (on a physical level). It’s like trying to take notes on a really good thriller/action/suspense movie for class: taking your eyes off of it in order to jot down a few notes is difficult. Very difficult. Because movies are a visual medium and it’s difficult to experience that medium without sight.
Without watching the game, the competitive gamer looks at it not as he looks at a movie (despite the fact that what he is watching is designed to replicate, in many ways, a movie), but instead as an abstracted representation of his (or his side’s) state of being versus his opponent’s (or opponent’s side’s) state of being.
Hm, I’m not sure how much sense that makes. But what I am sure of is this: “If modern games are becoming more ‘movie-esque’, but competitive games must be experienced in a manner unlike movies, than perhaps competitive games should not be designed like (most) modern games.”
The answer is neither “yes, they should” or “no, they shouldn’t.” But we have the question, now.
Oh, and a played against Lunch-chan four times yesterday and once today (the 18th). I won most, but we figured out a tech that Lunch can take that trumps mine. The problem now comes down to the mundane: execution. We have the answer, theoretically, but Lunch (like most pro StarCraft players), is going to have to practice that build until he’s got it memorized before it will be ‘legit.’
In this regard, I have the advantage. I’ve used the same tech against Lunch multiple times, so I have it practiced. On top of that, today’s (the 18th) game included a shift in that tech designed to retard his current counter-tech. Lunch admits that his current tech is still not hammered out completely, even theoretically (when to expand, how many hatches, etc. etc.), so I’m not completely sure whether the addition of those 1+ Starports was truly a counter to his counter tech.
We’ll see, Lunch. We’ll see.