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(Scientific American) Cool The science of StarCraft   (blogs.scientificamerican.com) divider line 53
More: Cool, cognitive scientists, model organism, Starcraft, executive functions, military strategy, Simon Fraser University, Blizzard Entertainment, motor skills  
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6580 clicks; posted to Geek » on 02 Dec 2011 at 5:15 PM   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»   |    Get this fabulous T-Shirt and impress the methane out of your friends! shirt it!



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2011-12-02 01:41:24 PM
A dissertation on how nerds mate?
 
2011-12-02 02:13:30 PM
Wow, that was pretty interesting.

I've wasted many hours with Starcraft (the first version), and I do remember thinking "Holy crap how are my fingers moving this quickly?"

MOAR VESPENE
 
2011-12-02 02:55:38 PM
My wife for hire
 
2011-12-02 03:03:33 PM
cretinbob: A dissertation on how nerds mate?

Oh. It's someone who is farking terrible at video games making the incorrect correlation that the only people who are good at video games are shut-ins. Nothing important to see here. Carrying on to the relevant comments in this discussion thread.
 
2011-12-02 03:32:27 PM
And, as expected, interesting piece. It's always been my opinion that top-flight real-time strategy games are in a completely different plane of existence when it comes to the skill set required to perform well. Fighting games come close, but multitasking separates the RTS from just about everything. Not many other games combine multitasking with split-second reflexes.
 
2011-12-02 03:33:40 PM
Everyone knows you can't build on the creep.

dummy.
 
2011-12-02 05:30:37 PM
Jamdug!: Everyone knows you can't build on the creep.

dummy.


Minecraft?
 
2011-12-02 05:32:21 PM
SPAWN MORE OVERLORDS
 
2011-12-02 05:33:28 PM
A professional South Korean gamer can perform upwards of 300 actions per minute on the keyboard/mouse when playing SC2

When I play, its around 70.

They are ridiculous
 
2011-12-02 05:36:21 PM
Eating dog makes you good at this game.
 
2011-12-02 05:38:11 PM
i really don't buy into the idea that these are transferable skills, which means that while the individual accomplishments of these people are impressive from a mechanical/reflex standpoint, they are not delving into a new scientific territory.

even the most optomistic studies show a fairly tenuous connection, and the studies that refute them appear to have done a better job at controlling for external variables.
 
2011-12-02 05:39:23 PM
When I was nine I was placidly watching Gilligan's Island,,

My kids are researching armor, and weapons and how to do Raiding in Teams.
They know how to communicate in groups at high speed to accomplish the mission.

When they are my age, decision making under pressure will be second nature to them. We are raising a generation of Techno-Spartans. These kids now are much faster at analysis, and much more confident.
 
2011-12-02 05:42:13 PM
"collective ascent"

nice writing.
 
2011-12-02 05:42:16 PM
tinyarena: My kids are researching armor, and weapons and how to do Raiding in Teams.
They know how to communicate in groups at high speed to accomplish the mission.

When they are my age, decision making under pressure will be second nature to them. We are raising a generation of Techno-Spartans. These kids now are much faster at analysis, and much more confident.


If they are raiding in WoW they are not learning as many valuable skills as they think. Trust me.
 
2011-12-02 05:44:17 PM
LIVE FOR THE SWARM
 
2011-12-02 05:50:23 PM
imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.


Just curious what you mean by that.
 
2011-12-02 05:56:03 PM
an elite player can perform about 5 or 6 actions a second, which translates into a flurry of key presses and mouse maneuvers (see video, above).

If you watch the pros there's a whole lot of what i call 'nervous clicking' that gets added to the tally of actions. They are doing a lot of stuff, for sure, but there is a status thing now about performing the most actions, and anyone who doesn't partake in redundant actions is at the bottom of the list, so pretty much everyone does it.
 
2011-12-02 06:05:52 PM
J. Frank Parnell: If you watch the pros there's a whole lot of what i call 'nervous clicking' that gets added to the tally of actions. They are doing a lot of stuff, for sure, but there is a status thing now about performing the most actions, and anyone who doesn't partake in redundant actions is at the bottom of the list, so pretty much everyone does it.

I forgot what I was watching exactly, but in a video I recall hearing that someone whose APM wasn't necessarily too high to begin with just did erroneous clicking the majority of the time to condition himself to be able to do clicking that meant something. I guess consider it like a jogger who jogs in place at a red light. They're not going anywhere, they just wanna keep the flow going.
 
2011-12-02 06:15:09 PM
I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Just what I've observed from my own gaming experience (disclaimer: Never played SC or SC2, but played Tib Sun, Red Alert, Star Trek: Armada, and I still play Alpha Centauri).
 
2011-12-02 06:26:11 PM
imgod2u: LockeOak: imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.

Just curious what you mean by that.

Protoss don't absorb sunlight and carbon dioxide to produce sugars....


Well, if we're getting pedantic, they could possess anoxygenic photosynthesis or proteorhodopsin-based proton pumps. The latter is not technically photosynthesis, but it's close.

/starcraft and photosynthesis nerd
 
2011-12-02 06:31:56 PM
This many decisions per minute is why I prefer FPSes. My brain simply can't handle the whole map; it's too much work. I play games to have fun, not to work.
 
2011-12-02 06:39:22 PM
*nuclear launch detected*
 
2011-12-02 06:40:12 PM
UrCa: I forgot what I was watching exactly, but in a video I recall hearing that someone whose APM wasn't necessarily too high to begin with just did erroneous clicking the majority of the time to condition himself to be able to do clicking that meant something. I guess consider it like a jogger who jogs in place at a red light. They're not going anywhere, they just wanna keep the flow going.

See: Guitar Hero players who rapidly press different patterns of fret buttons before the song actually begins.

Peki: I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Blizzard's best strategy games (StarCraft: Brood War, Warcraft III: The Frozen Throne) have nearly-perfect cyclical balance (minus Orc vs. Undead) and any changes in the metagame can be adjusted through map design. I still see completely new and original strategies used in Warcraft III and my understanding is that competitive StarCraft: Brood War recently ushered in an era of fast-expanding Terrans against Protoss, something that was thought to be absolutely inconceivable in the previous metagames. The ability to shift strategy on the fly is far, far more important in those games than I've seen in any other real-time strategy games.

The article is referring to the actual process of focusing energy and effort on multiple areas at once during the mid-to-late game, where you're building units back at your base while focusing on the dropship you're sending towards the enemy's main base while micromanaging your troops during an assault on one of the enemy expansions. Which situation do you spend the most active energy on? Blizzard's strategy games haven't been "send it and forget it" games since Warcraft II: Tides of Darkness came out. In order to make your attack work, you have to use those units effectively. While StarCraft strategy is actually fairly simplistic even compared to other real-time strategy games (and certainly simplistic compared to 4X strategy games), that rote strategy still has a dynamic edge to it (the positions you attack in the mid-to-late game will always change depending on how you want to play the map) and when combined with the actual mechanical skill required to perform those strategies, makes for a game flow and mental scrutiny that doesn't exist anywhere else.

That's what the article is referring to. There's a stress to performance in StarCraft and Warcraft that is really unemulated in any other video games and they're trying to figure out if that combination of multitasking and mechanical skill can be studied and harnessed for real-world application. Personally, I'm the best real-time strategy player in my group of friends (mostly playing Warcraft III and both StarCraft games) and I'm the only person who can carry an active conversation while playing any other video game or working on something else. They have trouble doing that. It's possible scientists are on to something.
 
2011-12-02 06:42:25 PM
Geotpf: This many decisions per minute is why I prefer FPSes. My brain simply can't handle the whole map; it's too much work. I play games to have fun, not to work.

Looking at a complicated battlefield with all sorts of hazards, building your economic machine, creating a carefully-considered army, attacking several positions at once, and watching your opponent's defenses absolutely crumble under your might is as fun as it gets.
 
2011-12-02 06:48:20 PM
imgod2u: LockeOak: imgod2u: LockeOak: imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.

Just curious what you mean by that.

Protoss don't absorb sunlight and carbon dioxide to produce sugars....

Well, if we're getting pedantic, they could possess anoxygenic photosynthesis or proteorhodopsin-based proton pumps. The latter is not technically photosynthesis, but it's close.

/starcraft and photosynthesis nerd

We're not getting pedantic; there's absolutely no part of the game that even remotely mentions energy generation based on sunlight -- in fact, Protoss is powered by some fictional psychic energy called Psi. The author likely saw shiny lights and chose a fancy-enough sounding word to try to describe it. It's kinda a pattern in the article; like it was written by a sophomore English major who thinks SAT words = better writing.


Za Khaladas
 
2011-12-02 06:50:02 PM
imgod2u: LockeOak: imgod2u: LockeOak: imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.

Just curious what you mean by that.

Protoss don't absorb sunlight and carbon dioxide to produce sugars....

Well, if we're getting pedantic, they could possess anoxygenic photosynthesis or proteorhodopsin-based proton pumps. The latter is not technically photosynthesis, but it's close.

/starcraft and photosynthesis nerd

We're not getting pedantic; there's absolutely no part of the game that even remotely mentions energy generation based on sunlight -- in fact, Protoss is powered by some fictional psychic energy called Psi. The author likely saw shiny lights and chose a fancy-enough sounding word to try to describe it. It's kinda a pattern in the article; like it was written by a sophomore English major who thinks SAT words = better writing.


No, according to the lore they are photosynthetic. Link (new window)

/oh my god what have I become
 
2011-12-02 07:07:13 PM
Peki: I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Just what I've observed from my own gaming experience (disclaimer: Never played SC or SC2, but played Tib Sun, Red Alert, Star Trek: Armada, and I still play Alpha Centauri).


You can think of it more like chess -- chess masters don't really think about single piece movements, instead they think about "chunks" of 7 or 8 movesets. They still have to remember all the different movesets, but they playing a far different game than most people think they are. Similarly, Starcraft players have memorized "chunks" of actions together (things like build order or group comp), but they still have to weave it all together well and be able handle multiple chunks at the same time, and be able to adapt to whichever chunks serve them best against whatever their opponent is doing. It is multitasking, just not the multitasking you would necessarily expect.
 
2011-12-02 07:09:22 PM
Peki: I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Just what I've observed from my own gaming experience (disclaimer: Never played SC or SC2, but played Tib Sun, Red Alert, Star Trek: Armada, and I still play Alpha Centauri).


You haven't watched a lot of late tournament matches, have you? The Blizzcon finals this year, the Zerg guy used everything, and I think the Terran guy used everything but Cruisers and maybe Banshees. I do remember the ridiculous power of Ghosts, though, and of course, that same day, they announced they were going to nerf Ghosts in some future patch.
 
2011-12-02 07:13:59 PM
I guess my chief claim to fame is that I inspired the StarCraft map editor, as well as some of the maps, due to my unofficial work on WarCraft II back in college.

Those were fun times. I reverse engineered & published the WarCraft II map format & compression algorithm for the save games, and wrote a map editor for WarCraft II that let you change all the unit stats (such as letting death knights be invisible or fire sheep) & supported the expansion packs. Kicked off a whole mod community & got Blizzard to see modding as a good thing that they needed to support.

Blizzard wanted me to work on the first StarCraft, but I ended up going into health care instead. Can't say it's treated me at all badly but sometimes I wonder what if. But hey, life is good, and not everyone can say they are mentioned in Wikipedia.
 
2011-12-02 07:14:10 PM
Stoichiometry must have showed vespene gas approach infinity to balance
 
2011-12-02 07:19:22 PM
OMG ZERG RUSH
 
2011-12-02 07:19:43 PM
Geotpf: This many decisions per minute is why I prefer FPSes. My brain simply can't handle the whole map; it's too much work. I play games to have fun, not to work.

The last RTS I enjoyed was C&C Generals: Zero Hour. I also think it was the last RTS that rewarded strategy over clickclickclickclickclick and upgrade complete.

Example: Picked the Al Qaeda faction (GLA) explosives expert general; opponent took the US Air Force general. Built two inexpensive fake bases near him, constructed a false Scud launcher installation deep in my territory and put cheap anti-aircraft vehicles and rocket launcher camps all around them. Then took the "bounty" general ability to cash in on enemy casualties.

He took the bait.

His mass-produced twitch aircraft - stealth fighters, Aurora bombers, Chinook and Comanche choppers - were crashing all over the place as they kept gunning for the near-indestructible phony installations and giving me money. Enough money to do the mother of all suicide bomber on dirtbike zerg rushes on his airbases and powerplants and have several "Blackhawk Down"-style angry mobs, bomb trucks and technicals overrun his base perimeter defenses.

Aside from the Stinger campsites and caves the GLA could build, he never attacked any of my true buildings the whole time.

/miss that game, and its soundtrack (new window)
//and fark the C&C Kane fanbois, I wanted a Generals sequel
 
2011-12-02 07:56:28 PM
nohit: OMG ZERG RUSH

kekeke
 
2011-12-02 08:25:07 PM
SomeAmerican: I guess my chief claim to fame is that I inspired the StarCraft map editor, as well as some of the maps, due to my unofficial work on WarCraft II back in college.

Those were fun times. I reverse engineered & published the WarCraft II map format & compression algorithm for the save games, and wrote a map editor for WarCraft II that let you change all the unit stats (such as letting death knights be invisible or fire sheep) & supported the expansion packs. Kicked off a whole mod community & got Blizzard to see modding as a good thing that they needed to support.

Blizzard wanted me to work on the first StarCraft, but I ended up going into health care instead. Can't say it's treated me at all badly but sometimes I wonder what if. But hey, life is good, and not everyone can say they are mentioned in Wikipedia.


Wow, I remember using War2xed when it was new, making ICBM-launching peasants (ballista bolts with cross-map range) and other such stuff. Good times, good times. That would have been cool to take Blizzard up on their offer, it seems to have worked out okay for Geoff 'Shlonglor' Fraizer, Merlin from Stardraft, and most recently Dave 'Fargo' Kosak.

Also I see the pedantry over the use of the word 'photosynthetic' has already been settled, halfway down the page I was sort of hoping to point out that the phrase 'photosynthetic aliens' in the original article was a link to a discussion about that particular revelation (how it was canon but contradictory). Might have been worth a click if the word choice seemed odd to you (as it did to me).
 
2011-12-02 09:14:07 PM
J. Frank Parnell: an elite player can perform about 5 or 6 actions a second, which translates into a flurry of key presses and mouse maneuvers (see video, above).

If you watch the pros there's a whole lot of what i call 'nervous clicking' that gets added to the tally of actions. They are doing a lot of stuff, for sure, but there is a status thing now about performing the most actions, and anyone who doesn't partake in redundant actions is at the bottom of the list, so pretty much everyone does it.


This.

I remembered when I played RTS (or when I had the time to play them), a lot of clicking was hammering the barracks or some other building when its progress bar was nearing completion so it could begin training troops right away with no idle time. Now, is that considered one action or a dozen?
 
2011-12-02 09:17:40 PM
Mike_LowELL: And, as expected, interesting piece. It's always been my opinion that top-flight real-time strategy games are in a completely different plane of existence when it comes to the skill set required to perform well. Fighting games come close, but multitasking separates the RTS from just about everything. Not many other games combine multitasking with split-second reflexes.

Pffft. Any RTS is like, 10 times easier than playing Halo, bro.
 
2011-12-02 09:55:51 PM
Impeesa: Wow, I remember using War2xed when it was new, making ICBM-launching peasants (ballista bolts with cross-map range) and other such stuff. Good times, good times. That would have been cool to take Blizzard up on their offer, it seems to have worked out okay for Geoff 'Shlonglor' Fraizer, Merlin from Stardraft, and most recently Dave 'Fargo' Kosak.

Awesome, stuff like that is why I made it! I figured if I made the tools that let other people make cool maps, then I could play them :)

Glad things worked out for some of the other Blizzard modders. I wonder sometimes where Alex Cech ended up; haven't heard from him for over a decade.
 
2011-12-02 10:20:36 PM
I used to train new graphic designers by making them play Starcraft. NOTHING in this world teaches you to love and appreciate hot keys and quickness/accuracy on the mouse like that game.

I wasn't anything terribly special but I was the best amongst my peers in Brood War. One of my good stories was when I was teaching the game to one of my friends. We were playing "The Hunters" map and he was marine and medic crazy, he slammed the choke at the top of the map full of them.

I spent about 10 minutes explaining why that was a bad idea, but he wasn't listening to me.

"Nuclear Launch Detected."

"What was that?"

Boom.

God bless the noobs.

I bought the new Starcraft but It seems years of WoW have dulled my edge, I mostly did a few comp stomps, then got bored with it. That and Blizzard has simply so disgusted me with the BS over the last year that they have lost me as a customer.
 
2011-12-02 10:21:07 PM
Peki: I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Just what I've observed from my own gaming experience (disclaimer: Never played SC or SC2, but played Tib Sun, Red Alert, Star Trek: Armada, and I still play Alpha Centauri).


As a pianist, and sometimes Starcraft player, I agree with this. Playing a 4-part Bach fugue isn't really 'multitasking', it's muscle memory. Similarly, in Starcraft you're probably only really concentrate on one thing, but your mind is trained to cover the macro of building workers and managing your base without needing to concentrate.

This is hardly exclusive to high-end tasks, either. As I tell my piano students, if you can walk and talk at the same time, then you can play piano. Walking is actually a complicated motor function, but we get it into our muscle memory from a young age, and it becomes something we don't even have to think about. Same thing with piano, or Starcraft.
 
2011-12-02 10:47:32 PM
I've never been any good at RTS games, and never really enjoyed them. The last ones I tried were the Homeworld games, and it always irritated the hell out of me that while I was simultaneously focusing on research and development, building a defense and manufacturing ships appropriate for the upcoming attack, some jerks in a flight squadron a thousand klicks away are radioing me "running out of fuel here..." and sustaining heavy damage. How about this, idiot. Unless I order you on a suicide run, do what any real pilot would do, and head the fark back to the nearest support vessel for refuel/repair, or retreat if the damage gets too bad and wait for retrieval. Don't make me micromanage your ass.
 
2011-12-02 11:24:07 PM
Needs moar Day [9]

/His playthrough of Amnesia was hysterical
 
2011-12-03 12:06:27 AM
imgod2u: LockeOak: imgod2u: LockeOak: imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.

Just curious what you mean by that.

Protoss don't absorb sunlight and carbon dioxide to produce sugars....

Well, if we're getting pedantic, they could possess anoxygenic photosynthesis or proteorhodopsin-based proton pumps. The latter is not technically photosynthesis, but it's close.

/starcraft and photosynthesis nerd

We're not getting pedantic; there's absolutely no part of the game that even remotely mentions energy generation based on sunlight -- in fact, Protoss is powered by some fictional psychic energy called Psi. The author likely saw shiny lights and chose a fancy-enough sounding word to try to describe it. It's kinda a pattern in the article; like it was written by a sophomore English major who thinks SAT words = better writing.


Or it could be that the author didn't bother to fully research some fictional in-game background information that was totally irrelevant to the content of the article.
 
2011-12-03 12:18:21 AM
Civil Discourse: imgod2u: LockeOak: imgod2u: LockeOak: imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.

Just curious what you mean by that.

Protoss don't absorb sunlight and carbon dioxide to produce sugars....

Well, if we're getting pedantic, they could possess anoxygenic photosynthesis or proteorhodopsin-based proton pumps. The latter is not technically photosynthesis, but it's close.

/starcraft and photosynthesis nerd

We're not getting pedantic; there's absolutely no part of the game that even remotely mentions energy generation based on sunlight -- in fact, Protoss is powered by some fictional psychic energy called Psi. The author likely saw shiny lights and chose a fancy-enough sounding word to try to describe it. It's kinda a pattern in the article; like it was written by a sophomore English major who thinks SAT words = better writing.

Or it could be that the author didn't bother to fully research some fictional in-game background information that was totally irrelevant to the content of the article.


Or people could click the link he used in that parenthetical description and see Blizzard described the Protoss as being photosynthetic.
 
2011-12-03 12:41:27 AM
I freely admit to sucking at RTS's of all sorts. I'm just not fast enough to respond to everything that's going on. That and my favored tactic of: "Build tiny army", "Advance to chokepoints/cower behind fortress walls", "Run up tech tree while bleeding you at the chokepoints", "Build somewhat larger army", "Advance with massive tech superiority" really doesn't work in games where the average lifespan of your units is 3 seconds, the tech tree is minimally useful, and you don't have infinite resources to work with. I'm not wired to walk into battle and just bleed and bleed and bleed over a small patch of ground just to gain a small advantage. I'm wired to hunker down and turtle until I can achieve a crushing advantage and then massively blitz. (Plus I suck at micro).

With that said, at least against the AI, I'm not half bad in games where
1) Pause exists.
2) Autofire while moving exists, and the AI that assigns where that fire goes is good.
3) Units under fire last more than 3 seconds, so if my attention is diverted, I can still save my units.
4) The tech tree is usable.

So at this point, that's Sins of A Solar Empire, and (stretching RTS by a LOT) the Total War series.

/Kid down the hall is #158 in the world at SC2.
 
2011-12-03 02:14:32 AM
static.flickr.com
 
2011-12-03 02:30:14 AM
abb3w: [static.flickr.com image 408x500]

The top Starcraft players made around $200,000 in prize money this year, plus salary paid for by sponsorships of their teams. The American team Evil Geniuses lives here (new window), and that girl narrating is Miss Oregon 2011, who is dating the head of the team. Not too shabby if you ask me.
 
2011-12-03 03:03:22 AM
The article is wrong from the very beginning: Koreans aren't human. Humans can't do that many things at once at that speed. If the SE Asians ever pool that potential into something more productive to their country, we're farked.

Virtuoso80: and that girl narrating is Miss Oregon 2011, who is dating the head of the team. Not too shabby if you ask me.

Are you really, honestly suggesting that men with money are able to attract women?
 
2011-12-03 08:19:43 AM
imgod2u: FTA: Each player begins with a small base of one of three species-terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens)

I don't think that word means what the pretentiously wordy author thinks it means.


If he's never played Starcraft, he might be drawing incorrect conclusions about the Protoss from how their economy operates and how they look. You've really got to be a person steeped in Sci-Fi to jump from "Hey, those guys don't have mouths" to "Obviously, they psychically feed upon thought itself!"
 
2011-12-03 09:19:05 AM
Peki: I disagree with the article. I don't think gamers are multitasking. I think they are using muscle memory to learn a kind of finger dance routine to free up their brain for responding to important events. You play a game long enough you know what strategy works for you in the least amount of time possible. Eventually, clicking A to get B tech to get C building to build X fighter becomes habit. I doubt the pros build more than a small percentage of the game's available buildings and technology, instead only focusing on what gets them where they want to go the quickest. There are fewer variables actually in play than what the scientists and author might think.

Just what I've observed from my own gaming experience (disclaimer: Never played SC or SC2, but played Tib Sun, Red Alert, Star Trek: Armada, and I still play Alpha Centauri).


To a certain point this is true; the early game is mostly about correctly implementing one of about a dozen "builds", each one developing a specific mid game strategy, or short-circuiting the game by surprising your opponent with a "rush" and winning early. However, matches between competitive players often turn into a contest to see who can most effectively respond to their opponent's strategy, making decision making a bigger part of it. Having said that, multitasking is still important throughout the game, as a good "macro" player -one who sacrifices early aggression to build up their economy- still has to have good scouting and unit positioning so that he can effectively counter any assaults with fewer troops.
 
2011-12-03 10:48:49 AM
Heron: To a certain point this is true; the early game is mostly about correctly implementing one of about a dozen "builds", each one developing a specific mid game strategy, or short-circuiting the game by surprising your opponent with a "rush" and winning early. However, matches between competitive players often turn into a contest to see who can most effectively respond to their opponent's strategy, making decision making a bigger part of it. Having said that, multitasking is still important throughout the game, as a good "macro" player -one who sacrifices early aggression to build up their economy- still has to have good scouting and unit positioning so that he can effectively counter any assaults with fewer troops.

Yes, but all this is instinctual by the time you get to the pro level. You did the actual "thinking" in the years prior when you were refining strategy by trial and error. Multitasking is when you're actively "thinking" about everything at once. My suggestion is that because you've already done the thinking in the past and assigned a response to it, it's not really multitasking, just following a biological form of if/then programming, freeing up the player's attention to focus on fewer variables. The author is suggesting that the multitasking is on a much larger scale than I believe it to be.
 
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