Competitive Gaming Skills
The cluster discusses skill development, fun, and mastery in competitive video games like Starcraft and Counter-Strike, often comparing them to traditional games like Go and Chess, and debating optimal challenge levels against opponents.
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Sounds like the game isn't made for you then.This would be like attempting to play Go, and complaining that it's nothing like Chess because the optimal move generally isn't obvious even after 10,000 hours of play. And then loosely tying it into "part of the joy of being human" instead of simply stating that "this is my preference".
No, because games can be competitive and therefore there is an adversarial selection effect. If there is a motion which is hard then it follows that the other players will force you to make it. This isn't theoretical. It isn't uncommon for people to grow frustrated to an extreme while playing games against someone so much better than them as to make the contest nearly pointless. Even outside of that extreme regime of adversarial selection, just look up some OSU videos. Flowcharts aren&
Games are more fun when you're beating other people
Love the real life example.No matter how good the top players are relative to the competition tho, I feel like a large playerbase still raises the skill bar to a huge degree. There's a ratchet effect where someone figures something out, other people copy, and it breaks into public consciousness through influencers and popularizers. Then on the tail end, regular people regurgitate it for years like it's new information. (Getting sick of hearing about cognitive biases and product-mark
Not really, it's like playing Counter Strike with your friend, but you're a total noob and they're world champion. You try your best and yet, for you to have any semblance of fun, the other person had to play only with a knife, one hand behind their back and picking their nose with the other. It's just never gonna be as fun as if everybody is trying their best and are all on the same playing field.
In my opinion, games are the most fun when you're playing against someone slightly higher than your skill level.
As a compeditive sport you can make games random but not easy. However changing the UI Makes different skills useful which shits the balance of power as well as the learning curve. Much like how the ideal GO and Chess players have related but different skills.
In online games, there are generally two necessary aspects to "getting good": game knowledge and understanding your opponent. Game knowledge includes game mechanics, which are obviously necessary, but also includes esoteric knowledge like the specific areas in a map that can be exploited just so, or a complex combo with specific spacing in a fight game, etc. Personally, I don't want to spend my limited game time memorizing complex game knowledge. To me, the fun comes from understa
In my experience, the vast majority of game play time, even with most complex games, is spent on relatively mindless repetitive behavior. This gets worse the more time is spent with a specific game. As a player improves, they start to know what they're supposed to do in more and more situations (compare the way a novice agonizes over an opening pawn move in chess with the way advanced players often speed through the opening moves). Games might be complex, but you might only be dealing with
I really don't think so. Getting really good at a game involving a discrete territory relies heavily on developing spatial intuitions that are specific to the game. Through experience and study of prior games, you get increasingly aware of the possibilities of positions many moves in advance; humans aren't built to exhaustively analyze game trees like the naive chess AIs of the 90s. If the game isn't a transparent metaphor for something else in life, then the intuitions won't