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It's amazing the degree to which streaming/online communities around video games have destroyed the games themselves. Every update to every game launches a large scale effort to find the "meta" which is then instantly disseminated to the most try-hard assholes on the Internet. Anyone who dares to develop their own strategy/style/loadout is up against hordes of people (a growing proportion every day) who just copy whatever the Youtubers figured out.


I think M:tG was ruined by this too.

Back in the day, you could try out new things and play 10-20 turn games where both sides had winning chances. The odds that your opponent had anything approaching an optimal meta was zero.

Now, especially online (Arena), you’re just going to get curb stomped if you aren’t playing one of the few optimal metas. And since the games hinge upon either side getting an unstoppable engine going by turn 3 or 4, if you get a drought or flood (or mulligan), you’re basically completely dead in the water. Same for your opponent.

The net result is that it feels like something like only 15%–25% of games are actually competitive, because either you or your opponent gets fucked by too many, too few, or wrong color land draws, or for whatever reason you don’t draw the cards you need within the first few turns.

A game where 80% of matchups are effectively no contest is not fun.


I think that's why I like prerelease (and sealed, generally) the most of any format. For day 1 prerelease, a lot of the players are reading the cards for the first time. For sealed later on, even if you know the meta for that set, it's more about playing the best deck with the cards you've got. Knowing the meta doesn't change your pool. (As opposed to draft, where if you don't know the meta you might inadvertently pass excellent cards and miss signposts other players will catch)


I’ve had the same experience getting into MTGA recently. If you don’t play the meta its very unlikely you’ll win the higher ranked you become.

But this must be the case for all competitive games right? At some point the meta has been figured out and there is no real way to deviate from that.


> But this must be the case for all competitive games right? At some point the meta has been figured out and there is no real way to deviate from that.

I think this is only true about games with too few variables (not really the case for MTG), or games where too many variables can be controlled (which various MTG formats suffer from).

Historically this has not been that big a deal for the RTS genre specifically. If you look at a game like SC2, the skillfloor to actually execute the meta builds is so high that player with good fundamentals can win with a suboptimal build, versus a player with a fully meta build executed imperfectly. Plus there are almost always cheese builds that only work if the opponent doesn't expect them - not a reliable source of wins, but sometimes all it takes to clutch a tournament series


SC2 achieved this with balance patches - Blizzard paid close attention to the meta and when it got stale/boring, they adjusted things to keep games interesting and varied. They did their best to make this the case for low and high skilled players.


To me the issue isn’t simply that you need to track the meta to be competitive, it’s that the game only worked when decks were less powerful.

When games regularly took 10–20 turns, luck evened out pretty well even if you were a bit slow out the gate. But now when your opponent is putting out threats on every single turn that need to be countered, there’s nearly zero room for unlucky draws. Given two opponents, the odds that both of them will have sufficiently equal luck to produce an interestingly competitive game has dropped below a threshold where the game is actually fun to play.

If you don’t play the meta, you get curb stomped. If you do play the meta, most of the time the outcome of the game is essentially predetermined (and obviously so) by the luck of both of your draws or by hard counter matchups. Only a handful of games ever feel like both sides have fighting chances.

Frankly, the majority of games these days could be decided in seconds by both sides revealing their opening hard and mutually agreeing on the outcome.


This is why I primarily play Old School 93/94 and other non-rotating, niche formats.

The player bases are a lot more "chill" overall, despite still being attracted to playing their best.


Well playing Fortnite is the opposite. If you suck you get into crappy pools. Every once and a while it someone resets and you spend a few matches getting victory royale until the competition gets better. Way more fun for everyone this way.


> It's amazing the degree to which streaming/online communities around video games have destroyed the games themselves

I think they might destroy the streaming/online communities, but I wouldn't say it destroys the game itself. I play BAR, but never with random strangers, the game works fine, but I also don't participate in any "video game" communities or watch/play with streamers, so what you're saying sounds very foreign to me, and is more about the communities than the games themselves.


Doesn't match making and self-selection solve this problem?

Ideally, it should allow non-competitive players of similar performance level to play against each other.


Not really, because there are players at every level who watch Youtube. So at every level of skill, those players who are up to date on the latest "meta" will win. Not enough to beat the meta players at the next level up, but enough to beat the non-meta players at their own level.


The bigger issue is that these springengine games don't really have large communities. And they're usually team battles... So yeah, you're not getting 8-16 people with similar elo rating within reasonable timeframes


In the equilibrium those playing the meta poorly will be matched with players who use suboptimal strategies with good execution.


Yes, correct.

Which think about what that feels like: getting semi-consistently beaten by worse players who just all "happen to have" the exact same loadout and exact same strategies and exact same everything.

That's exactly what I'm describing. It's incredibly boring.


If matchmaking is working correctly you should win some fraction of your matches, probably ~half.

Losses against someone with better logistical choices is normal and expected. You should quickly pick up on what they were doing and learn to counter it. If you can't then how can you claim to be better than they are?

I recognize the adjacent commenter's point about the small population though. It might be difficult to be appropriately matched up unlike a AAA title at launch.


Correct, and if 100% of the people who beat you are using all the same "meta" then that suggests it's not a skill variation that explains it. That makes the game extremely boring.

> You should quickly pick up on what they were doing and learn to counter it. If you can't then how can you claim to be better than they are?

You must not be familiar with what "meta" means. Modern video games seem to all have an across-the-board superior configuration. And yes, the way to "counter it" is to copy it, which is why this strategy spreads like a virus through the game until 100% of the people who beat you are all doing the exact same thing.

If the desired outcome of the game design was for everyone to use the same configurations (the meta) in order to "counter" the meta, then why have configuration options at all? Give everyone the same exact thing all the time.

The reason they don't do that is because it's extremely boring. But unfortunately the "meta-finding" capability of the streaming community yields the same functional outcome anyway. Ergo: the games are made boring by the community, as stated at the very top.


I'm familiar with the term, thanks. I'm suggesting that if you're consistently losing to it that's a skill issue. Sure, you might find the gameplay boring but then that's a complaint about a perceived failure in the game design (notably only from your perspective, not necessarily other's). I appreciate that you're more interested in casually playing off the wall builds for fun rather than competitively playing to win but casting that as others being less skilled or the community being in the wrong is just petulant.


Yes, it is a game design failure (obviously) insofar as it seems not possible to make a perfectly balanced game. But games weren't previously perfectly balanced either, presumably. But they didn't have this same "herding" dynamic because there wasn't an entire industry (literally!) of people trying to discover and disseminate knowledge about the imbalances.

And no, the issue isn't "I like to casually play with off-the-wall builds." The issue is "video games were a lot more fun when you encountered different types of opponents."

This is, of course, why game designers put so much work into supporting variations in builds, so obviously they agree too.

I didn't criticize anyone for being less skilled or anyone for being "in the wrong." I'm observing a game dynamic that makes games less variable than their designers clearly intend.


FWIW, meta pressures exist without an entire industry dedicated to them.

I’ve been playing BAR since it was called Balanced Annihilation and it peaked at 1 concurrent 8v8 daily and there was little/no youtube presence to speak of. Meta pressure was still huge, to the point that trying (now-meta) then-off-meta strategies would have you mocked, called a troll, and sometimes kicked from the room. Pretty much everyone was a meta slave, except for a few (mostly top) players who had their own quirky meta-rejecting style.

I think there’s a global desire for comfort/safety which drives meta, and this works without an industry. Copying is safe, playing the same map endlessly is comfortable, and fun for fun’s sake is neither. And ego seems to have something to do with it too. Players with less ego seem to experiment more, change things up more, break the meta more.


Yes, I am aware they exist. But the addition of an industry that systematically finds and disseminates this obviously accelerates the process of discovery and dissemination.

This is like saying "scientific progress exists even without scientists talking to each other." It sure does, but collaboration and competition among them dramatically accelerates the discovery process.


I think you aren't appreciating how varied other's views are here. I'm not a fan of starcraft because I don't enjoy how important micro is to it but that's clearly an integral part of that particular game. As far as meta goes there are clearly lots of people that greatly enjoy trying to win by optimizing every last detail out of a build, fully playing into the current meta or alternatively going against it in an attempt to score a win by surprising the opponent.

If you don't like it that's fine - I'm actually mostly in agreement with you. But I don't think it's necessarily a flaw in the game any more than chess openers are necessarily a flaw with chess (although chess960 does exist so clearly not everyone appreciates the typical openers).


If the intent was for everyone to use the same build, then game designers would not invest in the concept of builds. The convergence is clearly not intentional (it is a flaw in the game design) but also basically impossible to avoid in the presence of 1) high-dimensionality balance space and 2) highly-motivated meta-seekers.

I'm not saying people who do this are evil or bad. I'm saying they make games not fun, and it's not clear at all that this is solvable by the game designers except by vastly simplifying the games (e.g. getting rid of builds).

The fact they design for variance so much but then do not achieve variance is an empirical proof that it is a flaw in the design.

Yes, this is also a flaw with chess and is why chess is an extremely boring game. You can just ask someone their Elo and know who will win. As you get into higher Elos, variation in play style becomes less relevant, i.e. more homogenous. This makes the game boring.

It's not my job to lend airtime to other people's opinions on the matter. I'm sharing my opinion. You can share yours if you want.


Many games operate on a rock-paper-scissor system though, and even if rock is perhaps a bit stronger than it should be, what that actually means is that it wins more against scissor than it loses to paper, but it still loses against paper.


This is how games are meant to operate. But the balance space is now so incredibly high-dimensionality that it turns out there is almost always a meta-optimal strategy. There is a Rock that beats both Scissors and Paper at greater frequency than expected.

Just go read the changelogs for any major game to see them trying to balance and rebalance and adjust and constantly failing to actually achieve what you describe.


I don't see how your comment makes sense. You're not part of any "community" but you also never play with random strangers?

I only play public matches with random strangers and this is the feeling.

Obviously this wouldn't apply if I had a small community of not-strangers to play with consistently, which you do have but oddly describe as not having a community.


Well, while every group of people is definitionally "a community", you can absolutely have your friend group not be part of "the community" of the game. Just like you can have a LAN and not be "on the net", watch implies the internet.


Uhh if you are playing games consistently with your friends, then they are a community that you're playing with.

If what GP is saying is "play with people you know personally and then you won't have to play with people you don't know personally," well, sure. Great insight.

Most people don't and can't do that. That's why online matchmaking exists and constitutes 99.999999% of online gameplay.


I think by “community” he meant the whole community of a particular game, where you communicating with people, consuming same content, get influenced, etc


The vast majority of people don't fall into the category you're describing, but they nonetheless have to compete against the very few people who do, and so larger and larger proportions end up falling into the same "meta" bullshit.


He could be playing with his real friends.


What? I don't... understand...


"Real friends" is also known as "a community."


I remember playing Malzahar support before it was meta, because that was the only character I could play well in League of Legends.

Sometimes people would even rage quit. But I could do really well as support, even if it was slightly worse than some other characters. It made for a very fun playthrough.

And I would totally get the people. Sometimes somebody in a bad mood joins your game and just messes everything up because they didn't get to play mid. And I might have looked like someone like that.

But dealing with toxic players is surprisingly easy.

I initially looked down at LoL, but later wanted to learn to play to spend time online with my younger brother that was having a hard time. So I had a friend show me something.

First time I played jungle, I died on the first monster. Before people could finish typing flaming messages, my friend typed into the chat /ignore all

Voila - silence and no flaming.

Later I stopped preemptively ignoring everyone. Just used no second chances tactic. If anybody cursed, was mean or even used the word noob, I instantly ignored them and then kept playing.

Sometimes told a teammate that had a bad steak to do that to the flaming person. Many games I've one because of being nice to my teammates, trying to keep their spirits up. Wasn't super hard - 25 year old at that time and reading some philosophy books and meditating vs regular 13 year olds.

It was still important to ignore people before they could push your buttons and anger you.

I wonder if it's the same in other games. Definitely not the case in Eve online when I played that. But over there you meet the same people again and by having no style and being a bad winner and a bad loser didn't give you any respect.


Overwatch has similar issues - common advice for playing Competitive is to just completely disable text chat and voice chat. Yeah, you'll miss genuine, helpful suggestions, but they're a tiny, tiny minority of messages at the lower ranks. Not that it necessarily improves a lot at the higher ranks, as I understand it, but is less awful.

I don't play a lot of competitive Overwatch, but it's definitely a much nicer experience with chat turned off, even if I'm not the one being flamed, even if we lose because people are typing instead of shooting.


EVE to me is an odd duck because it's an explicitly cutthroat universe - many people log on expecting monsters. There are a lot of supportive players out there among the trolls; where the knives of betrayal really come out is in the politics of player-controlled space.

What's weird is that I love EVE for that sort of nullsec drama and sociopathic players eating each other in crazed gambits, but a couple of matches in Overwatch competitive a decade ago put me off the idea of matchmaking lobbies altogether.


I think more than meta chasing, the problem comes from laxk of actual community due to the crazy effectiveness of online matchmaking. When all you had where community servers and rooms, toxicity was more manageable. With other players all being nameless folks you will never play with again, the worst side of people can more easily come out.


Yes and the worst part of that is that I really enjoy working out my own strategies. My best RTS memories are on StarCraft 1, playing with friends in the early 2000s, and we all just were figuring it out for ourselves.


I think Overwatch and League of Legends are the best examples of this effect. Both games are entirely unrecognizable today compared to 2016.

Somehow Starcraft 2 emerged from the other side of esports mostly unscathed, despite being arguably the most significant progenitor of the entire genre.


it's because sc2 is usually 1v1.

and also it's a lot harder


A lot harder than Beyond All Reason? How so?


A lot harder than overwatch or league of legends presumably


Seems people in general have started to project their lifes disappointments, stresses, and greater human needs onto a digital dimension like video games. Growing up they used to be about fun. I have endless memories as a child playing Mario N64 and it not needing to be about playing a particular way; only as a I got older and competition and disappointments being human as an adult added up did I notice this shift you mention in online game communities.

I like to ask now, "have you heard of playing for fun?" It's surprising how little people seem to remember that games are made for fun & learning ("play" as a human construct).

edit2: taking back this edit on political conjecture to say something shifted that I'm not sure what. edit: in online games I played growing up too, this negativity/anti-fun change came probably around 2004 with bigger changes in the US political climate as well.


> edit: in online games I played growing up too, this negativity/anti-fun change came probably around 2004 with bigger changes in the US political climate as well.

Tying this to politics is odd to me.

Online gaming has been toxic since day one. Anything that depersonalizes is going to be toxic and that is inherent in the online space. In the smaller communities you can actually get to know people and have some kind of reputation but as the community size grows, the consequences of bad behavior fade because nobody can remember.


> Anything that depersonalizes is going to be toxic and that is inherent in the online space. In the smaller communities you can actually get to know people and have some kind of reputation but as the community size grows, the consequences of bad behavior fade because nobody can remember.

Do you think or have noticed that bad behavior is less likely to occur in smaller communities, or is simply swept under the rug or ignored due to some other dynamics at play?


Two main examples came into my mind when I was writing that. I used to play a lot of counterstrike on private servers and I played some ultima online as well.

With counter strike, I frequented one server and got to know the players on it a bit. You'd chat a bit after you died but, mostly, I'd just see the same names most of the time. There was usually an admin online and bad behavior (mostly not game related but social behavior) would be banned eventually.

In UO, there was a lot of player interaction where I would actually make friends and aquatintes with people I interacted with a lot. You end up building a community within a community of people you like to play with.

Both of those groups had different ways of filtering bad behavior but, I think the key difference is that they both had a pretty significant social interact component. CS seem semi-accidental but the post death chatting gave it a little something I never got from other fps games.

MMOs have really gone completely away from social gaming. They've streamlined so many processes that actual relationships aren't really that important.


seems like an example of change of game design rewarding play time over community or socializing. or might be hard to connect those two together. for me, to relate to your experience, I played a army shooter sim called Americas Army in the 2000's and its community also allowed me a similar community effect + positive behavior incentives, and we had open chat too.


> seems like an example of change of game design rewarding play time over community or socializing.

I agree completely but I'd also add that those changes weren't always intentional, I think. MMO changes, in particular, have greatly stifled the social aspect of their games, not intentionally, but through adding convenience.

The advent of fast travel across the world (for cost), auction houses, mailing items at no or little cost, etc. In UO, you'd walk into a town and find a blacksmith to repair your gear because they were just pasting in an advertisement over and over. Each hub would have different prices based on who was on because travel wasn't painless. I remember making a deal with someone to buy ore I mined at a specific price. It was below market value but it took away the burden of finding buyers all the time so I did it. And just like that, a casual friendship was formed.

Now, an mmo without a global (or even cross server!) auction house would be unthinkable.

Giving into the conveniences that players ask for ruins the social aspect of the game. It's cool that I can jump online and queue for an instance with a bunch of randoms in 10 minutes but it's at the expense of me actually communicating with the people and that's a shame.


ah yeah I could have just not said that, it was just a brash thought dump, not really thoughtfully considered and not something I'm too pressed on digging a moat into. i.e. its not a strong belief I hold, but an intuition. The goal really was to explore the idea that something shifted that has led people to lose the fun in games. If I were to repost that, I'd say that instead and not try to make conjecture about politics.

Sorry.


It depends on the perspectives. Some people play to achieve things, to progress, not meander around doing things that they've done before and getting the same results.

You blame gaming as a scapegoat and escape from real life. I'd like to differ. The reward-effort-sense of a regular job is getting worse and worse over time. Take a job for example - you take guides and classes and interviews worth an examination only to do low level stuff. Then you find out the humans governing you are incredibly flaky on their promises. It's just not as satisfying compared to finding a guide and getting your worth out of it.


Games have also become more like work, bloated Hollywood blockbuster budgets lead to endless busywork content that pad out playtime.


kinda funny sentiment to express in a thread about a completely community built free game without adds. You should play it!


I’m talking about AAA games in general, it’s not commentary about this title, which my computer likely can’t run.


It probably can. The game is pretty lightweight.


I don't know, I won a friendly Super Smash Bros tournament circa ~2011 with kirby spamming down b with what was it, the c-stick? Whatever it was where you could do the super move or whatever automatically instead of having to choose how much power you wanted and just generally clicking random buttons.

The friends who all played vastly more often than I did and had all their techniques and edge jumps and recoveries and stuff practiced were furious.

Lots of "you can't do that" "that's not fair" "that's not the way you're supposed to play" etc.

edit: oh, I see your edit. Yeah, it's definitely not new.


yeah I could have left politics out of this, I didn't think much before writing that. /insert joke about token limits being reached or reasoning effort being too low

I personally can feel that analogy about you winning in a way that made others feel wronged or offended or have their models about the game broken, and see it connect to the theme of the thread. Which is that people forget and mistake games for serious ventures. I don't know when exactly that happened, if it was a bigger cultural shift, a shift in incentives and behavior by game producers, and also by players I suppose, and or if its just how adults shift in their playing of games as they grow in age.

Either way I think thats fun, and cool that you made it so far with a strategy like that! One of my favorite ways of playing games is uncovering strategies like that =)


I figure it's kind of always been that way, no? Online games inheritted it from local games. I've never tried to win a game of poker, and every game I have won if from tilting "pros" off their game because "I don't bet right".

You can even see it in tabletop roleplaying. Where you're "not supposed to meta-game" or "you can't have a lawful good lich (who's ultimate goal is to live long enough to save the town from evil collegues)" or "someone's got to play healer" or whatever. I always like subverting norms to see what happens. A group of clerics on a quest for an ancient tomb might need to convince/coerce some local muscle. The lawful good lich lets everyone play with themes of racism and prejudices. A group without a healer is kind of just playing on hard mode because there's no safety net.

But lots of groups won't go for those kinds of things, or will only allow them occasionally.

I just play for fun. I win by having fun. The score is somewhat irrelevant.


Sounds like you and I both like rebelling and challenging cultural norms, and being counter culture? I also love understanding people and find these ways of playing and being fun. If I'm not having fun, I lose interest in winning.

I found my groups and communities in odd, niche areas like mindfulness communities and men's groups therapy - maybe you relate? Are you also selective with groups and friends, and keep a smaller circle perhaps?


I think that's a normal evolution of these games? In the end they are cooperative so your teammates depend on you. Although you'll find plenty of people at the top of the ladder spamming werid strategies and being successful.


Normal evolution yet somehow wasn't really a visible force on video games until streaming and is now the predominant force on pretty much every single online competitive game.

(Unless you play with cloistered private communities)


I think you're confounding streaming with the rise of solo-queue but cooperative (CS:GO, LoL...) games around 2010. Both were enabled by cheaper computing and alllowed competitive ladders to scale to millions of players. Games where you have to queue with a pre-made team (or pro teams for that matter) are considerably less toxic. Toxic streamers are more of a consequence of an already toxic community.


No, you are confounding what I'm talking about (fast discovery and dissemination of meta-optimal strategies) with toxicity. You could have 0 toxicity at all and still have a game totally ruined by the behavior I'm pointing out.


Even in cloistered private communities, "not playing the online meta" is an unstable equilibrium.

As soon as someone loses a bunch of games in a row and decides to Google "$GameName strategy", the community's unique meta disappears.


Nope , you haven't been in this community. The most fun i had been in gaming . They teach each other and help each other , share unit , share economy. Its not like COD or LOL communities.


I agree. It is crazy how much sharing units is a major part of bar. T2 cons, transports, even units to micro by the front line. Simply typing im low on energy will often result in teammates sending a few windmills or tidals. Its a great change in rts games. Plus when i play vs bots with my kids i can send them more metal production so the can be the one marching in titans or dropping nukes and destroying all the bots without realizing the extra componding econ i sent them. They have a blast.


Meta-gaming is a natural progression in all human games. Chess players find "metas" like openings. It's just that video games are too simple and have very restricted meta set.


The point is not that games have meta, it's the attitude of players.


Which is also why chess is profoundly boring unless you're playing a casual game against a casual opponent.


True. I used to really enjoy playing casual chess as a kid. Analyzing the positions and try to come up with strategies on the fly was a lot of fun. When I realized that "proper" chess was mostly about memorizing positions and plays and sort of have it all pre-computed I lost all interest in playing.


100%

I vaguely remember some factoid about how Magnus could tell you from memory the 20 exact opening and 20 exact closing moves of every championship game since the dawn of time or some such whatever, and I was like "oh wow great for him but what a ridiculously stupid game to continue playing."


Video games have a lot more entropy than chess, I think you have that backwards.


Maybe superficially, but most of them are unbalanced, leading to a handful of meta builds being overpowered.


Id say it's only natural when importance or value are placed on the outcome of the game.

By it's very nature, games are supposed to be fun and bonding experience for a community of humans.

But the modern interpretation is one of direct conflict to show ones superiority for the sake of feeling superior. Which ultimately leads to the imbuing the games with a level of importance or value for the victor.


I think that is projecting a lot of expectation on what games are supposed to be like. Cometitive games have always existed, from knights jousting to sailors gambling.


Wait, are you suggesting BAR or StarCraft are simpler than chess? I can't imagine that's true.


Chess presents a comparatively small and, importantly, discrete set of choices at any moment. So it feels like it's a solvable logic puzzle: like it should be possible, at any moment, to make an optimal move. You can predict if you lose 2 or if you lose 3 pieces because of your next move, and you're expected to use this knowledge. The strategy of chess is about perfection in every turn.

RTSes present continuous, large choice spaces. So it doesn't really feel like as much of a logic puzzle, and perfection does not appear to be within ones grasp at every moment. Whether you'll lose 4 or 6 of the T2 fighter-bombers is not relevant. The strategy of RTSes is strategy of big plans and high level abstraction.


The strategy of RTSes is strategy of big plans and high level abstraction

That's not true in all RTSes. Take StarCraft, for example, and there are plenty of games on record that were decided not just by 1 unit, but by 1 attack from 1 unit. There are Zerg players, for example, who have developed a reputation for creating havoc after getting a single zergling (the smallest and cheapest attacking unit) into their opponent's base. A single shot from a Protoss reaver can mean the difference between taking minimal damage and losing half of your workers (and subsequently the game).


Sure, StarCraft is kind of a hybrid when you think about it. The guaranteed-hit model, the extremely simplified low vs high ground approach to determine if a shot is possible, etc. are pretty deterministic. But in more complicated situations it's still a lot less predictable than chess. Even the examples you're giving can only happen probabilistically outside very early game.

But I'm thinking about TA-style games, the topic of this discussion, which pride themselves on large armies. Though, to your point, early game of Supreme Commander is also quite chess-like, because of how restricted the set of opportunities is.


Simple is definitely the wrong term. Chess's simplicity is where its inherent difficulty comes from. It's paradoxically much more difficult to optimize than more complex games like SC.


Starcraft might be more complex in absolute terms (not sure about that - discrete combinatorial problems can be genuinely more complex can continuous ones, from an algorithm point of view, because solutions are harder to come by)

But chess theory, the human activity of analyzing chess, is hugely more complex than whatever human players have analyzed about the game of starcraft

What I mean is, perhaps the best neural networks that play starcraft are as complex as chess neural networks, and this complexity is irreducible, but starcraft players haven't developed as much theory in comparison


Perhaps simpler in the relevant choices presented to the player? The fact that a specific meta can be found, and victory requires using the meta, means that many important choices have been removed from the player.

Chess surely has a meta, but it's been honed so the meta is a huge number of significantly different paths. It's a balancing issue. Give Starcraft another few centuries of play and maybe it'll be the same.


I don’t know but I can imagine many of the levers in games cancel each other out or don’t turn out to be useful while in chess every variable is orthogonal. It’s all important. Complicated versus complex, like how untangling Christmas lights is time-consuming and gnarly but it is not complex fundamentally.

That said, I don’t know if it is true in those cases.


Agreed on “finding meta” as just being part of any game. But thinking games are more restrictive than chess might just be a lack of exposure to competitive gaming.


I agree. streaming has ruined gaming communities. My idea is that every instance of a game should have randomized variables that make it impossible to find the optimal position generally.


You and the parent comment just described academia in a nutshell


I wish LLMs played games, I'd never need to see a human again.


They do, to a degree. See e.g. PUBG's latest AI teammate addition.


AI players in games go back all the way to the dawn of computers. But I still prefer them in Quake and Starcraft to humans. Humans are awful.


Yes, naturally. However the PUBG AI feature is based on generative AI, at least partly: https://www.nvidia.com/en-us/geforce/news/pubg-ally-ai-teamm...


Watch the videos of alphastar as it challenged the top starcraft 2 players to win. This was back in 2019 and was amazing to watch.

https://en.wikipedia.org/wiki/AlphaStar_(software)


That's called a single player game, or playing against bots.




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