Personally I wouldn't want to make one for what I see as a lack of good assets and also the difficulty of implementing any kind of terrain customizability.
As far as terran assets go (probably would be most popular for a sim) there are a fair number of korhal skyscrapers etc. but they don't have any build/death models so making it look like they were building up or getting destroyed would be a pain in the butt. The terran melee buildings have those assets but look totally different and don't really look suited for a sim IMO, except maybe as some sort of resource/commerce building.
And as far as customizing terrain goes, it's very limited. I'm sure there are plenty of people on here who will tell you that a large number of things are possible for it but implementing them is a pain is also a pain in the butt.
The engine just wasn't built to naturally support such a game.
Personally I wouldn't want to make one for what I see as a lack of good assets and also the difficulty of implementing any kind of terrain customizability.
As far as terran assets go (probably would be most popular for a sim) there are a fair number of korhal skyscrapers etc. but they don't have any build/death models so making it look like they were building up or getting destroyed would be a pain in the butt. The terran melee buildings have those assets but look totally different and don't really look suited for a sim IMO, except maybe as some sort of resource/commerce building.
And as far as customizing terrain goes, it's very limited. I'm sure there are plenty of people on here who will tell you that a large number of things are possible for it but implementing them is a pain is also a pain in the butt.
The engine just wasn't built to naturally support such a game.
Probably should have been more specific, I meant "the sims".
Reason, why maps appear: sc2 player wants to play something in arcade, that isn't exist yet. One creates the map then.
I suppose, the intersection between sc2 and sims groups of players is minimal. Sims players are peaceful, probably female. And sc2 players are agressive.
Another supposition: gaming taste correlates with IQ. If a game requires making strategic decisions, people with higher IQ enjoy it more than the games which require dragging pink ponies all day. Probability of completing a map in sc2 editor correlates with iq too.
So, the smarter the game is, the higher probability it has to be implemented as arcade map, becasue the group of smart game lovers has higher ratio of possible effective mapmakers. So, if Sims doesn't reuire much intellectual effort to play it, it explains, why we don't have this arcade map implemented: its audience has relatively lower chance to make a map in the editor.
I agree with the above. Hence I think that SCII doesn't have correct do-dads etc. to make such a game fun to play. You could try zergsims or something but that just won't cut it I think.
With WCIII the skins etc. allowed you to make a cute farm with mills, pigs, farmers, farmer ladies, kids etc. SCII just doesn't have that kind of things I think.
Probability of completing a map in sc2 editor correlates with iq too.
Sorry, it correlates with enough free time and focus on SC2 mapping. I'd like to know where you got that from and what supports your argument. I think nobody made a field research do find out IQ of mappers that abandoned their projects.
So, the smarter the game is, the higher probability it has to be implemented as arcade map, becasue the group of smart game lovers has higher ratio of possible effective mapmakers. So, if Sims doesn't reuire much intellectual effort to play it, it explains, why we don't have this arcade map implemented: its audience has relatively lower chance to make a map in the editor.
Again its your opinion. "Fastest Map Possible" was a type of game that flourished even before Arcade was called Arcade, to give one example. Stop giving circular arguments to support your "dumb players are too dumb to make dumb maps that only dumb people play" opinion.
Sorry to make you disagree, I realy tried to not give strong definitions, only assumed slight correlations and little statistical deviations. Things are rare black and white. Even if they differ by a few shades of gray, those differences may be pointed and explained.
Ok, let's not talk about iq.
Do you agree that females are more frequent among Sims players than among rts players? Do you also agree that about 95-99% of maps were made by males? If you agree with both, you agree with the conclusion: rts related games have higher chance to be made as arcade map, than games females like, like Sims. I'ts just one of the correlations, there are others, not as obvious, even if we can't find papers with scientific studies about.
Reason, why maps appear: sc2 player wants to play something in arcade, that isn't exist yet. One creates the map then.
I suppose, the intersection between sc2 and sims groups of players is minimal. Sims players are peaceful, probably female. And sc2 players are agressive.
Another supposition: gaming taste correlates with IQ. If a game requires making strategic decisions, people with higher IQ enjoy it more than the games which require dragging pink ponies all day. Probability of completing a map in sc2 editor correlates with iq too.
So, the smarter the game is, the higher probability it has to be implemented as arcade map, becasue the group of smart game lovers has higher ratio of possible effective mapmakers. So, if Sims doesn't reuire much intellectual effort to play it, it explains, why we don't have this arcade map implemented: its audience has relatively lower chance to make a map in the editor.
So what do you think the difference is between SC1/WC3 and SC2 regarding sims? Or was the higher intelligence required for the SC2 editor your argument?
I don't think it's entirely whether a game is in demand or not. I have a hard time believing people are going to be influenced by existing competition in a non-professional environment. Here, I think people are driven by passion, rather than trying to make the most money (players). In other words, I think most people are just going to make what they want to make, which is supported by the fact that most of us can't finish most of the projects we start.
Yea, passion as a fuel. And randomness as a direction. Because if one decides to make a game he likes, It will be 1/10000 of all games. So, all arcade maps cover 1% of existing games. The fact that game X (Sims in this case) is in other 99% of games may be simply random. Some of those 99% have better chances to get a second life as an arcade maps. Some of the factors that affect those cahnces have been mentioned in this thread: intersection of sets of sc2 players and game's players, and also how easy the game to implement.
@Zolden: Go Yes, most SC2 players are male, most Sims players are probably female even though I have no idea about it. But they way you put it in your first post can be interpreted the way I did, and that is why I posted.
But I think Gizmo's point is valid. Back in SC1 we didn't have millions of free web games. Hell, we didn't even have millions of paid games. The game industry and indie games expanded to a level we couldn't even foresee back in the 90s. So maybe all this makes custom maps in SC2 less interesting for a variety of genres, specially when they would need extra effort to work in SC2 engine.
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If anyone recalls, in both SC1 and WC3 the sims was one of the bigger genres (it is a genre, right?).
I'm just curious to know what you guys think about the reasons why sims isn't a big thing in SC2 (I don't think I've ever seen a sims map?).
@Charysmatic: Go
Personally I wouldn't want to make one for what I see as a lack of good assets and also the difficulty of implementing any kind of terrain customizability.
As far as terran assets go (probably would be most popular for a sim) there are a fair number of korhal skyscrapers etc. but they don't have any build/death models so making it look like they were building up or getting destroyed would be a pain in the butt. The terran melee buildings have those assets but look totally different and don't really look suited for a sim IMO, except maybe as some sort of resource/commerce building.
And as far as customizing terrain goes, it's very limited. I'm sure there are plenty of people on here who will tell you that a large number of things are possible for it but implementing them is a pain is also a pain in the butt.
The engine just wasn't built to naturally support such a game.
Because if people want to play the Sims they play....the Sims. Not a starcraft 2 map. :P
Probably should have been more specific, I meant "the sims".
I don't think I need to counter this logic lol ;)
Reason, why maps appear: sc2 player wants to play something in arcade, that isn't exist yet. One creates the map then.
I suppose, the intersection between sc2 and sims groups of players is minimal. Sims players are peaceful, probably female. And sc2 players are agressive.
Another supposition: gaming taste correlates with IQ. If a game requires making strategic decisions, people with higher IQ enjoy it more than the games which require dragging pink ponies all day. Probability of completing a map in sc2 editor correlates with iq too.
So, the smarter the game is, the higher probability it has to be implemented as arcade map, becasue the group of smart game lovers has higher ratio of possible effective mapmakers. So, if Sims doesn't reuire much intellectual effort to play it, it explains, why we don't have this arcade map implemented: its audience has relatively lower chance to make a map in the editor.
I agree with the above. Hence I think that SCII doesn't have correct do-dads etc. to make such a game fun to play. You could try zergsims or something but that just won't cut it I think.
With WCIII the skins etc. allowed you to make a cute farm with mills, pigs, farmers, farmer ladies, kids etc. SCII just doesn't have that kind of things I think.
You could easily make something that looked like a farm. There's plenty of colonist doodads. There's also civilians and farm animals to boot.
@Zolden: Go Because saying the genre is for dumb females is the smartest thing to say, right? On the opposite SC2 is for intellectual males?
Sorry, it correlates with enough free time and focus on SC2 mapping. I'd like to know where you got that from and what supports your argument. I think nobody made a field research do find out IQ of mappers that abandoned their projects.
Again its your opinion. "Fastest Map Possible" was a type of game that flourished even before Arcade was called Arcade, to give one example. Stop giving circular arguments to support your "dumb players are too dumb to make dumb maps that only dumb people play" opinion.
the world changed lot of "sim" webgames so no point in making it in starcraft
@SoulFilcher: Go
Sorry to make you disagree, I realy tried to not give strong definitions, only assumed slight correlations and little statistical deviations. Things are rare black and white. Even if they differ by a few shades of gray, those differences may be pointed and explained.
Ok, let's not talk about iq.
Do you agree that females are more frequent among Sims players than among rts players? Do you also agree that about 95-99% of maps were made by males? If you agree with both, you agree with the conclusion: rts related games have higher chance to be made as arcade map, than games females like, like Sims. I'ts just one of the correlations, there are others, not as obvious, even if we can't find papers with scientific studies about.
@Zolden: Go
So what do you think the difference is between SC1/WC3 and SC2 regarding sims? Or was the higher intelligence required for the SC2 editor your argument?
I don't think it's entirely whether a game is in demand or not. I have a hard time believing people are going to be influenced by existing competition in a non-professional environment. Here, I think people are driven by passion, rather than trying to make the most money (players). In other words, I think most people are just going to make what they want to make, which is supported by the fact that most of us can't finish most of the projects we start.
@GizmoPT: Go
Again, I don't think this logic needs to be countered.
@Charysmatic: Go
Yea, passion as a fuel. And randomness as a direction. Because if one decides to make a game he likes, It will be 1/10000 of all games. So, all arcade maps cover 1% of existing games. The fact that game X (Sims in this case) is in other 99% of games may be simply random. Some of those 99% have better chances to get a second life as an arcade maps. Some of the factors that affect those cahnces have been mentioned in this thread: intersection of sets of sc2 players and game's players, and also how easy the game to implement.
@Zolden: Go
I don't follow at all.
@Zolden: Go Yes, most SC2 players are male, most Sims players are probably female even though I have no idea about it. But they way you put it in your first post can be interpreted the way I did, and that is why I posted.
But I think Gizmo's point is valid. Back in SC1 we didn't have millions of free web games. Hell, we didn't even have millions of paid games. The game industry and indie games expanded to a level we couldn't even foresee back in the 90s. So maybe all this makes custom maps in SC2 less interesting for a variety of genres, specially when they would need extra effort to work in SC2 engine.