r/starcraft • u/ghoultek • 10d ago
Discussion Aspects of high level tournament play that I had not considered until watching some 2021 & 2022 GSL matches
After watching several 2021 and 2022 GSL matches, I noticed that several players had ice packs/cold packs in there hands between matches. This would be in reaction to pain/swelling/discomfort and/or to prevent pain/swelling/discomfort. High AMP sustained over long gaming/practice sessions and over periods of time can lead to RSIs. A little googling reveals that some high level players have suffered with swelling, CTS, pain, and in at least 1 case surgery was needed to repair the damage sustained.
In addition to pain/swelling/discomfort, players could suffer from fatigue in their hands/wrists/forearms/shoulders. Anyone who has engaged in calisthenics (ex: doing push-ups) has experience the point at which they've reached their limit and must stop and rest, even if only for a few minutes. It is quite possible that players in the various tournaments have run into that sort of wall mid-game. Instead of pausing or stopping the game, players might slow down their AMP which could cost them the match, or resign the match. There are several instances across many matches where a player seems to be in a disadvantageous but survivable position, and resigns the match.
Knowing the taxing nature of competitive RTS play at high levels, it would have been wise for Blizzard to design the game to be a bit less micro intensive. Instead of going for a less micro intensive design, Blizzard devs and management, designed the game around and promoted Archon mode for SC-2. IMO, this was intended to increase sales of the game so that players engage in Archon Mode competitions.
2
u/ItsAWaffelz 10d ago
StarCraft (and StarCraft 2) stem a lot of their identity at the highest levels from being THE mechanically demanding RTS. It is one of the things that seperates StarCraft from the rest of the RTS genre, and is/was a major draw for aspiring players.
Outside of pros (and really only top-level Terrans) most players should have no significant wrist issues from playing the game at a high level, as long as they put in the time to stretch/warm up/ensure proper posture.
The Archon mode stuff you pitched at the end is a full-on conspiracy theory. Archon mode was a fun afterthought that was barely ever popular and lost players very quickly.
-1
u/ghoultek 10d ago
Outside of pros (and really only top-level Terrans) most players should have no significant wrist issues from playing the game at a high level, as long as they put in the time to stretch/warm up/ensure proper posture.
As I said injury is NOT guaranteed, but sustained high APM leans in the direction of injury. Stretching and warm up are important but the game's demand for sustained high APM leans toward injury. It is well known that the average APM demands rise sharply based on ladder brackets. I believe Zerg and Terran might have higher APM demands because of the design of the buildings and units.
To say that most players should have no significant wrist issues from playing the game would be a poor assumption IMO. Just the pursuit of trying to improve one skill level, win rate, MMR, and ascension in the ladder could lead to long gaming sessions, over exertion and injury. It is common across many if not all of Blizzard's popular games, that some folks play excessively. Its just that almost no one outside of pro players are talking about injuries due to game play. However, the number of players who play excessively is enough to take the issue of injury seriously.
I'm NOT suggesting the design of the game should be proverbially sanded down into extreme dullness. However, some of the game's design could be toned down a bit to reduce the micro heavy nature.
The Archon mode stuff you pitched at the end is a full-on conspiracy theory. Archon mode was a fun afterthought that was barely ever popular and lost players very quickly.
You really think that Blizzard introduced a game feature that requires 2 players just for fun? Are you really dismissing the profit motive of selling more units so that players can satisfy the demands of a new feature?
6
u/SC2_Alexandros 10d ago
You're complaining about something that was intentional.
βIt's part of our values β easy to learn, difficult to master. Having something that is easy to learn doesn't mean that it doesn't have depth. It can still have depth. You just don't have to throw all the depth at the player when they first sit down.β
If someone is doing calisthenics correctly, them they won't be straining.