Showing posts with label Modding. Show all posts
Showing posts with label Modding. Show all posts

Friday, August 27, 2010

On Power at a Price (and the Starcraft II Editor)

Call me crazy, but I think this thing may actually be *too* powerful.

I've been poking around the Starcraft II Editor a bunch recently, and I have to say, I've been impressed and somewhat terrified.  Clearly, it's been made with the extensive mod community in mind.  You can fiddle with everything - and I mean everything.

On the other hand, I feel like I should only be using the thing with a manual open in my lap, a Youtube tutorial loaded up, and somebody who knows what the f*ck they're doing within arm's reach.

I used the Starcraft I and Warcraft III editors pretty extensively (if very casually - I never did get around to publishing any maps, but I had fun on my own time).  While there were certainly plenty of hiccups and tricky problems (particularly with triggers), I was able to muddle my way through, mostly on my own, through trial and error.  If you wanted to make a new unit, you hit the 'Unit Editor,' and so forth.  It was vaguely intuitive, and the vocabulary was mostly shared with the gameplay.

Not so for the Starcraft II Editor, where it took me five full minutes to figure out how to make a new unit, and I only got there by blindly stumbling upon the 'Data' tab.  Gone are the artificial (but helpful) categories of 'unit,' 'ability,' and 'doodad with Chris Metzen's face on it' - it's all in 'Data' now.  Additionally, the number of factors that go into making a 'Zealot' a 'Zealot,' for instance, has gone from probably 3 and change (change being stats and color balance) to six or so subcategories, each with a wealth of attributes that go right over my head.

Now, I have two worries regarding this change.  The first is small and selfish, which is that this gigantic machine of data coordination scares me sh*tless.  I'm sure I could learn to use this program, if I really wanted to, but just learning to use it would have to compete with schoolwork, workwork, DMing, actually playing video games like Starcraft II itself (and WoW), apathy, and laziness.  And that would be before I could actually even start to make custom maps.  In other words, the barrier to entry is probably just too high.

The second is slightly more relevant: don't all serious modders just hop straight to the code anyway?  And, if that does hold true (and perhaps it doesn't, or won't now that this new utility is available) and the serious modders are doing their modding from within the code anyway, who exactly is this monster of a map editor supposed to help?

-Stormshrug