Editing Cold Takes/3 - Fight your opponent, not the UI

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The principle is <em>not</em> about removing micromanagement, as the 1v1 community can attest, Zero-K can be fast and frantic. Rather, it is about giving each click as much meaning as possible. Consider line move. Spreading units out along a line requires many clicks in most games, since numerous subgroups have to be selected and told where to go, while in Zero-K a line takes one click. If an "average line" takes 10 clicks to create, then each of the clicks has 1/10th the meaning of the one click required in Zero-K. The effect of this efficiency is not that Zero-K players click 10× less, but rather that they can be 10× more expressive with their unit control. This capacity feeds back into the rest of the game. We can expect more expressiveness from players, so the the game can be that much more nuanced as a result. Basically, Zero-K made surface-level micro easier and found more interesting micro underneath.
 
The principle is <em>not</em> about removing micromanagement, as the 1v1 community can attest, Zero-K can be fast and frantic. Rather, it is about giving each click as much meaning as possible. Consider line move. Spreading units out along a line requires many clicks in most games, since numerous subgroups have to be selected and told where to go, while in Zero-K a line takes one click. If an "average line" takes 10 clicks to create, then each of the clicks has 1/10th the meaning of the one click required in Zero-K. The effect of this efficiency is not that Zero-K players click 10× less, but rather that they can be 10× more expressive with their unit control. This capacity feeds back into the rest of the game. We can expect more expressiveness from players, so the the game can be that much more nuanced as a result. Basically, Zero-K made surface-level micro easier and found more interesting micro underneath.
  
[[File:UI Chart.png|thumb|600px]]
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[[File:UI Chart.png]]
  
 
We need a more precise definition of UI to know exactly what is being fought. This involves drawing a distinction between the game world, the abilities units use to affect the world, and the UI itself.
 
We need a more precise definition of UI to know exactly what is being fought. This involves drawing a distinction between the game world, the abilities units use to affect the world, and the UI itself.
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Chess provides a nice example. The game world of chess is an abstract list of piece positions (plus things like the draw timer), the abilities are the ways pieces move, and the UI is the physical chess board and pieces. Distinguishing between these three parts of chess makes the concept of a UI sound a bit silly, but that is the whole point. People rarely consider the "UI" of chess, since strategy stays the same regardless of whether the board is made of stone, wood or plastic. Chess players already fight their opponents, not the UI (except in blitz), so it fades into the background. This is foreign to RTS players, who seem to love arguing about UI.
 
Chess provides a nice example. The game world of chess is an abstract list of piece positions (plus things like the draw timer), the abilities are the ways pieces move, and the UI is the physical chess board and pieces. Distinguishing between these three parts of chess makes the concept of a UI sound a bit silly, but that is the whole point. People rarely consider the "UI" of chess, since strategy stays the same regardless of whether the board is made of stone, wood or plastic. Chess players already fight their opponents, not the UI (except in blitz), so it fades into the background. This is foreign to RTS players, who seem to love arguing about UI.
  
[[File:ZK Chess Setup.png|600px]]
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[[File:ZK Chess Setup.png]]
  
 
The key difference between chess and an RTS is that chess expects the player to perfectly micromanage everything their pieces do. At the risk of heating up this take, chess is only a sedate game because very little happens. Strictly speaking, every step taken by a unit counts as an ability, so more abilities are used in the first few seconds of an RTS than in an entire game of chess, and games only gets more complex from there. RTS UIs have to filter and aggregate these abilities since the game would be impossible to manage otherwise. Turn-based strategy players might be aware of this issue, as these games sometimes end up in an awkward spot between RTS and chess, with too much to do each turn relative to the tools provided by the UI. At least RTS designers have a hard real-time constraint, whereas designers of turn-based games have to deal with the more nebulous constraint of the player's patience.
 
The key difference between chess and an RTS is that chess expects the player to perfectly micromanage everything their pieces do. At the risk of heating up this take, chess is only a sedate game because very little happens. Strictly speaking, every step taken by a unit counts as an ability, so more abilities are used in the first few seconds of an RTS than in an entire game of chess, and games only gets more complex from there. RTS UIs have to filter and aggregate these abilities since the game would be impossible to manage otherwise. Turn-based strategy players might be aware of this issue, as these games sometimes end up in an awkward spot between RTS and chess, with too much to do each turn relative to the tools provided by the UI. At least RTS designers have a hard real-time constraint, whereas designers of turn-based games have to deal with the more nebulous constraint of the player's patience.
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How many people remember looking for Starcraft II advice and being told to focus on macro (Starcraft speak for micromanaging the economy)? People were basically told to fight the UI before even considering fighting their opponent. That said, fighting the UI is fine, it is a preference. Many games and genres are built around it. The solitary battle between player and UI can be rewarding, and has more reliable progression than fighting opponents. Zero-K is just the crazy project that asks whether the fight is necessary in RTS. Can we have fast, real-time, action in a strategy game, without a UI that new players have to overcome, and which avoids biasing strategy?
 
How many people remember looking for Starcraft II advice and being told to focus on macro (Starcraft speak for micromanaging the economy)? People were basically told to fight the UI before even considering fighting their opponent. That said, fighting the UI is fine, it is a preference. Many games and genres are built around it. The solitary battle between player and UI can be rewarding, and has more reliable progression than fighting opponents. Zero-K is just the crazy project that asks whether the fight is necessary in RTS. Can we have fast, real-time, action in a strategy game, without a UI that new players have to overcome, and which avoids biasing strategy?
  
[[File:Protected Singu.png|600px]]
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[[File:Protected Singu.png]]
  
 
Time for some examples. Back in the early days of CA, Lurker and I talked about the disguise ability of the Spy from Red Alert 2 (which appeared later as the Changeling in Starcraft 2). Enemy Spies look like your own units, but are not actually under your control. We decided that disguises just create and then exploit a conflict between the player and UI, so they never made it into CA. The argument was that, since Spy is only controllable by its true owner, a powerful UI could constantly attempt to control every unit that seems to be yours, and flag any that refuse.
 
Time for some examples. Back in the early days of CA, Lurker and I talked about the disguise ability of the Spy from Red Alert 2 (which appeared later as the Changeling in Starcraft 2). Enemy Spies look like your own units, but are not actually under your control. We decided that disguises just create and then exploit a conflict between the player and UI, so they never made it into CA. The argument was that, since Spy is only controllable by its true owner, a powerful UI could constantly attempt to control every unit that seems to be yours, and flag any that refuse.
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By now we have seen two approaches for solving conflicts between the player and the UI. The first is to make the UI more powerful, such as with line move. This gives the UI fewer ways to get in the way of a player trying to tell units how to use their abilities. The second approach is to remove conflict at the source, as we did with radar spoofing, or to avoid creating it altogether. This barely looks like work from the outside, so whenever we considered adding a mechanic we tried to imagine what perfect play would look like. If the game seemed like it would be worse, or not change at all, then the mechanic would be rejected. Sometimes we would come across mechanics that seemed good, but which would require a lot of UI work to deal with new conflicts. In these cases we would try to tweak the mechanic to put less strain on the UI without otherwise modifying its effect.
 
By now we have seen two approaches for solving conflicts between the player and the UI. The first is to make the UI more powerful, such as with line move. This gives the UI fewer ways to get in the way of a player trying to tell units how to use their abilities. The second approach is to remove conflict at the source, as we did with radar spoofing, or to avoid creating it altogether. This barely looks like work from the outside, so whenever we considered adding a mechanic we tried to imagine what perfect play would look like. If the game seemed like it would be worse, or not change at all, then the mechanic would be rejected. Sometimes we would come across mechanics that seemed good, but which would require a lot of UI work to deal with new conflicts. In these cases we would try to tweak the mechanic to put less strain on the UI without otherwise modifying its effect.
  
[[File:ZK Chess Lanced.png|600px]]
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[[File:ZK Chess Lanced.png]]
  
 
So far you would be excused for thinking that we simply figured how the UI should work, then implemented it. This is far from what happened. The principle itself was put in place fairly early, but it served more as future proofing than as an action plan. We did not know how powerful the UI could become, only that we were ready for it. This meant avoiding designing new conflicts, and assuming that existing conflicts would be solved eventually. We had, and still have, an open approach to players modifying the UI, with the expectation that people share anything useful. Sometimes an advance in UI causes a problem, but we approach these cases with the idea that powerful UI just reveals issues with game mechanics, so strive to fix the mechanics.
 
So far you would be excused for thinking that we simply figured how the UI should work, then implemented it. This is far from what happened. The principle itself was put in place fairly early, but it served more as future proofing than as an action plan. We did not know how powerful the UI could become, only that we were ready for it. This meant avoiding designing new conflicts, and assuming that existing conflicts would be solved eventually. We had, and still have, an open approach to players modifying the UI, with the expectation that people share anything useful. Sometimes an advance in UI causes a problem, but we approach these cases with the idea that powerful UI just reveals issues with game mechanics, so strive to fix the mechanics.
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Commands in Zero-K are not part of the game world. They are UI constructs used to track which units are going to be told to use which abilities. But the commands in Achron work differently, so it actually has a very simple UI, which led me to make some weird feature requests. One of my requests was a way to delay issuing a command, because this could be used to save chronoenergy. Essentially, a sort of "command queue" of commands to queue later. Trust me, a desire for this sort of "meta-UI" makes sense with time travel. A similar thing happens with the Psychic Sensor in Red Alert 2 (mark your bingo sheet). Once you see the distinction between UI, abilities, and game world, you start seeing it everywhere.
 
Commands in Zero-K are not part of the game world. They are UI constructs used to track which units are going to be told to use which abilities. But the commands in Achron work differently, so it actually has a very simple UI, which led me to make some weird feature requests. One of my requests was a way to delay issuing a command, because this could be used to save chronoenergy. Essentially, a sort of "command queue" of commands to queue later. Trust me, a desire for this sort of "meta-UI" makes sense with time travel. A similar thing happens with the Psychic Sensor in Red Alert 2 (mark your bingo sheet). Once you see the distinction between UI, abilities, and game world, you start seeing it everywhere.
  
<references><ref name="game"><span style="background-color:#000">This includes singleplayer games, but not games without intrinsic victory states. There is probably more to say about games in general since most games have some form of goal, but that is beyond the scope of this post. I am talking about strategy games, and possibly even any game where challenge is one of the primary engagements.</span></ref></references>
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<references><ref name="game">This includes singleplayer games, but not games without intrinsic victory states. There is probably more to say about games in general since most games have some form of goal, but that is beyond the scope of this post. I am talking about strategy games, and possibly even any game where challenge is one of the primary engagements.</ref></references>

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