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Why Losing in Starcraft 2 Feels Fun

230340423
Monday, August 09, 2010

Editor's note: Why do we have fun losing at some games and want to throw our controllers at the wall when we lose at others? Layton investigates. -Brett


This time it will be different. That's what I tell myself, anyway.

I'm starting my fourth straight match against my roommate in Starcraft 2. Each of the previous three matches has ended in bloody defeat, with my poor Protoss forces fleeing for their lives until I got too frustrated to let the carnage continue and surrendered.

But not this time.

This time I've learned: a tweak to the build order here, a change in unit production there, harry his supply lines early, waste not a speck of resources. I'm getting better. I have to be getting better.

Twenty minutes later, after I make a Light-Brigade-esque charge with my only remaining zealots -- into the valley of roaches ran the half-dozen -- I'm watching in horror as the Zerg swarm my defenseless probes. My base is overrun. I have nothing left. I surrender before my Nexus explodes and my failure is complete.

Before the score screen even has time to load, I can already hear myself demanding: "Let's play again."

 

Why am I doing this to myself? If video games are supposed to be fun, why do I spend hours hurling myself against my roommate's army (or pretty much anyone online) when I know I will lose? Isn't the point of any game to win? If I have no chance at winning -- and realistically, I don't -- then why play at all?

The simple answer used to be that it's still fun to play with your friends, whether you win or lose. But competitive gaming has changed since online play became standard; it's not enough to be the best in your group of friends anymore, because no matter how good you are, there's always someone better out there. The nameless, faceless Internet has your number.

Some might take that as a challenge. I usually take it as a reason to not give a crap. Either way, there has to be another way to losing can be fun.

Because, paradoxically, I am having fun. I'm getting my ass handed to me, I'm making mistakes I don't even understand, I know I'm being toyed with. But I'm enjoying myself. And I think that's the sign of a good competitive game, whether it's online or off: It communicates something through the process of playing that makes winning feel like a secondary objective.

That's not to say that competition is thrown out altogether. In some games, the need to win has to be leveraged against the need for ebb and flow, to allow players of different skill levels, utilizing different strategies, to gain and lose the upper hand in the course of a match.

The Mario Kart series is an extreme example of this concept. If you know the courses back to front, you mini-boost constantly, and you've learned the perfect lines, that just means you're all the more likely to be nailed with a blue shell or a lightning bolt. And if you're bringing up the rear because you lack that skill and knowledge, you get to be the one firing off the best items.

Games like Modern Warfare 2, on the other hand, reward longevity and dedication in competitive settings. Even if you're the worst player in the match, you'll still get rewarded with XP, new weapons and perks, and other unlockables. (There's even a bit of the Mario Kart principle in the Deathstreak abilities you earn after dying often.)

Starcraft, though, has none of that. You don't get rewarded for doing poorly, and there's no character progression or artificial tipping of the scales mid-match. Everything you need to know -- all the unit info, tech trees, strength and defense ratings -- is right there, and it doesn't change, win or lose.

So how come I'm getting killed and still having fun? Because Starcraft helps you master the art of learning by losing.

Everything in Starcraft 2 is designed to help you learn the intricacies of the game. You can save your replays. You can look at charts and graphs after each battle to see exactly what your enemy did, what you did, when you did it, and why it did or didn't work. And since every game starts the same way, you can put your newfound knowledge to work instantly. It's like the game rules are the control group, and you're the variable. It's the scientific method, applied in video-game form.

Moreover, the various units' strengths and weaknesses are so tightly balanced and clearly delineated (in Starcraft's classic rock-paper-scissors style) that you always understand when to use a different tactic. The ineffectiveness of one unit is instantly communicated when it comes up against its counter (and you get obliterated). So you try something else. And when you find the right strategy, the information gleaned is all the more rewarding.

Of course, knowing what to do is only one part of the equation. Doing it is something else altogether. That's probably where I personally suffer the most. But you know what? I'm getting better. I'm learning. And that makes losing fun.

Especially when I finally win.


Layton Shumway is an assistant editor at deseretnews.com and should write more frequently on his gaming blog there, First Person Shooter. Follow him on Twitter: @theshums. And if you want to help him lose learn even more, add him on Real ID: layton.shumway@gmail.com. Also, this is his first post here at Bitmob. Please be gentle.

 
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Comments (7)
Brett_new_profile
August 09, 2010

You knocked your first Bitmob post out of the park, Layton. I can't wait to read more from you on here.

230340423
August 09, 2010

Thanks Brett! That's really kind of you. Looking forward to writing more.

Jamespic4
August 09, 2010

Layton Shumway can't be your real name...I know an ALF reference when I see one.

230340423
August 09, 2010
@James: Gordon's a distant relative, but we non-Melmacians don't eat cats. (Yes, it's my real name.)
Mikeshadesbitmob0611
August 11, 2010

Knowing what to do and being able to do it are two things, but knowing when to do it is important as well. In my Street Fighter training, I can pull off some pretty good combinations, ones that work against my current matchup, but my problem is not knowing when to use them. Being able to set up your execution is that third pillar that a lot of people miss.

Because I miss it, I'm currently the worst Street Fighter player in the country. Bar none. I can tell you that even when I learn, I don't find losing fun anymore. Sometimes it makes me want to break things. Maybe it has to do with the individual. I'm sure if I played SCII in your situation, my monitor would be in pieces right now. Everybody needs to win sometime.

230340423
August 11, 2010

@Michael: That's definitely true with games like Street Fighter. In Starcraft I guess it's a little different because certain things MUST be done right when the game starts or you're screwed anyway. So the "when" isn't necessarily in question in that case. But it is important later in the match to counter an opponent's strategy.

And there's certainly a lot of personal variance involved too. I'm a naturally patient person, so maybe I have a higher tolerance for losing. I think that's an aspect of the game design too though: making you feel in control and empowered even though you're losing. A tricky balance to find.

Hughesd_2_
August 17, 2010

I've still only scratched the surface of the first SC, but the same element can be applied to other games. For example, while I like the addictive unlocks of a Modern Warfare, ultimately I find Halo vastly more fun to play--even when I lose. Because, like you said, every game starts the same way--and players have equal access to all weapons.

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