My hope is that blizzard starts marking the Arcade scene its own seperate client that is completely free to play. You should not need sc2 or Heroes of the storm but it can be tied into both clients for ease of access for people that already have those games installed. That will foster a blizzard modding community like never seen before as anybody will have access to starcraft 2 powerfull editor and tools.
Even if Blizzard wasn't a bunch of old conservative perfectionists, who can spend years on betatesting; even if they ever considered making a separate arcade client; even if they had resources for a separate editor improving team, to make it a greater tool; even if they knew a smart marketing strategy to attract masses into this thing... even if all those weren't the issues, they'd still be too late.
The main question of the whole "I'm not happy anymore with the current dev tool" issue is not "if I should switch to another high level tool", no. Not at all. The only question is "If I'm ready to go lower level tools". It's the only current of devs that exist between the dev environments. (Actually there's one more current, the extreme low level game devs, like "raw Cpp and openGL" ones go higher to unity).
So, I agree with those here, who put Unity above. We make games, we want lots of players, we have imagination. Dev environments linked to the main game limit player base, and high level ones create tech limits, so they are simply incomparable to lower level things like Unity or Unreal. The only vital argument for sc2 or dota2 mapmaking is "it's faster to implement an idea in a high level environment". But this is only true for 5% of ideas, which are (in case of sc2 editor) strategies or rpg's and close to the tool's mechanics. Arguments like "higher levels tools are easier to learn for noobs" can be demolished easily by anyone, who tried both.
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Even if Blizzard wasn't a bunch of old conservative perfectionists, who can spend years on betatesting; even if they ever considered making a separate arcade client; even if they had resources for a separate editor improving team, to make it a greater tool; even if they knew a smart marketing strategy to attract masses into this thing... even if all those weren't the issues, they'd still be too late.
The main question of the whole "I'm not happy anymore with the current dev tool" issue is not "if I should switch to another high level tool", no. Not at all. The only question is "If I'm ready to go lower level tools". It's the only current of devs that exist between the dev environments. (Actually there's one more current, the extreme low level game devs, like "raw Cpp and openGL" ones go higher to unity).
So, I agree with those here, who put Unity above. We make games, we want lots of players, we have imagination. Dev environments linked to the main game limit player base, and high level ones create tech limits, so they are simply incomparable to lower level things like Unity or Unreal. The only vital argument for sc2 or dota2 mapmaking is "it's faster to implement an idea in a high level environment". But this is only true for 5% of ideas, which are (in case of sc2 editor) strategies or rpg's and close to the tool's mechanics. Arguments like "higher levels tools are easier to learn for noobs" can be demolished easily by anyone, who tried both.