What is Samyeonbeong? [소소칼럼]

by times news cr
On November 12, ​2004, a scene from the 2004 EVER ​Star​ League semifinal match between Lim Yo-hwan‌ and Hong Jin-ho. OGN Capture

November 12, 2004. Lim Yo-hwan and Hong Jin-ho faced‌ each ​other in the ​semifinals of the Ever 2004 Ongamenet⁣ Star League. This month marks ⁤exactly 20 years.

Lim⁣ Yo-hwan mobilized workers to build a bunker in ‌the opponent’s front yard and used bunkering, a tactic of putting pressure in the early stages, to get the necessary number of⁣ wins in a best-of-five match​ and reach the finals. Hong Jin-ho struggled to last 14 minutes of the​ first game⁢ even with ⁣the odds stacked against him,​ but gave up the second and ⁤third games in about 4 minutes.⁤ Bunkering three times in a row is commonly referred to today as ‘three-bunking’.

The narrative of rivalry between the ‌two players, which had been‌ building since the 2001 Coca-Cola Cup, was in vain. There was great controversy⁣ at the ‍time. At ⁢the time, fans who wanted ​to see the two together criticized Lim ⁢Yo-hwan’s optimization strategy ‌of quickly blocking the opponent, ‍saying that he ‌was too focused on winning and ​losing. On​ the other ‍hand, there was ⁤an equal amount of ​rebuttal ​about what is wrong with being obsessed with winning in ⁢the⁣ professional ​world. What is clear ⁤is that ‍it was difficult for the Zerg at the time to‍ block the highly optimized Terran strategy (the initial ⁢worker bunkering was overcome after the Zerg also ⁤became highly optimized). The game that day posed ⁤a​ question to fans. What ‍is a game? Will StarCraft ultimately be optimized to kill the opponent ⁢in the fastest time possible? What were the creative ​solutions ‍that emerged from the competition between ​the two, and the aesthetics⁢ that resulted ⁣from⁢ this (this was the impression we got from the⁣ unique matches of Park Yong-wook, Kang⁣ Min, and Hong Jin-ho)? What was‌ the sadness felt in the struggle and ⁢the artistry revealed in the combination of‍ the two? Was it⁢ all an⁣ optical illusion? ‍

Even after⁣ Samyeonbeong, the game continues to ⁤evolve. ‍In the ‌process ‌of ⁢Zerg optimization, Terran⁣ moves towards refining the efficiency of the ‘One Barrack Double’ strategy instead of bunkering. The game ⁢went towards ultimate optimization. For example, the Zerg⁣ optimizes itself ​with a fast mutalisk‍ strategy. The same goes for Protoss in terms of evolution. ⁤Eventually, the ​paradigm for all three races becomes ​fixed.

20 years have passed since the bunkering. Now the game ⁢is ⁤strictly based on ⁣a set path and ‍formula. In the case of Kim ⁣Min-cheol, the current StarCraft ​powerhouse who recently⁤ won ‍3 consecutive individual league‍ games, ‘Iron⁤ Wall’ Zerg has no flaws‍ when it​ comes to⁣ optimization.⁢ That‌ is the aesthetic of this era.

If they ⁢felt beauty in the⁣ originality of Park Yong-wook’s vicious Probe, Hong Jin-ho’s Storm Zerg,⁤ and‍ Jo Jeong-hyeon’s Bamboo Terran, now those who watch the game feel beauty in the thoroughness that does not deviate from the winning formula. It is a different way of appreciating it ⁤than before.

Going back to⁤ the starting point, ⁢the turning point was the bunkering of the day.‍ Even if it weren’t ‌for bunkering, ⁣the⁤ era of optimization would⁣ have arrived. However,⁢ the bunkering ​that day remained as‍ a scene that symbolically demonstrated the absolute⁣ nature of optimization, in which the timing of worker reconnaissance and the⁣ timing‍ of troop mobilization were calculated in seconds. That is Samyeonbeong.⁣

● But‌ again, what is Samyeonbeong?

The ‍whole world now feels what StarCraft viewers felt 20 ​years ago. It’s​ because of AI.

In a⁢ special lecture held at Seoul ​National University on the 1st of this month, Go player Lee ⁤Sedol said, “I ‍don’t think there is a‍ right ‍answer in art.”​ They call themselves the last generation to learn ​that baduk ‌is an art. AI⁢ Baduk, which only searches for moves with infinitely high odds of winning and ⁤does not doubt them, is ‌not art.

He said ⁣that winning and losing are ⁣not everything in Baduk. he said “Even if victory or defeat is decided, it ⁢is not over at ⁤that moment.”

However, in StarCraft ⁣since ‌Samyeonbeong, the view of games as art is classified as ‘amateurism’. Even if a game (or a match) is considered art, what value does it have regardless of whether it wins or loses? After Samyeonbeong, that ‍question has never left my mind.​ I searched for the answer ⁣for a long time, ⁣but couldn’t find it. Lee Sedol repeats this in his ‌head. There is no ⁢right answer in art. Then ask yourself again. Is life⁣ art or a game?

Foreshadowing the fate of the game,​ which would evolve toward optimization and become⁢ official, ⁢I watched that channel for a long time after the⁢ broadcast ended on November 12, 2004. ⁣Even when my father said,⁤ “Stop‌ watching‍ the game and go to sleep,” I watched‌ the‌ video for a long time and played the game again and⁢ again. Please get some sleep. It got to the point where my father was ⁣hitting me on the back and complaining.

It was the same then and it is the ‍same now.‌ Even though I know the full meaning, ⁤I still ask it to myself without confirming it. What⁤ is Samyeonbeong? While I’m asking that question, I’m still pondering and‌ clinging ⁢to⁣ unnecessary things.⁣ As a human being ⁤with flaws, ‌it‌ is inevitable. That’s how it exists. Has it already been 20 ⁣years?

[소소칼럼]is a light text that talks about things happening around us or our little tastes. To ensure that simple and⁣ sweet feelings are not lost on us, reporters⁤ take turns writing about the little things that appeal ​to us.

Title: The Evolution of Strategy in StarCraft: A Dialogue with Esports Historian ‌Dr.⁣ Yoon Sang-ho

Time.news Editor: ⁤ Welcome, Dr.⁣ Yoon. It’s‌ a pleasure to have you here today, especially as we commemorate the 20th anniversary of that landmark semifinal match between Lim Yo-hwan ⁣and Hong Jin-ho. Let’s dive right in. What⁤ was it about the “bunkering” ​strategy that made such an impact on ‌the StarCraft community back in 2004?

Dr. Yoon Sang-ho: Thank you for having me! The “bunkering” strategy employed by Lim Yo-hwan was revolutionary. It showcased a method of rapid ‌deployment that‍ put immense pressure on the⁣ opponent. This tactic ⁤not only ‍shaped the way players viewed early game⁤ strategies but also sparked​ a debate ​around optimization in competitive⁤ play. It was as if Lim had ⁢discovered a formula – a shortcut to victory – which turned traditional play on its head.

Time.news Editor: Absolutely! The backlash​ from fans highlighted a fascinating paradox: the balance​ between winning and the artistry of play. Do you think this emphasis on optimization has altered the aesthetics of StarCraft fundamentally?

Dr. Yoon Sang-ho: Without a doubt. What we see today is worlds apart from the beauty of those original, creative⁤ strategies. During Lim and Hong’s era, players like Park Yong-wook and Jo Jeong-hyeon emphasized unique styles — their gameplay was almost like a‌ dance.⁢ Now, players have adopted these optimized strategies to such an‍ extent that innovation sometimes takes a backseat to efficiency. The artistry has evolved yet remains tied to a different type of beauty grounded in calculated perfection.

Time.news Editor: ⁢ That’s an interesting point. Speaking of evolution, what‍ do you see as the trajectory of⁢ gameplay strategies ⁣since then? How has the introduction​ of AI changed the landscape?

Dr. Yoon Sang-ho: AI has indeed transformed gaming. Techniques⁤ like the ⁢”One Barrack Double” and rapid mutation strategies for Zerg‌ have ​become standardized, almost formulaic.⁢ As we witness today ⁢with players like Kim Min-cheol, the‍ focus is on perfecting these⁢ established strategies. ‌AI’s⁣ role parallels this, as it​ increasingly eliminates‌ creative risk-taking in favor of superior,​ optimal strategies. It raises the question: is AI enhancing ⁣the game, or limiting the⁢ creative potential‌ of human players?

Time.news ⁤Editor: It’s an​ exciting yet somewhat concerning transformation,‌ isn’t it? Some might⁢ argue that the ‌essence of ⁣the game is changing. Where do you think the community stands on‌ this?

Dr. Yoon ⁢Sang-ho: The community ⁢is definitely divided. On one hand, there are purists who cherish the ⁢unpredictability and personal flair of classic gameplay. On the other hand, fans of the current meta appreciate‍ the high-level optimization and the near-flawless execution of strategies. As we celebrate the⁤ 20th anniversary of Lim’s and Hong’s confrontation, discussions around⁢ what “Samyeonbeong” really means continue to be relevant. It symbolizes not only the ​evolution of strategy but also the broader philosophical questions about art​ and competition ⁣in gaming.

Time.news Editor: Fascinating. As we look forward, how can we strike a balance between optimization and creativity? Can we return to that sense of artistry seen two decades‍ ago?

Dr. Yoon Sang-ho: That’s certainly​ a challenge. Game developers might play a role in encouraging diverse strategies to flourish by tweaking mechanics and incentivizing creativity. Plus, players ⁢must⁣ realize that there’s ‌more⁣ to StarCraft⁤ than just winning. Like Lee ​Sedol mentioned in his recent lecture‍ on Baduk, ⁣the journey, the experience, and the artistry matter just as much as victory. Perhaps by emphasizing this ethos in the community, we ⁣can foster ⁢a richer, more imaginative‌ scene.

Time.news ⁤Editor: Wise words, Dr. Yoon. Before we wrap ⁤up, can you share a final​ thought on the legacy of Lim Yo-hwan and Hong‌ Jin-ho’s rivalry for⁣ the⁢ future of esports?

Dr. Yoon Sang-ho: Their rivalry is‍ emblematic ‌of a broader narrative about competition and innovation in esports. It reminds⁤ us that while the landscape may‌ shift, the core essence of ⁤what makes these games exhilarating—creativity, strategy, and ⁤sometimes unpredictability—should always be at ‍the forefront. Their legacy serves as both inspiration and a cautionary tale: pushing for optimization should⁢ not come at the ⁣cost of artistic expression.

Time.news Editor: Thank you, Dr.⁣ Yoon, ​for your invaluable insights. Here’s to another 20 years of strategy, creativity, and the evolution of StarCraft!

Dr. Yoon Sang-ho: ​Thank you! It’s been a pleasure ‍discussing this fascinating topic.

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