June Update: Landing Sequence
I really think this landing sequence is a mistake. For one thing, the unique "Woosh" sound as your lander left for the planet while your finger was still on the button was actually one of the more memorable things from SC2 for many people. But that really is a small issue. The really issue I have with this is more of a game design philosophy thing again. There is a *perfect* example of what I am talking about here, Elite: Dangerous. Elite: Dangerous is a perfect example, like like a dozen different ways, of how to a game designer can trick themselves into believing that they are adding "coolness" or "depth" to a game when really all they are adding is monotonous periods of boredom. Elite: Dangerous is unplayable bad in this regard, everything some lengthy sequence that you know the designers were envisioning as "mini-games" and talking how "flying a ship in our game will be like playing a series of mini-games". I've never read their design docs, assuming they ever even wrote any, but I'd bet anyone $100 right now that almost those exact phrases were in the early documents for Elite: Dangerous. I don't have to have even been there to know that was what they were saying about how it was going to work. How does it actually work? At least 1 hour, 50 minutes of which is repetitive monotonous boredom, to do pretty much whatever it is that you have decided to do. It all sounds really great on paper, maybe even like you might be on to something special, but is actually just a bunch of unplayably bad repetitive and monotonous boredom.
The player is going to land on 100 or more planets over the course of the game. A "stay between the lines" using "baby's toy ILS system", if done exceptionally well, might be interesting the first 5 or 6 times you do it. Maybe even 10 or 12. By 15 it is certainly getting old. By 30 you are cursing at the screen. At 60 you may actually quit playing the game just because you are sick of having to stay between the lines for 30 seconds to land on every planet you want to visit. At 100 you manage to make it through the game, and one of your most memorable experiences of the game will always be how much you hated the landing procedure with every fiber of your being by the time you were doing it for the 80th time.
This type of system in a spaceship game is more of an alluring trap for inexperienced designers than it is a valid game element. And I don't mean to be insulting, I've been designing games for almost 40 years now so almost everyone is an "inexperienced designer" from my vantage point.