"We picked Terran because it's the only race in StarCraft that never gets trapped. Its buildings fly, its workers fix things, and you can read every unit at a glance. Over the next six systems, we'll show you why that makes it the best, and what it costs."
14 slides, 14 speakers, about 13 minutes. Opener, six systems with a CLAIM and a PROOF each, and a closer.
"Terran workers don't just mine. They repair buildings and machines, even in the middle of a fight. The cost is real: a Protoss Probe starts a building and walks away, but our SCV has to stand there until it's done. Every second it builds, it isn't mining. That's delayed gratification. We give up money now for a base that lasts longer."
"This is game 2, minute 7. Nintendo's Zerglings hit our bunker. We pulled four SCVs off minerals and repaired it while it was getting hit, and it never went down. Team Fortress 2's Engineer runs on the exact same idea: you're strongest when you're fixing something."
"Every race needs supply, or it can't make units. Ours does double duty: we put our depots at the top of our ramp and they become a wall. Getting supply blocked feels terrible, so you learn to build depots early just to make that feeling go away. That's negative reinforcement, and for Terran it pays off twice."
"Game 1, minute 5. Twelve Zerglings ran up our ramp and hit a wall of depots. Not one got in. Clash of Clans is built on this: your walls are your defense, and where you put them is the whole strategy."
"Terran buildings lift off and fly. Zerg can't do that: their drones become buildings forever, so every building is a commitment. We're the race that escapes sunk cost, because if a spot goes bad, we just leave. The cost is that our buildings catch fire when they're badly hurt and burn down unless an SCV repairs them."
"Game 3, minute 12. Our main base got overrun, so we lifted the Barracks and floated it to a corner. The game kept going because of it. StarCraft II kept this mechanic fourteen years later, which tells you it worked."
"Our best unit is the Siege Tank. Lock it down and it hits from farther than anything else on the ground. But it can't move, and it can't hit units right next to it. Tanks are expensive, so losing one hurts. That's loss aversion: we protect our tanks, and it makes Terran play slow and careful."
"Game 1, minute 14. Three sieged tanks held the middle of the map against their whole army. Overwatch's Bastion is the same deal: sit still, hit hard, and pray nobody gets close."
"The fog of war makes everyone nervous, because people fear what they can't see. That's ambiguity aversion. Terran gets the Comsat Station, which can scan any spot on the map. It costs energy, so every scan is a choice. But we get to replace fear with facts."
"Game 2, minute 10. One scan showed they were going air, so we built missile turrets before anything showed up. Call of Duty's UAV is the same idea: for a few seconds, the fog is gone, and you act on it."
"Big Game Hunters is loaded with minerals, so taking a second base is a big bet. Most races would lose the whole investment if it goes wrong. We can fly the Command Center out. On average, the bet pays more for us than for anyone, and that's expected value."
"Game 3, minute 6. We floated a Command Center to the next base while they were still on one. Battle royale players make this exact call every match: drop where the loot is best and the danger is worst."
"Self-determination theory says people stay with something when they feel competent, free, and like they belong. Terran gives you all three: you can read every unit, you can move anywhere, and they're the humans. For our Base Game, we'd steal buildings that move. Terran. Never stuck."
12 slides, but only 5 people talk. The other 6 stand there. No names on the slides, so nobody can tell who made what.
Reads the whole slide out loud, word for word.
Lists units. Nobody knows why.
A definition, not a claim. No cost.
Reads it. No MDA, no science term.
A Google image. Not their game, not a moment.
Never says what flying costs or why it matters.
"I like it" isn't an argument.
Another Google image. Two people skip because "it's just a picture."
Defines scouting. Doesn't argue anything.
Describes the map instead of using it.
Trashes the other races without proof.
Ends on "thank you," not an idea.
Then the zero rule hits.Six players didn't present: six zeros, minus 12 points and 192 war points.