@Annatar: yes Protoss are my race of choice, but i might try Terrans as well. The only race i do not like are Zergs (but funnily, maybe if i tried them, they will suit me best). Seriously though, when you speak about those 3 gateways in 7 minutes and number of probes etc...simply those build orders, did it not become too mechanic and mindless? This is perhaps my biggest gripe, it seems that to play the game properly, you need to turn in some kind of robot, who practised so much, that first 5 minutes of the game he does not even need to think, everything just needs to be memorised and executed. I know there is the need to scout, what is the enemy doing, but so what? You just switch to another memorised build to counter him....
It's part memorizing and executing, for sure. In the beginning, you need something "constant" to practice on. The reason these builds exist is because they have been proven to work. By doing them, you learn the intricacies of the game, you get better at never getting supply capped, better at spending money, and better at strategic thinking.
When you get higher up in the ladder, things change a bit. You can rarely rely on a predetermined build to "work". You might go into a game thinking you feel like doing a 3-gate expand, and then your opponent throws a wrench in it and you have to figure out how to deal with it. At the later stages the "builds" become guidelines more than anything else, and you can rarely rely on one to actually work past a few minutes.
And when you get higher up you'll be able to add your own flavor to it. Maybe a different unit mix that works better for you, a faster unit A here and there, maybe you figure out that putting some cheap Zealot/Stalker pressure early on gives you some time to get Void Rays out safely and those help a lot later..
But at the moment, having a "build" allows you to learn the mechanics of the game and teach you macro (always building probes, never getting supply capped, etc) without too many things changing at once. All of these builds come from higher-end players who think up something new and it gets broadcast in a tournament or after they beat someone in a ladder match and post replays.
It becomes a lot less about memorization of a static build, and a lot to do with improvisation - but in order to be good at improvising, your basics have to be second nature.
One last thing i think about, the ChronoBoost of the Protoss, what is the purpose of it? I know what it does, but imho its just
another artificial BS. All those things could be built/researched at speed of chronoboos, but no. You have to constantly check if its already charged and ad nauseum cast in various buildings, its repetitive and pointless and its there just to make the difference between good and bad players bigger. Is it really fun for you? Do you really think this is the way which should the future RTSes take?
Well, SC2 is a competitive game. Every race has a macro ability that requires good usage (admittedly, Terran's is the easiest). Chronoboost is both a measure of balance and a means to develop your own strategy/build. In some cases, you need a really fast Sentry to forcefield your ramp. In other cases, you need a really fast Warpgate research so you chronoboost that. In yet other cases, you just want to get more probes faster. You can't just have everything going at the chronoboosted speed because it would be imbalanced - the other races wouldn't have time to build up as much as you.