Starcraft (A History in Two Acts)
The history of Starcraft's development by Blizzard Entertainment is detailed, highlighting its transformation from a criticized project to a successful game with unique factions, multiplayer mode, and strategic depth.
Read original articleThe article discusses the history of the game Starcraft, highlighting its development process and the challenges faced by Blizzard Entertainment. Initially conceived as a quick spinoff of Warcraft II, Starcraft faced criticism for being a reskinned version of its predecessor. However, Blizzard decided to overhaul the game entirely, focusing on making it exceptional rather than rushing its release. The game featured three unique factions with distinct gameplay styles, setting it apart from other real-time strategy games of the time. Multiplayer mode, facilitated by the newly launched Battle.net service, became a significant aspect of Starcraft's success. The game's meticulous balance and polished gameplay contributed to its popularity, selling over 1.5 million copies within the first nine months of release. Blizzard's commitment to quality over quantity paid off, establishing them as a leading name in the gaming industry. The article emphasizes the game's strategic depth, engaging gameplay, and the impact it had on the competitive gaming scene.
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First year sales were on the order of 100x that amount, quite the surprise for everyone at Blizzard!
Which brings me to my next point, which is that the community aspect of StarCraft is a huge part of why it remained popular for so long. As previously mentioned, there were hackers and programmers developing awesome tools that helped the scene, but also there were map makers which were essential in keeping the game balanced. One little known fact about StarCraft is that the last balance patch released by Blizzard was in 2001, at the early beginnings of the pro scene. After that, the game was kept fresh and balanced by community map makers.
Combine that with people who created websites where you could follow news about Korean pro scene (TeamLiquid has its roots here), talk with other people about StarCraft, and other people who organized tournaments and did everything else; and you get a formula which almost ensures the longetivity of the game. I wouldn't be surprised if there are people playing and following this game in 20 years time. I know I'll be one of them.
[0] - https://github.com/TheEngineeringBay/Awesome-Broodwar-Resour...
Add into that the different domestic cryptography requirements, and you get a lot of explanation of the uniqueness of the Korean computing landscape.
[1] https://www.codeofhonor.com/blog/tough-times-on-the-road-to-...
After that I stopped playing Starcraft but when I was in high school I picked it up again and started playing online. The regular matches were cool but the coolest matches were "custom scenarios", my favorite being "mouse hunt". It was a scenario where one team had the weakest players and the other team had the strongest players but the weak team could create barriers that the strong team couldn't destroy. From there the small team would slowly build up and defeat the stronger team or the strong team would wipe everyone out before they could.
It's been years since I played the OG Starcraft but I think I'll be picking it up again soon. It's just such a damn good game and it's really stood the test of time where even if you pick it up today it doesn't feel like a dated game, Blizzard made a truly timeless game with Starcraft and that's not an easy thing to do.
Never played Starcraft II but from what I heard they mostly kept to the original formula and many folks love that game.
Does anybody know the current state of Battle.net emulation for the older non-Remastered game? The bnetd drama was twenty years ago at this point and I would like to be able to play online without the Microsoft-Vivendi-Activision-Zenimax-Blizzard Borg having any say in it. RE: https://en.wikipedia.org/wiki/Bnetd
I prefer to patch only up to 1.15.x to keep network compatibility with the Classic Mac OS version of the game :)
The same is true for me, so I think here is a good place to plug my starcraft custom map archive website [0]. In 2020 because of the pandemic StarCraft enjoyed a surge of popularity again, I went looking for some custom maps that I remembered from the early 2000s but I couldn't find them. The existing websites at the time were not solving the problem for me so I set out to solve it myself. The website is a passion project for me, I don't want it to generate any revenue. It's been a fun ride and it's now easily the largest map archive that has ever existed. I think eventually I'll make a show HN post about it when I implement a few more cool features, but that will have to be for a later date.
Gameplay-wise, it is still in an incredible place. New builds are still being developed, not just one-off cheese builds but legitimate new approaches to matchups. Depending on matchup and player, you might watch a game where the core build hasn't changed in 15 years or a game that would be unrecognizable from 3 years ago.
Also, I would love for this guy to do a deep dive on the SC:BW approach to balance, which is map-based rather than based on traditional unit-based balance changes. This way the community is effectively able to balance the game themselves.
Does anyone know what's the special sauce?
I think there are two interesting things the article misses around PC bangs:
1. StarCraft could run on a potato. The PCs in these cafes were not always the most modern, and the lack of system requirements was a big boon to StarCraft taking off. This is also why League of Legends became very popular in South Korea.
2. Ironically, piracy. The article mentions that cafes bought copies of StarCraft to install on their PCs. This isn't quite correct, in practice a single CD key would be used to install StarCraft on all PCs in the cafe.
StarCraft Brood War in Korea is alive and well. It's had a recent resurgence and is currently the most watched game on their popular local streaming service Afreeca (essentially Korean Twitch.tv).
I also wish we saw more AI leagues and gameplay
One of the best games of all time.
and no lan play.
wonder if that kind of friction kills things.
These can range from games that explore a new aspect of the meta, to nail-biting matches where the apparent loser makes an unbelievable comeback, to the career-making game of an upstart unseating the king.
(I have no affiliation whatsoever with sc2casts.)
Also, it is still interesting to see the diversity of grandmasters' personal play styles. In a mature game, one would expect it to converge to a single "optimal" playstyle. Yet, even after the dust of a new balance patch settles, it is impressive. And for a reminder, SC2: Legacy of the Void is over 8 years old.
General question, how do you balance between trying to get everyone's feedback vs just being more fast and efficient?especially in the early stages where time is usually pretty critical
I'd say M.A.X. was no less tactically intricate - albeit through infinite configurability of things.
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