The first StarCraft computer game was released by Blizzard Entertainment in 1998. StarCraft was a real time strategy game, wherein players controlled troops and buildings from an isometric “god-like” perspective. Units and buildings were purchased from resources mined by workers. In the multi-player modes, every player started out with one home base and a few workers. How the game progressed from that point was up to the different strategies of the players.
The object of the game was to eliminate your enemies’s forces. Multiplayer games could range from one human player vs one computer player to up to eight players duking it out. You could play in teams, in a giant free for all, or set up teams and switch in the middle of the game to screw over one of your pals at random.
There were three main races to choose from, which was an innovation at the time. Most RTS games offered two sides; StarCraft offered a rock-paper-scissors approach that demanded different tactics depending on what race you were facing. Players could choose from the zerg, which were a hive-mind alien species that used cheap soldiers to swarm their enemies; the protoss, a high-tech and highly-evolved alien species that featured expensive, high-quality soldiers; or the terrans, humans-in-space that were stuck right in the middle of the quality vs quantity spectrum. These core differences plus the flexibility of unit selection and army composition added a variety to the game that allowed it to survive way beyond its expected prime.
The game became a major success, particularly in South Korea, where it became a professional sport with paid championships. While I never got close to that level of skill, I played StarCraft for about four straight years. I would reinstall the game every year or two and play for a few months. It was a great break from the massive multiplayer online role playing games that ate up a lot of my time back then.
Rumors of a sequel took off in 2002 when Blizzard released WarCraft III: Reign of Chaos. There was a secret demo mode wherein players could control units from StarCraft as rendered by the WarCraft III game engine. Talk flew about StarCraft II being released. Little did we know we’d have to wait another eight years after WarCraft III for a true StarCraft sequel.
It was worth the wait.
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