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Blizzard will never be able to make games like this again. Strange to think what heros can make a company grow so great can eventually be hollowed out. Definitely interesting to see that it was a fluke that StarCraft even became considered for serious development, when the company was already ready for a 'modest' (read: mediocre) title release. That Diablo is what spurred it on and raised the bar, and also took enough time to make it out of date so that Blizzard released three stunning games in a row, W2, D1, SC, is fascinating. Then of course D2 and W3 did not betray this trend. It was only after WoW that the company really begun to phone it in. Not the initial release of WoW, exactly, but release after release of 'additional content' or what might be called 'modest' releases. Creativity and innovation are delicate things, stability and low aspirations are very tempting. Why build when you're already making money? When build when you're already making even more money?
While rendering isn’t so bad, isometric path-finding on square tiles was very difficult. Instead of large (32×32 pixel) diagonal tiles that were either passable or impassable, the map had to be broken into tiny 8×8 pixel tiles — multiplying the amount of path-searching by a factor of 16 as well as creating difficulties for larger units that couldn’t squeeze down a narrow path. Why goons are dumb
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Yeah, Diablo 1 had A LOT of passion channeled through the game, and it went through to the development and resurrection of Starcraft as added pressure. Imagine Diablo 1 being mediocre or not released, Blizzard would be dead long ago.
It's also interesting to see how many features and issues were thought of and reworked or removed because of hardware limitation. I think voice chat would be pretty horrific in Starcraft due to many reasons, a major one is that playing the game with dialup would be even more painful.
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The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development.
Here's an interesting snippet from that one:
Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once.
It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it.
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On September 10 2012 05:09 Talin wrote:The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development. Here's an interesting snippet from that one: Show nested quote +Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it.
Yeah, that article was talked about in this thread recently http://www.teamliquid.net/forum/viewmessage.php?topic_id=355837
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Sent this article to a friend studying game design and he cringed at all the coding and design mistakes that are outline in the article. I wonder what Patrick Wyatt thinks about the success of BW in Korea?
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Man this was an awesome read. Afterwards i wanted to read part 2 and saw this one was of september 7 2012
Very refreshing and i'm eager to see part 2
Also the title made me think this thread was again about the imminent demise of starcraft BW
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Great article, especially interesting since I'm a software developer myself. Usually, you only hear the artwork, creative, and/or project lead guys talk about the development of a game. Here we finally learn more about the coding challenges from the programmers themselves. Awesome to read how a classic game like SC1/BW was developed back then.
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You know, it's funny and relate-able how much of a mess their process is. It's just like that at my current company. Haha... didn't Samwise joke that it's still that way? I wouldn't doubt it.
On September 08 2012 18:06 ArvickHero wrote:Show nested quote +On September 08 2012 17:56 bgx wrote: I can't imagine Starcraft without technological quirks. I think ironically, in a test of time it made a multiplayer competition even "more" infinite. Air unit stacking, vulture patrol micro and few others weren't intended after all yet made people rediscover starcraft many years after release. ya I wonder if this guy realizes that some of these "bugs" made the game so much deeper ..
Basically, all the quirks are a wonderful accident. Kind of like Street Fighter 2. A lot of later development on that franchise was because of bugs in this game that people ended up liking.
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On September 10 2012 05:09 Talin wrote:The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development. Here's an interesting snippet from that one: Show nested quote +Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it.
They didn't consider the ideas of hand speed factoring in. In fact they were surprised people took that approach to the game.
They've made this clear since like 1999. People complained on their forums why couldn't they just select their whole army and attack-move? It's because they intended for you to micro your units more... in other words, they wanted it to play more like Warcraft; focusing on micro. Unfortunately, they didn't count on Koreans just simply moving their hands fast enough to overcome that limitation and SC became more about macro. They never intended the unit select limit as an obstacle for the player to overcome by hand speed. Like I said they were surprised by the Korean scene when they simply just "played faster".
They also added in the "fastest" game speed as a joke.
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On September 10 2012 11:13 Ownos wrote:Show nested quote +On September 10 2012 05:09 Talin wrote:The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development. Here's an interesting snippet from that one: Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it. They didn't consider the ideas of hand speed factoring in. In fact they were surprised people took that approach to the game. They've made this clear since like 1999. People complained on their forums why couldn't they just select their whole army and attack-move? It's because they intended for you to micro your units more... in other words, they wanted it to play more like Warcraft; focusing on micro. Unfortunately, they didn't count on Koreans just simply moving their hands fast enough to overcome that limitation and SC became more about macro. They never intended the unit select limit as an obstacle for the player to overcome by hand speed. Like I said they were surprised by the Korean scene when they simply just "played faster". They also added in the "fastest" game speed as a joke. The last part I find quite funny actually, without the fastest game speed bw would most likely became what it did. Even I can macro really well on normal speed..
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Saw this on slashdot and loved it, his insight just confirms why something like Broodwar isn't possible anymore given the development environment differences such as creativity and a willingness to take risks. Blizzard should be taking notes here. I liked his take on why BW made it big in korea too.
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Canada4481 Posts
As a stand-in, I did implement “numbered group selection”. A user would select a group of units and press the Ctrl (control) key plus a number key (1-4). Those unit-groupings would be remembered so it would be possible to later re-select those units by pressing the number key (1-4) by itself. But those units would move independently even though selected as a group. He made it possible for 1a2a3a4a, pretty badass.
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this explains so many things... i.e. 1600 max units on the map at any point, occasional retarded pathing, etc.
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On September 10 2012 11:13 Ownos wrote:Show nested quote +On September 10 2012 05:09 Talin wrote:The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development. Here's an interesting snippet from that one: Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it. They didn't consider the ideas of hand speed factoring in. In fact they were surprised people took that approach to the game. They've made this clear since like 1999. People complained on their forums why couldn't they just select their whole army and attack-move? It's because they intended for you to micro your units more... in other words, they wanted it to play more like Warcraft; focusing on micro. Unfortunately, they didn't count on Koreans just simply moving their hands fast enough to overcome that limitation and SC became more about macro. They never intended the unit select limit as an obstacle for the player to overcome by hand speed. Like I said they were surprised by the Korean scene when they simply just "played faster". They also added in the "fastest" game speed as a joke.
Did you just make that up? This is completely backwards.
"Play more like warcraft?" WHAT? Warcraft 2 was a macro game.
Back then RTS was macro, spell casting and attack moving(and micro and macro didn't exist as game related terms), there wasn't any "real" micro. That's why they didn't have auto-mine and had a limited unit selection - they wanted to keep players busy, so claiming they didn't consider hand speed factoring in is ridiculous. If they didn't intend for hand speed to be a factor or wanted players to focus on micro more, they would've allowed selecting and producing from unlimited number of buildings at the same time and would have auto-mining. Warcraft 2 players even complained that adding queues and rally points made the game too noob friendly ffs!
It was the effectiveness of actual micro(i.e. not just attack moving) that was discovered and which the developers hadn't anticipated, that's why the first very famous player - Boxer was a micro oriented player. All the bugs that players like are ones that add micro to the game. The macro revolution came later, because players had to micro and macro optimally at the same time. As much as Oov is regarded as a macro player, he had top notch micro at the same time, which allowed him to take expansions earlier and survive with smaller armies until his better economy kicks in, he didn't simply click factories faster and attack move groups of 12 units faster.
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Pretty sure Total Annihilation had unlimited unit selection in 1997. Pretty hilarious people think that was a hardware limitation.
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On September 09 2012 07:58 Xiphos wrote:I don't know why haven't anyone thought of NOT releasing the date of the game's planned day and only release any information after the game have been complete. think about it, the crowd won't get pissed off, gives you time to fix any kinks, and plus you don't have to worry about stress but work comfortably so that your product's quality is certain to be on the top echelon. Its kind of like giving you a nice buffer zone to not worry about it. Plus you can play around with the hype and manipulate the customer until finally they'll go "Oh, lads and gents, here is the moment you have been waiting for..." accented by the cries of millions of fans. + Show Spoiler +Yes, I'm looking at you D3 I think Valve may be doing that right now, with the release of HL3.
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The alpha version of Starcraft looks pretty rough.. but I bet it would still be decent, given Blizzard's reputation.
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On September 10 2012 05:09 Talin wrote:The Starcraft article was amazing, and it also made me read his other articles, specifically one on Warcraft (1) development. Here's an interesting snippet from that one: Show nested quote +Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. It debunks the popular notion that interface limitations were a technical necessity at the time, but also indicates that the developers considered the more mechanical - speed and multitasking - aspects of an RTS very early on (basically at the dawn of modern RTS) and based their design decisions around it.
Wow.......
I really hope he's aware of the true extent of what their game has become
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On September 11 2012 02:12 Chef wrote: Pretty sure Total Annihilation had unlimited unit selection in 1997. Pretty hilarious people think that was a hardware limitation. C&C from 1995 had unlimited or very high limitation aswell, and Total annihilation blew up all competition in terms of technological advacement even 2 years past its release. So ye the technology "was there".
Starcraft was regarded as slightly technologically behind vs competition. By that i dont mean art, gameplay design, etc. I think the design of limited unit selection was first a homage to warcraft line, like said in Warcraft 1 you could select 4 units, in wc2 you could select 9 or 6 (cant remember) in Sc1 you can select 12.
I remember when i first played starcraft demo and was already a veteran of C&C/other RTS i simply accepted it as game distinctive design, it was a specially apparent for people who played both C&C/red alert and WC2 at times as they were releaesd because red alert and wc2 were not that far away and both were competing, and a red alert was played totally different to how wc2 was played yet both were regarded as best games of its genre, even if in Red alert you could make 50 tanks and group them with 1 mouse swing it didnt make it clearly superior (note: but generally Red Alert was a better game ^^)
I think it was part of game series defining features to put unit limitations, other games never had unit potrait, for example it enabled unit portait selection to that extent that later turned out into certain gameplay mechanic (disselection, cloning). So in fact those "limitations" (whether they were designed or was side effect of technological procceses) gave birth to total new way of playing RTS and dethroned Westwood style of RTS forever. (And i am one of the biggest C&C1 fanboys, and i said that).
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