Terran
Transitional, circuitous, disjunctive
The most obvious description, being strategic and tactical. The deliberate race where the player initiates transition when prompted to do so. The Terran player reacts to what he observes.
The terran engage indirectly. Every move is supported with well-timed abilities activated. Their units individually are vulnerable but also everything adapted for imminent mobility survival. The Terran commander, and he must oversee everything guided with micro-management. A single mistake can be fatal and no force or structure is expendable. Map control, constant observation, insurgence and sabotage is the key, in this species of skill they have no rivals. The terran player avoids complacency, being continuingly aware of the enemy. They do not win with force, but method.
Protoss
omnipotent, intuitional, delicate, meticulous
At first glance appearing to be a, combination of the zerg and the terran. alien fibre merged with tech. The protoss are by sight the strongest of them all. They are comparatively a transitional race but do not always react to the behaviour of the enemy. The protoss dictate the course of battle, for the enemy must possess the power and means to undermine their force. The protoss are equipped for all situations and betray no weakness in design. If they amass in large number they are virtually invincible.
But there is more to their design than what meets the eye. While being immeasurably powerful, they are also, delicately fragile. Like resilient razor sharp crystal, abruptly shattering under a fatal blow. The protoss are vulnerable to harass and unprecedented aggression. The passive player will lose if they assume the enemy is idle. The protoss must play with care, placing every structure with deliberation. They must secure themselves against indirect invasion, endeavouring to predict enemy thought. Their weakness, is the danger of being unwittingly circumvented, while being lured into a trap where within the enemy has the upper hand. The opposing races possess exceptional tech, enough to disarm and render the protoss paralysed.
The core of the protoss is found upon their strength and power, and the player who assembles that power with devious malice remains unstoppable.
Zerg
Instinctual, imperviable, amorphous
Zerg, the race of shapeless essence. I do not believe the zerg have form. They are a mephitic stream of swirling energy the player directs with his mind. I would say. there isn't truly a distinctively unique zerg player. There is only the best zerg player. The best zerg player is the one who applies the entire race as a unified function. It is true, there may be some variation concerning the concentration of units, and that may effect the apposing transition of the opponent. But saying this, we are brought to the crux of my conjecture. The key unit of the zerg race is the queen, not really a unit per se but an integral function of the race. The zerg consume resources, expanding their Omni-presence across the field. If you like playing with instinctual brutality, a mode where little or no words describe your intent, this is your race. They are the most difficult race to play by far. I draw this conclusion not so much from theory but the sum total of their practical application. The zerg units cannot be separated, and work together as a harmonious entity. Every unit supports the next, while remaining indispensable in itself. But here I implicitly hint that the zerg player can simply perform by routine, while ignoring the enemy. I do not say this is true, but I question if it's possible. Why consider the zerg in a unique light is the nature of their tech tree.
They are constrained to progress upon 3 linear tiers of tech, based strictly upon the availability of resources and time. They cannot make a swift transition with duly response timed. But is it possible to play the zerg without considering the movements of the enemy? Is it possible to secure your self by routine against all forms of invasion, sustaining the swarm unconditionally? Are the preliminary resources accumulated enough to secure against everything. Basically what I'm saying is it possible to play so well and fast that you don't even need to scout your enemy. It sounds delightful in theory but vague and grim in practise. Foresight one must have, pre-emptive knowledge of some event, knowledge is needed to guide the actions of the player. Consider the familiar analogy, where an unlimited amount of monkey critters are found in a realm, surrounded by unlimited typewriters, and they're expected to eventually, by chance, produce the works of shakespeare. That will never happen. Such an outcome is impossible. Only if a higher intelligence intervened would order and structure manifest. And thus, some degree of conscious decision is needed in starcraft II anent the movements of the enemy.
So then, consider this scenario. There is a zerg player, who is absolutely elite. He is the greatest yet. His Mouse precision and knowledge is inexorable. It is impossible for him to get any better because he is the best. He plays the race with maximum efficiency. Natural expansion, banelings, maximum saturation, periodic scouting, spore crawlers, deadly viper micro, fungal growth and secures his base against all intrusion. He will remain undefeated but if he eventually loses, the victor would either be a terran or protoss, but theoretically never a zerg, because he is too powerful. Now if he remains unbeatable it is possible the zerg race is over-powered or he really is that good. If he does lose there might be some immutable advantage concerning the apposing race, being over-powered in comparison to zerg. Other reasons could be the map chosen, that the physical battleground played an unseen part favouring his opponent. Or maybe in THIS specific game his performance faltered but this is unlikely cos he's the best. It could be the opposing player, being terran or protoss is the best in the world with their respective race and so when two similar but disparate forces collide, unpredictable results transpire. OR, here we have a notion which is either false or slightly true to a definitive degree, where within all previously mentioned factors are taken into consideration, and merely remain contributive variables of influence. This notion, being that the environment of Starcraft II is a relative realm of chaos and the scope of the player, is eventually restricted within limits, unable to wholly seize control of the situation.
Immediately when contemplating this notion, several conflicting thoughts are evoked and I resist a facepalm of execrable disenchantment. Do not let disenchantment deter you, but do contemplate the notion, however paralysing, while too reconciling hope that the degree beyond are control may be definitively gauged. The purpose of this writing was not to destroy the spontaneous nature of gameplay but to introduce a thought, that must be confronted and engaged. Whether it is erased or solved may differ between people. But the question is not so much as to how much control we have, it is the mystery of which race is the most powerful?
concerning my opinion, I think we have 99.99% control of the battlefield. And the 3 races are equal in potential strength.
BUT OF SCOUTING, I STILL wonder - though I do not care to test this - how a veteran platinum or diamond would fair against a grand master, while the former has the advantage of 'tooktheredpill' cheat and the latter remains surrounded in shroud. In any case, the point is, play the game!! the enemy is surrounded in darkness, there is shroud everywhere, use it!! move through the shadows.. surprise him. OR conversely, establish map control, dominate the minimap and sweep away the darkness!