After a year now, I have realized why Starcraft 2 falls very short of Starcraft 1. It's pretty plainly obvious in their design methodology.
Starcraft 1 had 3 campaigns, with 3 different races fearing against each other. That means the entire company had to play 3 different races and voice their opinions on strengths and weaknesses of each. Even the people who weren't pros at playing starcraft were forced to play the game with 3 different races just to QA the single player.
Starcraft 2 had 1 campaign, the Terran campaign, that every single person in the company was playing. Nobody played Zerg, and only a few people played the Protoss missions. A vast majority of people at Blizzard most likely only played Terran simply because
a) The campaign dictated you play terran
b) Terran was easiest to learn because Blizzard needs this race to appeal to a wide audience
That's why Terran seems to be so fully featured. Every idea, every voice, every opinion inside the company was listened to and it strongly biased Terran play, because people didn't care about Zerg, their main goal was to obliterate zerg. If ever they felt that Zerg was overpowered, they would voice it, or if every they felt that the game was no longer fun (and it isn't fun for a lot of people who only play single player)
Convenience has been consistently added to the Terrans non stop basically to appease the masses when they went about designing the single player.
I mean look at the things that Terran has been buffed with:
Supply depots -> now can submerge
A cloaked 6 range air-ground unit
Siege tanks that fire much faster and are more capable
Hellions that obliterate firebats
Marines that are far more effect than SC1 marines
Mule for extra minerals
Supply drop for cases where you screw up
Vikings that really eat Valkyries for breakfast
Battlecruiser that doesn't overkill
Ghosts that are actually really effective now (10 range EMP!)
Ravens that have now been buffed with instant irradiate
Tech lab and reactor that can be hot swapped
Dropships get a free medic
Tier 1.5 spell caster than is specialist against armored types
You can quickly see not a lot was removed from SC1, just added
Look at the things that Zerg has been nerfed with:
No anti-air unit until tier 2
Anti-air unit now slow as hell off creep
Mutas no longer mutate into anything (lack of utility)
Air to ground siege unit that require a often times useless unit just to be created
No more dark swarm to buff melee units
Overlords no longer detect
Overlords no longer have sight upgrade
Ultralisk now cost way more and is a lot worse
What has zerg been improved with compared to SC1? I really can't tell at all.
Inject Larva I feel is the only thing that's improved for Zerg since SC1.
Zerg was given a pointless and arbitrary new Armored unit to create a 3 proned Armored design motif which hasn't really worked well at all.
Toss is in the middle ground, with some nerfs and buffs:
Worse gateway units because of force field and warp in(terrible design IMO)
Warp in units at a moment's notice, I find warp in a really bad design idea. There is absolutely no risk to warping in your units compared to building them.
A scout unit that is actually worth building (voidray)
A incredibly good anti-muta air unit that has a one click spell that doesn't require research which enables it to function as a anti-ground harasser as well
Zealots now suck
High templars are now crappy
Every single aspect of the Terran was buffed from Starcraft 1, everything. Name me one aspect that wasn't buffed or created easier to use? Exactly. No part of the Terran race was nerfed when compared to SC1.
It's basically the result of a biased company wide look on Terran. You can't really blame them, when your flagship multimillion dollar product rests on your ability to produce a single player race that is fun and easy to play, Terran has to be made with utmost utility.
The campaign is based on killing the zerg, now with that mindset, you can clearly start to understand why they removed all these things.
Why did they remove Detection from overlords? It's clear, Banshees aren't as fun to play if the cloak you designed for them is absolutely useless. But if we create a Zerg detector unit, players can then differentiate them and it creates an interesting gameplay aspect for terran players.
Why did they remove dark swarm? Because it's simple, if the AI starts casting dark swarm, it simply creates an uninteresting gameplay effect. Dark Swarm isn't easily understandable and a lot of people would be scratching their heads to figure out why they lost the mission. So scrap that. Fungal on the other hand is much easier to understand. You're stuck, you get damaged. Done, keep that.
Why did they put in the Roach unit? Because they are easy cannon fodder for Marauders which is a new and cool unit (latest and greatest in bada boom hardware) that they can put into single player.
So what do we have left and what is the overall message?
With Heart of the Swarm, when the entire company is *forced* to play Zerg, they will quickly realize how poorly designed and lack of roles that the zerg have simply because EVERYONE is now playing Zerg. The race with only 15% of B.net users playing has now got 100% of the entire employee population playing it and man do they have to make it fun.
They'll quickly start complaining about how crappy zerg units are, how annoying it is to macro up a zerg base. How "unfun" it is to see 200/200 army of zerglings and ultralisks melt to just a handful of siege tanks because the pathfinding was so crap. People will have a tough time designing singleplayer campaign missions that are fun because zerg is such a mechanical race with little to no forgiving aspects.
So from this idea, we'll start to see new cool aspects of zerg design start showing up. Zerg will have to be fun, and the current multiplayer version of zerg isn't.
Now apply this logic to Legacy of the Void. We'll have a real Starcraft 2 game come 2013 and it will be magnificent.




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