
Originally Posted by
Nicol Bolas
Thanks for speaking for me, but I can do that myself.
There were no Grunts in SC1. There were no Archers, no Gryphon Riders, etc. The closest things you get are units that work similarly: Mutalisks might be considered a form of Gryphon Rider, Hydralisks might be considered Archers, Zealots could be looked on as Grunts. But even here, there are substantial changes.
Despite all of this, we can all agree that SC1 is the spiritual sequel to WC2. How can this be?
Because the developers of SC1 decided not to be tied down and bound to the specific units in WC2. They made a conscious and deliberate choice to make a game with something new and unprecedented. They made having 3 distinct and unique races the fundamental founding principle of every aspect of their game design.
That single idea permeated every aspect of StarCraft 1. Cloaking exists to allow more differentiation between races. High ground vs. low ground allows different races to differently interact with it. And so on. It was a single imperative that drove SC1 to be what it was: SC1's Prime Directive.
In order to put direct analogs to Grunts, Archers, and Gryphon Riders into SC1, they would have had to alter the tech trees. The tech trees between WC2 and SC1 would have had to remain relatively static. They made the deliberate decision not to keep these things static, because they would have been in violation of the Prime Directive.
Now, does that mean that SC1 didn't take ideas from WC2? Of course not. The SC1 resourcing model is essentially the inverse of the WC2 one, with a few modifications. The Zerg concept of evolving Hatcheries as part of its tech tree is exactly how the tree in WC2 worked. And so on. But SC1 never allowed itself to be bound to WC2's ideas, because that would have inhibited them from following through on the Prime Directive.
SC1 had a categorical imperative to its design. One that was very innovative for its time. SC2 does not. It has no imperative, no identity of its own save its reverence for SC1.
Reverence for the past is the surest way to achieve nothing substantial. The past is useful. The past has important lessons. But devout adherence to the past while blinding yourself to anything new is intellectual sloth.
See, the problem with having the same units as SC1 isn't that itself. Even SC1 had some concepts that had analogs in WC2. The problem is the reason why certain units were kept. Siege Tanks are kept, not because they're great units that offer great gameplay possibilities, and there were no better replacements that could offer more gameplay possibilities. Siege Tanks were kept because they're special. Because they're part of a set of units that Blizzard decided early on must stay. Why? Because they were "iconic" in SC1.
Worshiping icons is Idolatry, a mortal sin both in Christianity and in game design. Every element in a well-designed game exists for a specific purpose. It is designed to fit that purpose and no other purpose (unless it is also designed to fit that as well). If you are adding elements for reasons other than needing them to fit a specific purpose, then you are making bad design.
If the Siege Tank or Marine or whatever should be in SC2 because it makes sense for the gameplay, so be it. If you want to push positional play, and your testing shows that the Siege Tank is a great unit for doing that with the rest of the Terran race, that is perfectly legitimate. However, if you decide that it should stay for any other reason than the game design needs of this game, then it is a bad design decision.
And what are we left with? Nothing. SC2 had no identity of its own. It is the equivalent of a romhack of SC1. It may be a very fun romhack, but it has no categorical imperative. No Prime Directive. Nothing that shows the soul of game design. Nothing that distinguishes it from SC1.
See, the lack of innovation itself is a symptom of the real disease rotting at the core of SC2. Innovation was cut off at the knees when the decision was made to change as little as humanly possible about SC1's multiplayer. SC2 is a soulless remake of SC1, much like the many soulless remakes of things we don't need remade that litter the movie theaters. It is not a genuine sequel; it is what Halo is to FPS games: a well-executed regurgitation of what works.