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StarCraft, Nothing But StarCraft

Now that the news has been out for a few days and game journalists have had a chance to chat with the folks at Blizzard, there are a number of new stories detailing parts of the StarCraft II world. A massive press briefing about the game fills in a few more details on the game; only three factions, no new races, the game is built with competitive play in mind, and will run on both XP and Vista. For more nitty-gritty elements, the company held panel discussions on the art design and gameplay elements of the upcoming game. Video from the event is now widely available as well; check out the official trailer, some example gameplay, or the epic 22-minute long developer walkthrough.

21 of 303 comments (clear)

  1. Starcraft II is all well and good... by SECProto · · Score: 5, Funny

    ...but what I'm really looking forward to is Diablo III. clickclick clickclickclickclickclick clickclick clickclickclick

    1. Re:Starcraft II is all well and good... by snowgirl · · Score: 4, Funny

      As one of my friends said way back when even 1024x768 was thought to be miraculous about 320x200: "Pixels the Size of my Hand!"

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    2. Re:Starcraft II is all well and good... by fractoid · · Score: 5, Funny

      7-s-z 8-s-z 9-s-z draaaag ctrl+1 click draaaag ctrl+2 click draaaag ctrl+3 click draaaag ctrl+4 click

      1-a-click 2-a-click 3-a-click 4-a-click enter FOR THE SWARMMMM!!!~!~~!

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  2. Who cares about XP and Vista? by PygmySurfer · · Score: 5, Informative

    will run on both XP and Vista.

    Like most recent Blizzard releases, it will also ship simultaneously for the Mac.

    1. Re:Who cares about XP and Vista? by 99BottlesOfBeerInMyF · · Score: 4, Insightful

      I have to wonder why Blizzard consistently releases their titles for Mac.

      Money.

      I buy all their games as a result, but what's their motivation?

      Money.

      (surely the sales are far far lower).

      Sales are lower? Lower than what, the number of potential buyers if they don't support the Mac?

      Do you have any doubt that Startcraft 2 will be among the top 20 titles of the year? Blizzard doesn't have any doubt. Now take a look at the top 20 titles of 2006. How many of them currently offer a Mac version? Gee, pretty much all of them do. Why do you suppose that is? Maybe because it is profitable?

      The real question is "why wouldn't a develop make a Mac version?" The answer is, it costs sore up front to build nice, portable code. If the initial investment is a big concern and you don't know if there will be a payoff, it sometimes makes sense to cut corners and develop just for DirectX+Windows. Then, if your game is a flop, you've lost less money. If your game is a success, you can shell out to port the code. The thing is, this latter method, costs more money overall than just writing portable code. Thus, any company that is sure their game will be successful (Blizzard, Id, etc.) tend to plan for the Mac version from the onset. There are a few exceptions to this rule, almost all of whom are owned by Microsoft.

    2. Re:Who cares about XP and Vista? by Bobartig · · Score: 5, Informative

      Blizzard has said on multiple occasions that one of the primary reasons they release on both Mac and PC is quality. After farming out [I think it was] Starcraft's port to a 3rd party company, and having numerous problems and delays, they developed their own in-house port team for [maybe it was] diablo II. Working on both platforms allows them to find/fix more bugs and make a more solid product on both platforms.

      Some bugs will exist on both platforms, but reproduce easier on a particular one, so developing on PC (which is what I assume they do) while doing a concurrent port for Mac improves the end quality of both products.

      I'm a bit blurry on which game's porting they were miffed about, leading to performing the next major project in-house, so replace the two game titles above with ones that make sense to you.

      At any rate, I'm looking forward to the big collector's edition box, and playing Starcraft II on my mac.

      --
      This is where I get my recommended daily allowance of "Foot in Mouth."
    3. Re:Who cares about XP and Vista? by larry+bagina · · Score: 5, Informative

      Mac OS X has a BSD/unix/posix layer, but there's a lot of other stuff (Quartz, Aqua, display PDF, cocoa, carbon, etc) involved.

      A chainsaw and a car both run on gasoline and oil, but I wouldn't ride a chainsaw.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

  3. Re:Multiple OS Support by SatanicPuppy · · Score: 5, Informative

    Nice completely uninformed jab. Not only does Blizzard ALWAYS release a mac and a pc version at the same time, they also tend to make the final product compatible with WINE. WoW used to play beautifully in WINE, though I haven't tried it out in a while.

    Say what you will about them, but they take cross-platform compatibility seriously.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  4. Game resolution by danbert8 · · Score: 4, Interesting

    From all the screenshots and demos it looks like very little of the battlefield is visible at a time. This is one thing I didn't like about Starcraft, but I understood because it ran at such a low resolution. I hope Starcraft II supports higher resolution or different battlefield zoom levels. Scrolling around all the time can be a pain in the ass.

    --
    Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
  5. FAQ on the Site! by soundguy900000 · · Score: 4, Informative

    Guys, right on the FAQ at www.starcraft2.com , they answer the question, of course there will be support for OSX. http://www.starcraft2.com/faq.xml It is listed under their "Technical Aspects" area.

  6. GOML by MeanderingMind · · Score: 4, Insightful

    Too many young'ns with Apple Powerbooks these days.

    Back in the day if you wanted a game on your Mac you had very few options. Blizzard, Bungie, Maxis, Broderbund and MacSoft were about it. If you had a Mac back then and gamed you knew these names.

    Even if a game was ported to the Mac by some other developer, it was usually horrendously buggy, slow, and you could only play with other Mac players (I'm looking at you Age of Kings).

    These facts didn't really begin to change until the iMacs came out and Macs became "cool", or at least popular after some fashion. Of course, it sort of went hand in hand with the decline of PC gaming.

    Anyway, get off my lawn.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  7. When they said "will run on both XP" by frosty_tsm · · Score: 4, Funny

    I thought they meant experience points...

  8. My only request(s)... by mattgreen · · Score: 4, Insightful

    This isn't some lame complaint about how it doesn't run on an OS that nobody runs.

    I hope that Blizzard quits defining 'skill' as how fast a player can click, especially when we're using the mouse to play. I don't mean to overstate this - the better player is going to win, usually. But it is very telling that pro SC1 players measure clicks per second. And while it is 'athletic' in one sense, I am not fond of risking carpal tunnel syndrome just so I can be good at a computer game.

    The most glaring aspect of this is in the limitation of units that can be selected at once. If you watch the gameplay videos, there are a huge number of zerglings that attack simultaneously. How backwards is it that although that is feasible in Starcraft (probably not to that scale) it is a huge pain in the ass? In order to do it you need to separate them out into groups of 12, and assign them to number keys along the top. To attack, you'd hit the 1 key, then hit a, and click behind the attack point. Now, you need to repeat that step for every group. The first group will get there slightly before the others because they have a head start, which is inefficient if you're trying to swarm the enemy. The natural thing would be to double click on the zerglings, and have them ALL be selected at once. I'm glad to see that Rob Pardo is working on SC2, but I know he has strong feelings on this sort of thing. I can't recall the exact reason, but I believe the cap is in SC1 for the purpose of 'encouraging smaller battles.' Sorry, but if they've played it at all, it just doesn't work that way. People get into bigass battles all the time, that is half the fun of SC1. And it is aggravating to know that the UI doesn't scale with the scope of battles. Oftentimes, you don't have control over how big the battle gets.

    I want to focus on the action, not the fifty inane things needed to sustain the action. I understand and appreciate that some of it has to happen, but it can be rather unpleasant sometimes. One example of this is building units. In particular, you should be able to build multiple unit production buildings, issuing build requests and they are load-balanced between the two, i.e. if I want two marines, and I have two barracks, I should be able to select both barracks, and ask for two marines. Both barracks would build one simultaneously. Currently, the Blizzard games allow you to queue, but do not load-balance in this way. If you wanted to do what I just described, you need to select each building individually. More clicks, more thought needed to accomplish a common goal. Another example is unit queuing. This is fairly common among RTS games now, but it is a shame that the Blizzard games effectively penalize you for using it. I say this because they deduct the unit cost when you queue the unit - not when the unit starts being built. For the period of time between the queue and the unit being built, you have fewer resources available to expend in the event of an emergency. (The interesting thing is you are not charged for upkeep of the queued unit until it starts production.) The hyperactive player who can remember to build units right when they come out does not suffer from having less available resources. In the event of a financial emergency, they can divert resources without needing to stop the queue of units.

    Nevertheless, I have high hopes for this game, and will probably upgrade my PC to play.

    1. Re:My only request(s)... by mattgreen · · Score: 5, Insightful

      I am inexperienced. I'd love to enjoy the game in all its technical details, but it is such a pain in the ass to play. You do not need to tell me what 'pro' players do. Of course they play at maximum efficiency. The thing is, I don't want to be 'good' at precision clicking on units, I want to be good at the actual game portion of it.

      You point out the group limit isn't a hindrance because there is a workaround. Sounds more like a tacit admission that it is artificial. Alt-clicking does not completely solve the problem, you are still issuing multiple commands when one would suffice. In regard to load balancing, it'd be only among the buildings currently selected. You do not want to limit the options available to a player or force them to work in a certain way. Having it automatically work on all buildings of a certain type would be asinine. I am no stranger to hotkeying the buildings, or placing them properly. I just find the UI shortcuts provided by Blizzard to be incapable of handling the sheer number of disparate tasks that need to be done to play Starcraft at any sort of decent level.

      I am not sure how this is making it a less competitive game. The more the UI aids the user in doing tedious things, the more fun it is to play. This has nothing to do with dumbing down the game. Like I said earlier, I won't weep at all if the excessive mouse skills are no longer mandatory to play. I already use the mouse too much during the day at my tech job.

    2. Re:My only request(s)... by toad3k · · Score: 5, Insightful

      I have to agree with the original poster. I played for awhile and was fairly good. Nonetheless these difficulties in unit training, queuing, and unit selecting were mostly not intended. No one at blizzard said, "Hey, lets substitute in some bad UI design that a more seasoned player can overcome to beat his opponents."

      These tricks you've learned are crutches. You are apparently good at using crutches. You like them because you are better at using crutches than the average player, but don't think for a minute that these crutches are part of the game or that they enhance game play in the least.

      I would like to see resources stay unused until unit starts building. Ability to make command centers rally their scvs on resources instead of sitting there. To select multiple buildings at once and hotkey them and use them to train. To be able to queue future commands on units that are in the process of building something. To research upgrades one after another in order. To allow infinite unit selection (already done). To queue units that aren't yet available while an advanced structure is building or upgrading. An easier way to select similar units that are mixed in a big blob of different units. A defend as well as a follow command. None of these is game breaking, but they allow you to get the base building done and forget about it for a couple minutes to manage combat or expansion.

      I do not want scripting capability that some people are stupidly advocating. Anything that could be done in the background besides simple key rearrangement would be detrimental to barrier to entry and professional play. I also don't want it to start anticipating things like building overlords when it thinks you need them.

  9. Re:internet play by king-manic · · Score: 5, Interesting

    So it's going to be crap online then? People don't like getting beaten. They partcicularly don't like getting beaten outright by players who, in the grand scheme of things, are only slightly better than themselves. Trying to make that happen more will just make multiplayer starcraft rubbish. Here's hoping they do a map editor to rival War3's, we can then have enjoyable custom maps at least.

    Are you new to online play in general? If your significantly behind in the skill curve then you can either play similiarly skilled friends or play and lose a lot to gain more skill. It's true of all games. Blizzard RTS's tend to focus on "skill" over "strategy" but I think the gridation of skill is a lot smoother then you think.

    It's apparent you want skill to matter less. A person who masters a few keys skills will win over those without them. Preserving units with low health, the ability to focus fire and good special ability targetting are skills that you need. If your missing this control you will lose to someone with that control 100% of the time. Once you master those skills you would then move from Noob to Newb. A noob is one is is persistantly bad who does not improve with practice because they beligerantly cling to the way they think it should be player. A newb is simply someone who need practice. If you think the system is insurmountable then you are a noob.

    The amount of skill needed is fairly low but if you can't grasp the basics nothing can help you. Now once you grasp these basics then it's all strategy. For instance I have a perfect record against my cousin. I'm 73 : 0 against him in war 3. The difference isn't micro. I have decent micro skills but nothing special. He has awe inspiring micro. He clicks and manage so many groups at a time that I cannot win battle with even numbers of troops. If we are even I would lose and frequently lose skrimishes during a game. However I have much better big picture strategey and despite losing a few battle I win the war through better resource management, expansion/expansion denial, ability mix, and recon.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  10. Re:Mac version? by Elder+Entropist · · Score: 5, Informative

    If Blizzard conforms to recent form, no there won't be a Mac version.

    There will be one version that works on both Mac and PC. Buy the game and you're set either way.

    As someone who uses both, Blizzard has my undying praise for not making me buy two different copies. I will buy every non-MMS the company makes for this alone. (Not to mention that make awesome RTS games.)

  11. Re:Diversity in the races by lawpoop · · Score: 4, Interesting

    I am glad that the developers have mentioned that they wanted to get away from the click-fest model of gameplay and move more towards commanding groups. I love starcraft, but the micromanaging of individual units is the part that I hate the most. I would rather just have some kind of 'build order' that functions like a script. My units get busy creating the town, and then I create groups and assign missions. When things get hairy, I step in and micromanage. Meanwhile other objectives and missions take place on their own.

    I always thought that the races should be more differentiated by their building and scout types. As it stands in SC, Terrans and Protoss are basically cloned in terms of their buildings and workers. You have a base, and you have workers. You build another building for different types of warriors. Zerg are a little different as far as workers becoming buildings and larvae becoming warriors, but the building tech tree is basically the same.

    Zerg should be more swarming, with less individual AI and abilities. Just mass numbers. Protoss should be slow and powerful, with a few large, lumbering ships. The humans should be a patchwork of different unit types working together in mixed groups.

    I always looked at it like this. What would each race want to do, and how would it help their perceptions?

    What would Protoss want to do? Fill the screen with Pylons. It would be cool if Pylons had a synergistic effect, where two or more pylons covered a greater range than an individual pylon. The Protoss objective, then, would be to arrange pylons so that they would provide cross-coverage with all of your buildings. Protoss could see inside the energy field of any pylon on the screen. The greater the synergistic energy field, the greater the sight range.

    The Zerg would want to fill the screen with creep. Connected creep would provide map sight throughout the connection.

    Humans would be the most micromanaged, but the most flexible. They can build anywhere, they don't need pylons or creep. However, they would also have the most limited sight.

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  12. One line of dialogue by AlpineR · · Score: 4, Funny

    In the movie Thank You for Smoking the lobbyist goes to Hollywood to talk to an agent about placing cigarettes in movies. The agent mentions a screenplay set on a space station and suggests a scene with the main characters smoking cigarettes after sex.

    The lobbyist says: "Sounds great! But wouldn't smoking in an all oxygen environment be dangerous?"

    The agent responds: "I guess so. But it's an easy fix. Just one line of dialogue, 'Thank God they invented the whatchamacallit device.'"

  13. Subscription fees for Starcraft 2 multiplayer? by Anonymous Coward · · Score: 5, Informative

    One thing this article didn't mention: the Blizzard reps were asked whether there would be subscription fees attached to battle.net, and they refused to comment. Not even a peep.

    They were willing to give "tight-lipped" responses to plot spoilers, but this issue they wouldn't comment on at all.

    I can see why they'd want to keep silent if subscription fees are in the works for battle.net, as it would put a damper on the hype cyclone that's been stirred up in gaming news since its announcement. I can't think of any reason why they wouldn't just deny it if the option weren't at least on the table.

    Considering this game's market position (a blockbuster RTS hasn't been released in years and obviously there is great interest), Vivendi's/Blizzard's great post-RTS success with WoW, Starcraft's international appeal (especially in the launch country, South Korea, where subscription-based games across all genres make up the majority of the PC game market) and other previously non-subscription genres testing the waters (e.g. Hellgate: London, the "spiritual successor to Diablo" made by ex-Blizzard employees)... Starcraft 2 seems like the perfect property to add a monthly fee to -- even if it did rouse some negative sentiment, it would likely still be successful.

    I strongly suspect there's some form of fee in the works. If not, it would be nice if Blizzard would make that clear.

    1. Re:Subscription fees for Starcraft 2 multiplayer? by osu-neko · · Score: 4, Interesting

      I can't think of any reason why they wouldn't just deny it if the option weren't at least on the table.

      If they deny false rumors, then refusal to deny anything else becomes instant confirmation. So, unless it's your intention to broadcast all your plans to everyone ahead of time, you most both refuse to confirm true rumors and refuse to deny false ones. You must do both, you can't just do one or the other, or else there's no point in doing either.

      --
      "Convictions are more dangerous enemies of truth than lies."