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The Making of Warcraft 1: Origin of the series & creation of multi-unit select

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Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#61
post #42

I can't wait for part 2. I wish there was a book written about the early days of Blizzard or Westwood Studios and those kind of great companies, kind of like the book Masters of Doom about id Software, or Revolution in the Valley about Apple.

There is a video series on YouTube covering the early days of Blizzard (and back when they were S&S), Westwood and id. Search YouTube for "All Your History Are Belong To Us".

Thanks, I had no idea this existed!

Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#62

Earlier quoted context omitted.

Ditto. Especially for Starcraft.

I feel like I've mostly heard about people talking about W40k being influenced by (or "ripping off") Starcraft and not the reverse.

W40k was the primary inspiration for Starcraft (W40k has been around since the 80s), and the company that owned it was in talks with Blizzard for an RTS game based on the IP. However, when that deal fell through, Blizzard expanded their sources of inspiration to include more popular Sci Fi sources, i.e., Aliens. and Starship Troopers.

Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#63
post #54

Earlier quoted context omitted.

I guess that statement was a bit of a stretch, probably I could have worded slightly differently, but I'm not sure its too far from reality. If you look at http://en.wikipedia.org/wiki/List_of_best-selling_PC_video_g... the only games which are up there are BG/BG2, NWN, and Star Wars Galaxies. Which is pitifully few for such previously dominant companies which had huge fan bases.... Also probably reflects that WoTC d…

Lists like that are dominated by recent releases because of how rapidly the industry has expanded over the last 30 years.

This is true, but through the 80s and 90s (excluding the last few years discussed above) there were very few big games from these franchises either. Battletech had its most successful game in Mechwarrior 2, but this wasnt really huge. Star Wars fared a the best with a few reasonable hits - Tie Fighter, X wing vs., Dark Forces and Jedi Knight, but none of these were really anything approaching the scale of Warcraft 2. D&D released games all the time but few of them were better than mediocre (Eye of the Beholder was probably the biggest). Warhammer had nothing either.

Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#64
post #58

I can't wait for part 2. I wish there was a book written about the early days of Blizzard or Westwood Studios and those kind of great companies, kind of like the book Masters of Doom about id Software, or Revolution in the Valley about Apple.

Have you read the journals of Jordan Mechner from when he was developing Prince of Persia? They're a fascinating look at the development of early computer games. http://jordanmechner.com/old-journals/

Looks fascinating, but I can't get to page 2 :(

Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#65
post #38
post #30

Earlier quoted context omitted.

Unfortunately, while the heroes may have inspired WoW, they also ruined the series. With the 3rd installment, Warcraft ceased to be a real-time strategy game and became an action-rpg. The heroes were so overpowered that you could win by focusing entirely on power-leveling your hero instead of building a city and managing units.

Heroes are definitely the fun part in war3, it brings a lot more strategy to the game. Update: Whoever down voted me, you never understand the game.

Clearly you are entitled to your own opinion about whether or not you enjoy heroes, but I fail to see how it adds "strategy" to the game.

Total Annihilation is a good example of a game that had a super-powerful unit that didn't completely break gameplay. The problem with Warcraft 3 was that I could build a massive army, yet if my hero was more than a couple of levels lower than my enemy, he could destroy everything I made using only his hero.

Re: The Making of Warcraft 1: Origin of the series & creation of multi-unit select

#66
post #65
post #38

Earlier quoted context omitted.

Heroes are definitely the fun part in war3, it brings a lot more strategy to the game. Update: Whoever down voted me, you never understand the game.

Clearly you are entitled to your own opinion about whether or not you enjoy heroes, but I fail to see how it adds "strategy" to the game. Total Annihilation is a good example of a game that had a super-powerful unit that didn't completely break gameplay. The problem with Warcraft 3 was that I could build a massive army, yet if my hero was more than a couple of levels lower than my enemy, he could destroy everything I…

He could only do that when his opponent is a couple of levels lower than him.
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