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标题: 星际争霸 [打印本页]

作者: castelu    时间: 2013-9-1 22:29
标题: 星际争霸
本文介绍的是《星际争霸》。关于《星际争霸》系列游戏,详见“星际争霸系列”。

《星际争霸》(英语:StarCraft)是暴雪娱乐制作发行的一款著名即时战略游戏。这是星际争霸系列游戏的第一部作品,于1998年3月31日正式发行[1]。截至2009年2月,《星际争霸》在全球范围内已经售出了超过1100万套,是PC平台上销量最高的游戏之一[4]。许多媒体给予了这款游戏很高的评价,认为其是一部经典的即时战略游戏[5]。游戏拥有三部资料片;其续作《星际争霸II:自由之翼》已于2010年7月27日发行。

游戏描述了26世纪初期,位于银河系中心的三个种族在克普鲁星际空间中争夺霸权的故事。三个种族分别是:地球人的后裔人族(Terran)、一种进化迅速的生物群体虫族(Zerg),以及一支高度文明并具有心灵力量的远古种族神族(Protoss)。游戏三个独特种族的创新设计得到了好评[6]。

《星际争霸》提供了一个游戏战场,用以玩家之间进行对抗。这也是该游戏以及所有即时战略游戏的核心内容。在这个游戏战场中,玩家可以操纵任何一个种族,在特定的地图上采集资源,生产兵力,并摧毁对手的所有建筑取得胜利[7]。游戏同时为玩家提供了多人对战模式。在韩国这一项目尤为盛行,并发展出了职业的游戏比赛。大量选手在电视联赛上进行对抗,赢得了很高的知名度。
目录

    1 游戏内容
        1.1 战场概述
        1.2 游戏阶段
        1.3 多人游戏
        1.4 游戏录像
    2 游戏情节与种族
        2.1 人族(Terran)
        2.2 虫族(Zerg)
        2.3 神族(Protoss)
    3 游戏开发
        3.1 游戏音乐
        3.2 第三方程序
    4 资料片与其他版本
        4.1 PC资料片
        4.2 任天堂64
    5 销量与评价
    6 游戏文化
        6.1 职业联赛
        6.2 小说
        6.3 桌上游戏
    7 参考文献
    8 外部链接

游戏内容

《星际争霸》三个种族几近完美的平衡性堪称即时战略游戏的典范[8]。不同的种族虽然拥有不同的建筑、单位和科技,但在对抗过程中却处于几乎完全平衡的状态,一般认为没有哪个种族具有先天的优势[9]。一场游戏会在一个特定的游戏地图上进行。玩家通过采集资源建设基地,生产各种部队,并操纵部队进行进攻,最终摧毁对手的所有建筑以取得胜利。每一种部队都具有不同的能力和属性,也在科技树上具有不同的位置。玩家需要恰当地运用战术来操纵各种部队获得胜利。

其中,人族的部队单体耗费资源量适中,但作战能力一般。人族的战术多样,恰当兵种的搭配可以获得强大的联合作战能力[10]。相比之下,神族的部队成本较为昂贵,但单兵作战能力强,并且拥有丰富的魔法技能。这使得玩家需要采用特定的战术,并精细地操作每一个部队[11]。而虫族拥有最快的部队繁殖速度,部队廉价。虽然单兵作战能力较弱,不过可以从数量上弥补。这要求玩家具备大规模控制的能力,以及对兵种的组合能力[12]。
星际争霸地图Lost Temple全貌,图中的长方形即为资源点。
战场概述

《星际争霸》中所有的游戏都发生在一片特定的战场上,被称作“地图”。玩家的初始基地出现在地图的特定方位,旁边是一些水晶矿石(Mineral)和一座高能瓦斯矿(Vespene Geyser)。所有的种族都要依靠采集这些资源来进行发展。水晶矿石用于生产基础的部队和建筑,而维斯彭气矿则用来研发更高级的科技和生产更强大的兵种。两种资源都通过一种称作“工兵”(Worker)或“农民”的部队——人族的太空建造车(SCV)、神族的探测器(Probe)、虫族的工虫(Drone)——进行采集。其中水晶矿石可以直接开采,而高能瓦斯则需要在高能瓦斯矿(Vespene Geyser)之上修建一个精炼器方可采集[7]。

建造任何部队和建筑都需要消耗上述两种资源之一或全部。除此之外,三个种族还具有“人口”的限制。每生产一个单位需要消耗一定的人口,而一些特定的建筑单位可以提供人口,这种建筑或单位统称为“房子”,分别对应着人族的补给站(Supply Depot)[10]、神族的水晶塔(Pylon)[11] 以及虫族的“宿主”(Overlord)[12]。尽管玩家可以生产无数个“房子”,但其总人口却有一个上限——200。也就是说:一场游戏中一个种族最多拥有200人口单位的部队。值得注意的是,不同的单位占用的人口数目不同,一般而言,战斗力越强的单位占用的人口越多。

每一张地图上都有数个资源点(或称“矿区”)。一般情况下,玩家的资源采集速度与其占领的资源点数目成正比。因此,占领的资源点越多,玩家的部队就可生产得越快,从而获得兵力上的优势,进而击败对手。因而在游戏中,大多数的局部战斗都发生在资源点的争夺上。
游戏阶段

正常的《星际争霸》游戏对战按照时间顺序,大概分为四个阶段:前期、中期、后期和大后期。

游戏的前期通常指游戏开始至玩家的第一片分矿完成的时期,大约在0-6分钟。这一段时间中,玩家通常会最大限度地发展经济,并进行侦察;另外一种相反的选择则是快攻,利用前期的兵力优势最大限度打击对手甚至直接取得比赛胜利[13]。游戏的6至15分钟属于中期,此时玩家双矿成型,开始大规模生产兵力,升级科技,继续占领更多的资源点,并侦察对手的动向。这一时期也被称作“运营期”。与此同时双方的部队也会不断地发生小规模接触,并且互相干扰发展。游戏的后期双方的部队开始爆发大规模交战,或者互相进攻基地。通常一方会取得明显的兵力优势因而获胜。如果30分钟后双方仍然僵持不下,则游戏进入“大后期”。地图上的资源多半已经采集殆尽,玩家利用有限的存余资源继续对抗,直至一方退出游戏。迄今为止,最长的一场职业星际比赛持续了3个小时17分钟[14]。
多人游戏

“多人游戏”指不同的玩家通过互联网或局域网连接同时进行游戏;多人游戏中也可以包含电脑玩家。暴雪为《星际争霸》提供了五种进行多人游戏的途径:

    战网对战平台(最多8人)
    IPX协议局域网连接(最多8人)
    Modem连接(最多2人)
    直接电缆连接(最多4人)
    UDP协议局域网连接(最多8人)

此外,中国大陆的许多游戏对战平台通过特殊的方法使用UDP协议让玩家在互联网上进行游戏[15]。在多人游戏中,除了常规的以摧毁对手所有建筑为目标的对战,还包括了组队对抗(Top vs. Bottom)、夺旗模式(Capture the Flag)等等。玩家还可以通过地图编辑器StarEdit来自己编写任务或者其他有趣的模式,比如类似RPG的游戏,甚至模拟足球比赛[16]。 《星际争霸》同样是少数包含“子版本”(Spawn Version)的游戏。一个产品序列号可以在最多8台电脑上安装子版本。这种子版本无需光盘即可运行,但只能进行多人游戏,不具备进行单人任务和编辑地图的能力[17]。
一场神族Vs神族的游戏录像。录像中可以看到双方的视野,可以点选每一个单位查看属性。
游戏录像

自1.08版本以后,《星际争霸》包含了录像(Replay)功能[18]。该功能允许玩家在游戏结束后将整场游戏存储为一个录像,便于以后观看。录像中包含了游戏地图、玩家信息,以及游戏的全过程。《星际争霸》录像文件以rep结尾,可以与他人共享。录像的回放需要《星际争霸》的主程序,因为录像文件只是记录了游戏地图及玩家操作,而不是游戏画面。录像的播放界面类似于游戏界面,玩家可以自由观看地图的每一个方位,也可以控制播放进度。一系列的第三方程序被开发出来,用于更好地分析录像中的信息(如APM)。
游戏情节与种族
参见:星际争霸角色列表及地点列表

除了游戏战场,《星际争霸》同样包含了一套生动精彩的科幻风格游戏剧情。这套剧情主要由克里斯·梅森和詹姆斯·菲尼所创,通过游戏内的任务摘要、对话、关键点上的过场动画以及游戏手册向玩家呈现。

游戏的情节设定于公元25世纪末至26世纪初,发生在遥远的银河系中心的克普鲁星区。玩家通过扮演三个种族中的匿名角色,完成给定的任务以穿透剧情。原版《星际争霸》剧情分为三个章节,依次以人族、虫族和神族为故事主线。而此后的剧情则包含在资料片《星际争霸:母巢之战》中。
大部分游戏情节通过任务简介向玩家呈现,包含人物的头像和他们的对话语音。
人族(Terran)
主条目:人族 (星际争霸)

《星际争霸》中的“人族”是未来世界中的人类的一个想像版本。根据游戏手册中的内容,21世纪后期人类文明飞速发展,而伴随而来的人口问题迫使国际组织“地球联合理事会”流放了一批“人类中的不良元素”,包括罪犯和基因变异者[19]。最终他们抵达银河系中心的克普鲁星区,很快陷入政权纷争中。一个名为“人族联邦”的组织最终取得胜利,成为星区内最强大的政权。与此同时,一个反政府组织“柯哈之子”也在聚集力量。然而,就在游戏开始之前的2499年,联邦发现数个边境殖民地遭到一种外星生物虫族的感染,随后神族为了避免感染扩散而焚毁了这些行星。由于同时遭遇两种外星人的入侵,人族陷入了极度的恐慌[20]。

在第一章节的人族剧情《反抗的号角》(Rebel's Yell)中,玩家作为玛尔萨拉殖民地行政长官与当地民兵警长吉姆·雷诺意图拯救遭到虫族入侵的玛尔·莎拉殖民地,但在消灭虫族的感染时雷诺却以破坏军事设施为由被联邦逮捕。再加之所在的殖民地几近沦陷,玩家加入了阿克图尔斯·蒙斯克的“柯哈之子”反政府组织[21]。雷诺同时被营救出来,并继续与玩家并肩作战。随后,凭借在玛尔·莎拉上窃取的联邦科技,蒙斯克将虫族吸引到了一颗联邦行星上,并消灭了这里的所有联邦军队[22]。在劝降了埃德蒙·杜克将军后,蒙斯克再次使用这一科技,将虫族吸引到了联邦的首都行星塔桑妮上。此举彻底摧毁了联邦。蒙斯克随即成立了新的政府“人族帝国”,并登基为“皇帝”。然而,由于蒙斯克将手下莎拉·凯丽甘遗弃在了塔桑妮,雷诺极为愤怒,率领了一支小型舰队脱离了柯哈之子[23]。

在游戏对战中,人族的战术多样,通常可以选择步兵和机械化部队两条科技路线。前者对经济需求较低,机动性好,但对操作水平要求较高;后者对经济需求明显,但一旦成型威力巨大。特别地,人族的建筑在遭到严重破坏后会起火燃烧,直至烧毁[24]。
虫族(Zerg)
主条目:虫族 (星际争霸)

虫族由远古的萨尔娜迦族创造,通过吸取其他生物的基因来进化自身。所有的虫群都服从于一个智能生命体“主宰”。虫群没有思想,直接服从于主宰的命令。他们可以在任何极端环境下生存,并且依靠不断地选择性地吸收和同化更高等的生物以达到基因上的完美纯净。他们所有的部队都通过幼虫孵化而成,而虫族的栖息地周围蔓延着一种有机质“虫苔”,虫族的建筑亦必须在虫苔上建造。

在第二章节虫族剧情《主宰》(The Overmind)中,玩家扮演虫群中的领导角色“脑虫”,负责照料虫群捕获来的拥有强大的精神力量的莎拉·凯瑞甘。很快,凯瑞甘重生并成为了虫族的一员,释放出了比从前强大许多的心灵力量[25]。与此同时,神族领袖塔萨达发现了只有那些被称为“异教徒”的黑暗圣堂武士才真正有能力杀死虫族的脑虫。因此,他联合了黑暗圣堂武士泽拉图尔刺杀了查尔行星上的一只脑虫。这使得部分虫群陷入了混乱,但很快被其他虫群肃清。然而,此举同样使主宰获知了他寻找了数个世纪的神族母星艾尔行星的准确位置。很快,虫族突破了神族的强大防线成功入侵了艾尔,而至高无上的思想载体“主宰”亦现身在一座萨尔娜迦神庙的遗迹上[26]。

在游戏中,虫族拥有最惊人的兵力繁殖速度,以及最让人难以揣测的战术。但单兵作战能力普遍较低,常常需要通过数量上的优势以及兵种的配合击败对手[12]。
神族(Protoss)
主条目:神族 (星际争霸)

神族是宇宙中的一种高度发达的智能生命种族。他们被认为是宇宙中科技最为领先的种族,掌握了时空传送(Warp Gate)、等离子护罩等技能。在远古时期,他们曾经接受过萨尔娜迦族的改造,因而以艾尔行星为中心产生了完整的种族心灵链接。神族同样分为两个社会,传统的信奉“Khala”(意为The Path of Ascension,升天之路)的神族,和被流放的黑暗圣堂武士。神族的建筑同样依靠心灵链接,因此必须修建在水晶塔(Pylon)的能量范围之内。一旦水晶塔被毁,则建筑无法正常运作。

在神族的剧情,第三章节《堕落》(The Fall)中,玩家作为神族军队执行官与执法官奥达里斯、执政官芬尼斯并肩保卫着遭到入侵的家园艾尔。同时,最高议会也在追捕擅自联合异教徒的塔萨达。然而,玩家和芬尼斯在追捕的过程中,选择了帮助塔萨达[27]。一场神族内战于是爆发。由于不忍看到兄弟互相残杀,塔萨达一度进入了最高议会的监牢,但很快被芬尼斯救出。随后,泽拉图尔再次刺杀了艾尔上的两只脑虫,向最高议会展示了只有黑暗圣堂武士的能量才能击败虫族,双方和解[28]。最终,神族发动了对虫族的决战。在吉姆·雷诺的帮助下,神族突破了虫族的最后防线,摧毁了主宰的外壳。在最后关头,塔萨达在旗舰中聚集了光明与黑暗的双重圣堂力量,毅然撞向了主宰。双方同归于尽[29]。

在对战中,神族的单兵作战能力最强,且魔法技能极为丰富和强大。但是神族的机动性普遍一般,并且对经济和人口消耗较大[11]。
游戏开发

暴雪娱乐于1995年开始着手《星际争霸》的开发[30]。起初,设计者使用了《魔兽争霸II》的引擎,并首先在1996年的电子娱乐大展上公开展示。当时的版本由该团队的首席程序设计师鲍勃·菲奇完成,但得到了很低的评价,并被讥讽为“太空中的魔兽争霸”[31]。于是整个游戏被重新设计,专注于建立三个差异性大的种族。比尔·罗普耳表示,《星际争霸》将会改变《魔兽争霸》两个阵营的设计,使玩家能够创造独一无二的战略战术来对付其他两个种族[32]。1997年初,一个新版本重新发布,获得了大部分的正面评价。

然而,此时的游戏版本仍然面临着许多技术性问题。鲍勃·菲奇随即在两个月内重新设计了游戏引擎,实现了许多原先设计师期望的特技,如隐形与钻地。随后,设计师通过预渲染的人物形象和背景图像使游戏品质大幅提升,并将游戏视角从正上视角改为45度的立体斜向视角。此外,《星际争霸》使用了暴雪娱乐的作曲家创作的高品质音乐,并聘请了专业的配音演员[33]。

尽管如此,该款游戏的开发进度仍显缓慢。这使得官方论坛上一群自称“任务迫不及缓”(Operation Can't Wait Any Longer)的星际迷们撰写了一系列科幻小说,意图尝试从加州欧文的暴雪总部拿到游戏的Beta版本,但行动并未成功[34]。尽管如此,出于对这些狂热游戏迷的敬意,暴雪娱乐将这个团体的名字缩写加入了游戏,作为一个能够加速单位生产速度的作弊码“Operation CWAL”[35],并在游戏的开发人员名录中表示了对他们的感谢。最终,《星际争霸》于1998年3月31日正式发行[1],Mac OS版本亦在次年3月发行[2]。1999年,任天堂64版本的《星际争霸64》开始由Mass Media开发,并于2000年6月13日(美国)、2000年6月16日(欧洲)由任天堂发行[3]。

而在游戏发行后,暴雪娱乐并没有停止设计开发工作。他们不断地发布新的游戏补丁,用来调整平衡性、修复游戏漏洞、改善游戏体验[36]。
游戏音乐
《星际争霸》游戏音乐专辑1
原声带
发行时间     2000年
录制时间     Net Vision Entertainment
时间长度     56:49
制作人     见曲目清单

游戏中的音效和背景音乐主要由暴雪娱乐的作曲家完成。其中,德里克·杜克与杰森·哈耶斯完成了游戏中背景音乐的创作,格兰·斯坦福则负责过场影片中的配乐。特雷西·布什提供了更多的音乐支持[37]。游戏音乐普遍得到了很好的评价,如“旋律优美、声音深沉而丰满”(Appropriately melodic and dark)[38] 及“令人难忘”(impressive)[39] 其中一位评论者指出部分游戏音乐受到了由杰瑞·高史密斯配乐的电影《异形》(Alien)的启发[40]。

2000年,暴雪娱乐发布了第一张官方游戏音乐专辑,选取了《星际争霸》和《星际争霸:母巢之战》中的游戏音乐,以及一部分韩国DJ创作的重混曲。这部专辑由Net Vision Entertainment发行[41]。2008年10月,暴雪娱乐在iTunes上又发布了《星际争霸》原声带,包含了所有《星际争霸》、《母巢之战》以及其过场影片中的主题音乐[42]。同年11月,暴雪音乐专辑《战争的回响》发布,包含了数首管弦乐版本的《星际争霸》主题音乐。
显示▼《星际争霸》游戏音乐专辑1 曲目列表
显示▼《星际争霸》原声带 曲目列表
第三方程序

《星际争霸》发行后,许多游戏爱好者开发出了第三方程序,实现了许多游戏本身不具备的功能,例如功能更加强大的地图编辑器、录像分析工具和人工智能开发工具[43]。以下是几类主要的第三方程序。

    地图编辑器:与游戏自带的StarEdit相比,这些第三方地图编辑器通常可以进行更复杂的设计,使地图元素更加丰富细腻。例如使用Delphi语言编写的ScmDraft,已经成为韩国职业联赛的标准地图编辑器[44]。

    录像分析软件:用于分析《星际争霸》游戏录像的软件。它可以分析玩家的各种操作(如选择、攻击、建造以及热键),并计算出其APM。代表软件BWChart[45]。

    游戏插件:一种通过注入DLL在游戏界面中添加更多实用功能的第三方插件。典型如ChaosLauncher(原名BWLauncher和AdvLoader),可以实现保存聊天记录、保存第一视角录像、即时显示APM、启动观看者模式等[46]。

    人工智能脚本:一系列人工智能指令集,用来制作出更加强大的计算机对手,并可以更精细地操作单位。代表如使用官方AI脚本BWAI[47]、以及Google Code平台上使用Visual C++和LUA语言开发的BWAPI[48]。

资料片与其他版本
PC资料片
参见:星际争霸:母巢之战及星际争霸系列

《星际争霸》发布前,暴雪娱乐放出了一个共享版本的游戏游戏演示。这是一小套单人任务,取名为“隐现”(Loomings)。任务包含一个教学关和三个任务关,发生在刚刚遭受虫族入侵的联邦殖民地查尔·莎拉[49]。起初这个任务包作为了《星际争霸》的前传,而暴雪随后于1999年将其改制为一套附加剧情在战网上发布。

《星际争霸》同样还包含了另一套附加任务“奴役”(Enslavers),含有人族和神族总共5个关卡。剧情讲述了一个意图控制脑虫的人族罪犯被人族帝国和神族最高议会同时追捕的故事。这套任务同时作为地图编辑器的范例,展示许多编辑器的功能[50]。

《星际争霸》的第一个资料片《Insurrection》于1998年7月31日发布,描述了一群人类殖民者及神族舰队与虫族所发生的战斗。媒体对Insurrection的评价并不高,批评其“缺乏原作的品质”[51]。数月后资料片《Retribution》发布,讲述了一段三个种族争夺一块蕴含巨大能量的水晶的情节。但此片仍然反应平平,只不过被认为具有些挑战性[52]。

1998年11月30日,暴雪发布了官方的资料片《星际争霸:母巢之战》。《母巢之战》由暴雪公司与Saffire共同开发,获得了大量与原作同样高度的评价。《母巢之战》延续了《星际争霸》的剧情,并为每个种族增加了新的作战单位、科技,以及对游戏平衡性的调整。目前各项星际争霸赛事均采用《母巢之战》作为标准比赛版本,包括WCG[53]。
《星际争霸64》提供了一个重新设计的低分辨率游戏界面,适用于任天堂64。
任天堂64

2000年,由暴雪娱乐和Mass Media合作开发的《星际争霸64》在任天堂64平台上发行。该版本不仅包含了《星际争霸》和《星际争霸:母巢之战》的所有任务关卡,另增加了两个教学关,和一个新的隐藏任务“Resurrection IV”(复活IV)[54]。《复活IV》发生在《母巢之战》剧情之后,讲述了吉姆·雷诺等人在布拉西斯行星上营救被感染的斯图科夫——前地球远征军副总司令的故事。其中,《母巢之战》的任务必须使用任天堂64 4MB扩充卡才能运行[55]。《星际争霸64》重新设计了操作界面,还提供了两个玩家控制一个种族的模式[56]。《星际争霸64》不具备多人游戏的能力,没有任务中的语音对话,过场影片也被缩短,因此受欢迎程度远不及原作[54]。起初暴雪计划在PlayStation平台上开发这一版本,但最后选择了任天堂64[57]。
销量与评价
游戏评价
汇总得分
媒体     得分
GameRankings     93%[58] (PC & Mac)
77%[59] (Nintendo 64)
Metacritic     88%[60] (PC & Mac)
80%[61] (Nintendo 64)
MobyGames     92%[62] (PC & Mac)
80%[63] (Nintendo 64)
媒体评分
媒体     得分
Allgame     4.5/5stars[64] (PC & Mac)
《GamePro》     4.5/5[40] (PC & Mac)
4.5/5[39] (Nintendo 64)
游戏革命     B[65] (PC & Mac)
GameSpot     9.1/10[38] (PC & Mac)
8.4/10[54] (Nintendo 64)
IGN     9.5/10[6] (PC & Mac)
7.7/10[66] (Nintendo 64)
《PC Gamer UK》     92%[60] (PC & Mac)
《PC Zone》     8.8/10[67] (PC & Mac)
所获奖项
有史以来最佳游戏 - GameSpot[68]
年度最佳游戏 - AIAS[69]
年度最佳游戏 - Computer Gaming World[69]
年度最佳游戏 - PC PowerPlay[69]
年度最佳即时战略游戏 - PC Gamer[69]
年度最佳战略游戏 - Games Domain[69]

《星际争霸》发行于1998年,一年内即售出了150万套[70],成为当年销量最好的PC游戏。截至2009年2月,《星际争霸》的总销量超过1100万套[4]。游戏的发行同时使战网上多人对战的用户数量增长至了原先的8倍[71];《星际争霸》因而成为最流行的联机对战游戏之一[72]。

《星际争霸》获得了媒体的大量好评。许多评论家认为,尽管游戏或许没能跳出当今大多数即时战略游戏的惯用模式,但再当时,它无疑是同类游戏中最优秀的之一[38][40]。此外,大多数评论家还称赞了游戏三个截然不同的种族的设计,称其不仅跳出了以往游戏两个相似阵营的设计,并且在平衡性上也做得非常出色[6]。GameSpot赞扬道其“避开了那个困扰着每个同类型游戏的问题”,以及“定义了这一类型的游戏,并使此后的所有即时战略游戏皆遵从这一标准”[38]。IGN特别强调,《星际争霸》可谓史上最佳的即时战略游戏之一[6]。评论家同样赞扬了游戏故事的设定,以及其呈现方式[6]。游戏的音效和配音特别得到了好评,GameSpot在随后称赞其是当时的十大最佳游戏音效之一[73]。多人联机部分也得到了积极的评价。《星际争霸》曾荣获数个奖项,包括IGN与GameSpot颁发的“史上最佳游戏”奖[68][74]。暴雪表示,《星际争霸》总计荣获37个奖项,包括2006年初洛杉矶Metreon购物中心举办的“游戏巡礼”活动中的一枚星章[69]。

尽管在当时倍受好评,《星际争霸》的绘图和音效并不能与后期的游戏相提并论[6]。而游戏中的人工智能寻径系统也遭到了批评。PC Zone批评开发者无法开发出一个有效率的寻径系统,称这是“在即时战略游戏中最容易激怒玩家的部分”[67]。有些评论家也批评了游戏允许玩家快攻(rush)的设计[65],因此暴雪在此后的游戏补丁中两次调整了平衡性,限制了快攻战术的使用。

任天堂64版本的《星际争霸64》得到的分数普遍不如原版,并被批评了其粗劣的画质。但评论家同样肯定了高效率的控制界面,以及得以保留的高品质音效[39][54][66]。
游戏文化

《星际争霸》不断得到各种佳评,在《Edge》评选的“史上百佳游戏”中名列第37位[75]。由于极高的流行度,《星际争霸》打破了《吉尼斯世界纪录大全》中的三项纪录:“销量最高的PC即时战略游戏”、“职业联赛收入最高的游戏”、“比赛观众最多的游戏”[76]。

此外,《星际争霸》曾经进入过真正的星际空间。在1999年的航天飞机任务STS-96中,美国宇航员丹尼尔·巴利将一套《星际争霸》带入了太空。这套游戏环绕地球153圈后返回地面,现收藏于美国加利福尼亚州的暴雪娱乐总部[77]。《星际争霸》还被用于进行学术研究。2009年初,柏克莱加州大学开办了一个预备课程,通过游戏来进行战略和理论研究[78]。
职业联赛
主条目:星际争霸职业联赛

《星际争霸》在韩国极受欢迎,销量超过450万套[79],并成功发展出了完整的职业联赛制度。职业玩家在韩国属于社会名流,并在三个专门的电视台上进行现场对抗[80]。职业星际选手可以获得电视台的签约、赞助以及比赛奖金。最著名的一位星际选手林遥焕(Slayer_'Boxer')拥有超过50万人的爱好者俱乐部[81];而另一位选手李允烈(NaDa)则表示在2005年的各大赛事中收获了20万美元[82]。
小说
主条目:星际争霸系列小说

《星际争霸》的故事情节被改编成为了数部小说。第一部《起义》(Uprising)由暴雪员工米琪·奈尔森所作,出版于2000年12月,作为了《星际争霸》剧情的前传[83]。另外两部——杰夫·格鲁伯所作的《利伯蒂的远征》(Liberty's Crusade)[84] 和艾伦·罗森堡的《刀锋女王》(Queen of Blades)[85]——则通过了不同的视角讲述了游戏内容。在2007年的BlizzCon上,《星际争霸》剧情的原作者克里斯·梅森希望能将《星际争霸》和《母巢之战》的全部剧情改编为小说。此后的小说,如加百列·麦斯塔创作的《萨尔娜迦之影》(Shadow of Xel'Naga)[86] 和《黑暗圣堂传奇》(The Dark Templar Saga)[87] 则扩充了剧情主线,并建立了《星际争霸II》的故事设定。
桌上游戏

以《星际争霸》中的人物角色和兵种形象为原型,ToyCom公司生产了许多的仿真玩具人和可收藏的雕像[88]科学塑料模型公司同样按照1:30的比例尺生产了许多模型玩具,包括人族的机枪兵[89] 和虫族的刺蛇[90]。此外,暴雪娱乐还与幻想飞行游戏合作了一款星际争霸桌上游戏,包含了更加丰富的《星际争霸》角色塑像[91];并授权威世智公司出品了一个基于Alternity的RPG游戏《星际争霸:探险》[92]。
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    ^ (英文)Giovetti, Al. Interview with Bill Roper. The Computer Show.com. 1997年1月1日 [2006-08-19].
    ^ (英文)The Official CWAL FAQ. Operation CWAL. 2004年2月20日 [2006-08-21].
    ^ (英文)Kasavin, Greg. StarCraft Strategy Guide: Cheat Codes - The Spoils of War. GameSpot. [2008-04-16].
    ^ (英文)StarCraft: Patches. Strategy Informer. [2009-8-9].
    ^ (英文)StarCraft. Soundtrack Collector. [2008-04-22].
    ^ 38.0 38.1 38.2 38.3 (英文)Dulin, Ron. StarCraft for PC Review. GameSpot. 15 April 1998 [2008-01-09].
    ^ 39.0 39.1 39.2 (英文)Review: StarCraft for N64. GamePro. 24 November 2000 [2008-01-10].
    ^ 40.0 40.1 40.2 (英文)Olafson, Peter. Review: StarCraft for PC. GamePro. 24 November 2000 [2008-01-09].
    ^ (英文)StarCraft: Game Music Vol. 1. Game OST. [2008-04-22].
    ^ (英文)Blizzard Entertainment Soundtracks Now On iTunes. Blizzard Entertainment. 2008-09-04 [2008-09-30].
    ^ (英文)StarCraft tools and utilities. TeamLiquid. [2009-7-18].
    ^ (英文)ScmDraft. Stormcoast Fortress. [2009-7-18].
    ^ (英文)BWChart Replay Analyser. TeamLiquid.com. [2009-7-18].
    ^ (英文)Chaos Launcher. MasterOfChaos StarCraftSite. [2009-7-18].
    ^ (英文)BWAI - Dedicated to Single Player Modding since 2004. BroodWarAI.com. [2009-7-15].
    ^ (英文)BWAPI. Google Code. [2009-7-15].
    ^ (英文)Precursor Campaign Map Archives - SCC. 暴雪娱乐. [2009-7-13].
    ^ (英文)Games - StarCraft: Enslavers. ebay. [2009-7-13].
    ^ (英文)Kasavin, Greg. Insurrection: Campaigns for StarCraft for PC review. GameSpot. 26 August 1998 [2007-11-29].
    ^ (英文)PC Game Reviews: StarCraft: Retribution. GameGenie. [2007-11-29].
    ^ (英文)WCG 2009 Official Games. 世界电子竞技大赛官方网站. [2009-7-12].
    ^ 54.0 54.1 54.2 54.3 (英文)Fielder, Joe. StarCraft 64 for Nintendo 64 Review. GameSpot. 12 June 2000 [2008-01-10].
    ^ (英文)StarCraft Needs Some Expansion. IGN. 1999-11-16 [2006-08-19].
    ^ (英文)StarCraft 64 Preview. IGN. 2000-06-08 [2008-10-06].
    ^ (英文)StarCraft on PlayStation?. IGN. 1998-04-06 [2006-08-19].
    ^ (英文)StarCraft Reviews. Game Rankings. [2008-01-09].
    ^ (英文)StarCraft 64 Reviews. Game Rankings. [2008-01-12].
    ^ 60.0 60.1 (英文)StarCraft: PC 1998 Reviews. MetaCritic. [2008-01-09].
    ^ (英文)StarCraft N64 2000 Reviews. MetaCritic. [2008-01-10].
    ^ (英文)StarCraft for Windows. MobyGames. [2008-01-09].
    ^ (英文)StarCraft for Nintendo 64. MobyGames. [2008-04-18].
    ^ (英文)House, Michael L. StarCraft: Review. Allgame. [2008-04-18]. (原始内容存档于2009-04-13).
    ^ 65.0 65.1 (英文)StarCraft Review. Game Revolution. 1998.4 [2008-01-09].
    ^ 66.0 66.1 (英文)Boulding, Aaron. StarCraft 64 Review. 9 June 2000 [2008-01-10].
    ^ 67.0 67.1 (英文)StarCraft review. PC Zone. 13 August 2001 [2008-01-09].
    ^ 68.0 68.1 (英文)The Greatest Games of All Time. GameSpot. 1998 [2008-09-01].
    ^ 69.0 69.1 69.2 69.3 69.4 69.5 (英文)Developer Awards. Blizzard Entertainment. 2006-01-01 [2006-08-19].
    ^ (英文)StarCraft Named #1 Seller in 1998. IGN. 1999-01-20 [2006-08-19].
    ^ (英文)Blizzard's Battle.net Remains Largest Online Game Service in the World; Battle.net Dominates Online Gaming Industry With 2.1 Million Active Users; Korea Becomes World's No. 1 Market. Business Wire. 1999-02-04 [2008-07-20].
    ^ (英文)Schiesel, Seth. To the Glee of South Korean Fans, a Game's Sequel Is Announced. New York Times. 2007-05-21 [2008-01-09].
    ^ (英文)Cheung, James. The Best Voice Acting in Games: StarCraft. GameSpot. [2008-09-15].
    ^ (英文)IGN's Top 100 Games. IGN. 2003-01-01 [2006-08-18].
    ^ (英文)Top 100 Games. Edge. 2007-07-02 [2008-05-21]. (原始内容存档于2008-02-02).
    ^ (英文)Guinness World Records Gamer's Edition. Hit Entertainment. 2008. ISBN 9781904994206.
    ^ (英文)StarCraft In Space. Blizzard Entertainment. [2008-04-23].
    ^ (英文)Cavalli, Earnest. U.C. Berkeley Now Offers StarCraft Class. Wired News. 2009-01-29 [2009-03-25].
    ^ (英文)Olsen, Kelly. South Korean gamers get a sneak peek at 'StarCraft II'. USA Today. 2007-05-21 [2008-01-09].
    ^ (英文)Evers, Marco. The boys with the flying fingers: South Korea Turns PC Gaming into a Spectator Sport. Der Spiegel. 2006-02-06 [2006-08-19].
    ^ Cho, Kevin. Samsung, SK Telecom, Shinhan Sponsor South Korean Alien Killers. Bloomberg.com. 2006-01-15 [2006-08-18].
    ^ (英文)Rossignol, Jim. Sex, Fame and PC Baangs: How the Orient plays host to PC gaming’s strangest culture. PC Gamer. 2005-04-01 [2006-08-20].
    ^ (英文)StarCraft: Uprising (eBook). Simon & Schuster. [2009-7-18].
    ^ (英文)StarCraft: Liberty's Crusade (Mass Market Paperback). Simon & Schuster. [2009-7-18].
    ^ (英文)StarCraft: Queen of Blades (Mass Market Paperback). Simon & Schuster. [2009-7-18].
    ^ (英文)StarCraft: Shadow of the Xel'Naga (Mass Market Paperback). Simon & Schuster. [2009-7-18].
    ^ (英文)StarCraft: The Dark Templar Saga trilogy interview with Christie Golden. Blizzplanet. 2 April 2007 [2009-7-18].
    ^ (英文)"Blizzard tackles toys". IGN. 1998.September [2007-07-08].
    ^ (英文)1/30 scale Terran marine model by Academy. Hobby Outlet. [2007-07-08]. (原始内容存档于2005-12-13).
    ^ (英文)1/30 scale Zerg hydralisk model by Academy. Hobby Outlet. [2007-07-08]. (原始内容存档于2005-12-31).
    ^ (英文)Wilson, Kevin. Playtest in Minneapolis at the Source on 6/16/06. Boardgame Geek. 2006-06-13 [2006-08-19].
    ^ (英文)Starcraft Adventures in the Works. GameSpot. 1999-4-1 [2009-7-21].

外部链接

    (英文)《星际争霸》官方网站
    (英文)战网 星际争霸专区
    (英文)暴雪娱乐官方网站
    (英文)Mass Media Interactive Entertainment官方网站

    (英文)维基攻略/星际争霸
    (英文)星际争霸维基农场,参见Wikia

    (英文)星际争霸第三方程序列表
    (英文)柏克莱大学开办的星际争霸课程
作者: castelu    时间: 2013-9-1 22:29
StarCraft (SC) is a real-time strategy (RTS) computer game introduced by Blizzard Entertainment in 1998. It is similar to Blizzard's previous hit Warcraft II, except that it has a space opera setting as opposed to a high fantasy setting. StarCraft was the best selling computer and video game of 1998.[1] An estiamted 9.5 million copies were sold (4.5 million copies in South Korea) by 2004.[2] In 2009, the Guiness Book of World Records recognized StarCraft as the best-selling RTS game at 9.5 million copies sold.[3] StarCraft is praised for being a benchmark of RTS for its depth, intensity, and balanced races.

The main storyline of the game revolves around a war between three galactic species: the protoss (a race of humanoid religious warriors), the zerg (vile insect-like aliens who share a hive mind) and the terrans (initially, descendants of human prisoners from Earth). The storyline was initially introduced by the manual.

It was initially released for Windows, and later for Macintosh and Nintendo 64.

The sequel, StarCraft II, was announced on May 19th, 2007 and the first chapter StarCraft II: Wings of Liberty was released on July 27th, 2010.
Contents
[hide]

    1 Overview
    2 Game Play
    3 Storyline
    4 Cast
    5 StarCraft 64
    6 StarCraft culture
        6.1 Popularity
        6.2 Professional Competition
        6.3 Replays, RWAs, VODs and Battle Reports
        6.4 StarCraft Campaign Editor and Custom Scenarios
    7 Development
        7.1 Conception
        7.2 Storyline
        7.3 Gameplay
    8 Awards
    9 References
    10 External links

Overview

StarCraft was the best selling computer game in 1998[4] and won the Origins Award for Best Strategy Computer Game of 1998.[5] In November of the same year, Blizzard released an expansion pack called StarCraft: Brood War.

StarCraft makes significant improvements over Warcraft II. WC II, while advanced for its time, featured what many gamers believed to be a weakness in that, apart from a few minor (but significant for balance, especially at higher skill levels) differences in available spells and the cost of upgrades, the game's two races were exactly the same mechanically, with only graphical differences. StarCraft improved upon this by adopting the technique introduced by Strategic Simulations' game War Wind of having sides with obvious asymmetries. The asymmetry was inspired, in part, by Magic: The Gathering.[6] Though the game's three races (Protoss, Terrans, and Zerg) were slightly imbalanced when the game was first released, the expansion pack and fifteen patches (of which four significantly affected the game play mechanics) have balanced the three races.

The StarCraft: Brood War expansion provides several new units for each race (which dramatically modified the game play) and a new campaign for each race, continuing the story begun in StarCraft (see StarCraft storyline). Most people who still play use this expansion and agree that it changed the game significantly for the better, although some still prefer the original game.

The game also includes multiplayer gaming on Blizzard's own Internet gaming service Battle.net. One can play against opponents free of any charge beyond the original purchase of the game and local Internet access fees. Many fans enjoy playing in groups against the computer in skirmish games. While the AI is considered to be weak compared to a good player, decent early game performance can make it an enjoyable opponent for more casual players. Fans are also able to create unfair maps that are advantageous to the computer and can be extremely hard to beat. A few years after the release of the game, Blizzard also released several free maps of a higher difficulty. Over time, the patches have also improved the AI.

StarCraft has achieved a cult-like status in the computer gaming world. Due to the complexity and depth of the strategic possibilities, StarCraft, especially in its online multiplayer form, remains very popular, even years after its original release. The game's popularity in South Korea has been unexpectedly high, with nationally recognized tournaments, and intense training groups sprouting up across the country.[7] There are even a couple of cable-access channels that often televise tournaments live with the top players competing against each other, cheered on by enthusiastic spectators and fans. The top StarCraft players enjoy mild celebrity status.

Blizzard was working on a third person shooter, StarCraft: Ghost, which has been "indefinitely postponed".[8]

Fans impatiently awaited the release of StarCraft II, which was announced on May 19th, 2007 at the World Wide Invitational in Seoul, South Korea and released on July 27, 2010.
Game Play

    Main article: Gameplay of StarCraft (includes information on famous players and a more detailed description of the game)

StarCraft improved upon its predecessor Warcraft II, which featured two very similar playable factions, by introducing asymmetry between the units and technologies available to its three races (Protoss, Terran, and Zerg). This asymmetry was similar to that pioneered in the lesser-known 1996 SSI release War Wind. The unit types available to each race define its racial identity. The Protoss can field powerful and expensive warriors and machinery, while the Zerg count on sheer numbers and speed to overwhelm their opponents. The Terrans are the versatile and flexible alternative to both races, with an emphasis on specialization and combined arms. In many ways, the Terran can be considered the "in-between" race in that they tend to benefit from more moderate conditions, whereas the other two races tend to prefer one extreme or the other. This can make it difficult to create maps that are fair for all races.
Storyline

    Main article: StarCraft storyline

The plot of the original StarCraft game revolves around the arrival of the zerg in the Koprulu Sector and their later invasion of the protoss home world Aiur. After they have destroyed the Confederate colony on Chau Sara, the zerg are used by the rebel organization Sons of Korhal, which lures them to a number Confederate worlds using psi-emitters to further their own goals. After the Confederacy's fall, the Sons of Korhal's leader, Arcturus Mengsk, establishes the Terran Dominion, crowning himself emperor. The Zerg Swarm is, however, closely followed by a protoss fleet which burns down all worlds the zerg infest. The leader of the Protoss task force, High Templar Tassadar, later discovers that he can disrupt the Zerg Overmind's control over the Swarm by eliminating his cerebrate servants with the help of the Dark Templar. The involvement of the fallen Dark Templar will prove to be fateful; indeed, while slaying the Cerebrate Zasz, the Dark Templar Zeratul briefly comes in psychic contact with the zerg Overmind, who is then informed of Aiur's location and directs his Swarm towards the protoss world. The protoss high authority, the Conclave, is defeated by the Swarm, along with a large proportion of all protoss. In a desperate attempt to put an end to the zerg's destruction, Tassadar, Zeratul, and the remaining protoss unite their strengths with human Jim Raynor and attack the Overmind itself. They succeed in destroying it because Tassadar sacrifices himself to destroy it using Dark Templar energy.
Cast

    Sarah Kerrigan voiced by Glynnis Talken.
    Jim Raynor voiced by Robert Clotworthy.
    Aldaris voiced by Paul Eiding.
    Zeratul voiced by Jack Ritschel

StarCraft 64
StarCraft64 SC1 Cover1StarCraft 64 cover art
MecoAdded by Meco

    Main article: StarCraft 64

StarCraft 64 is a "port" of the game of StarCraft to the Nintendo 64, released a year and a half after StarCraft: Brood War.
StarCraft culture
Popularity

Even as of 2005, StarCraft is still one of the most popular online games in the world. The game itself has its own culture, similar to Slashdot's and Massive Multiplayer Online Games (MMOG) communities.

Also of note is the infamous Operation CWAL (Can't Wait Any Longer). Operation CWAL formed in 1997, as a writers group, in the StarCraft Suggestions Forum in an attempt to "liberate" a final copy of StarCraft, which appeared obviously completed despite numerous delays on the part of Blizzard Entertainment. Blizzard Entertainment has gone as far as to give special thanks to this group in the manual for StarCraft, as well as including their name as a cheat code in the game (typing "operation cwal" during a single player game will dramatically decrease the time required to build units). While not very active today, Operation CWAL remains as one of Blizzard Entertainment's older and more loyal fan groups.

In the early 2000s, the game became extremely popular among South Korean online gamers, to the point of being exaggeratedly referred to as the national sport of South Korea by avid gamers, and the majority of StarCraft players now come from that country. The origin of this unusually high level of popularity is likely a combination of StarCraft's suitability for competitive multiplayer and the fact that it was released during the beginning of the boom in popularity of "PC baangs" in Seoul, resulting in a perfect opportunity for the game to catch on.
Professional Competition

    Main article: StarCraft professional competition

In South Korea, StarCraft professional gamers, known by their pseudonyms such as Lim_Yo-Hwan aka SlayerS_`BoxeR`, Iloveoov, [Oops]Reach, [ReD]NaDa, [NC]...YellOw, and Nal_rA are celebrities: their games are broadcast over the television channels MBC Game and Ongamenet. A selected few have made substantial monetary gains through this. For example, one highly successful player, "[Red]Nada", signed a 3 year, $500,000 contract in 2004. Another example is "SlayerS_`BoxeR" who can, if all goes well, make $780,000 in the next 3 years, making him the highest paid StarCraft player ever. Some players can earn a decent to good living from TV-contracts and sponsoring and tournament prizes. However, the lower-echelon pro players tend to subsist on relatively small wages. Many pro gamers playing StarCraft use every minute of their spare time to play, in order to maintain preparation for the highly competitive leagues. Superior StarCraft and Warcraft III players are often referred to as "gosu". Less than average skilled players are often called hasu. Professional gaming in South Korea is an example of how e-sports can attain a social status similar to physical sports.
Replays, RWAs, VODs and Battle Reports

StarCraft enables the player to record a game and save it as a replay, which can then be viewed with any other copy of StarCraft, displaying the entire course of the game. As of 2005, there are many websites that host replays of players with different skill levels, though pro-level replays are relatively rarely released, for reasons of team secrecy and pro-league policy.

The RWAtools are a set of freeware tools, that create valid replay files, additionally containing an Ogg audio stream. They allow gamers to comment their own games while they play them and comment replays of other players. During replay the commentary is kept in sync with the game. This can be particularly interesting for people new to the game, who can learn from more experienced players pointing out things about a replay they would not have seen on their own, or simply for entertainment.

BWChart is a program used to analyze a player's actions in order to teach the viewer how a given player plays.

Lasgo's Observer Pack contains, beside other things, a tool that allows you to see the results of the recorded player's actions as if you played yourself (except the mouse pointer and the selection boxes).

VODs (from "Video On Demand") are videos that show the screen of a commentator (or sometimes player) during a (usually) pro-level game. They are (legally or not) available from a variety of websites, and are ripped from Korean television or Internet streams. They usually come in the ASF video file format for Windows Media Player, which plays them with seeking disabled, or in the Windows Media Video format. Because they are compressed with an MPEG-4 codec and the file size needs to be small, there is a significant quality loss in comparison to watching a replay. VODs are usually accompanied by enthusiastic announcing from the Korean commentators, and the occasional crowd shot.
StarCraft Campaign Editor and Custom Scenarios

    Main article: StarEdit

The game comes with a campaign/map editor (practically a "Game Creation System" in itself) called StarEdit. StarEdit has many features, including a trigger system that allows one to make radical changes to the way that map works, readily giving gamers the ability to create custom map scenarios (also called MOD's). Hundreds of custom scenarios are created everyday, giving the game a refreshing variety. The StarCraft map-making community has also constructed additional editors or functionalities that grant the user even more power to modify the game.

Scenarios are created with entirely different sets of rules, objectives, and units. More popular user created scenarios include Evolves, Golem Madness, Turret Defense, Sunken Defense, Nightmare RPG, and the ubiquitous Tower Defense.

There is another type of map circulating in the online communities: StarCraft Diplomacy. There have been multiple versions of this game produced. The version was inspired by the board game Diplomacy.

Maps set in the story lines of popular television shows are also widely used. Android Menace is a particularly developed example, taking place in a large portion of the Dragon Ball Z story line. Maps with infinite minerals are also very popular, examples including "Fastest Map Ever" and "0Clutter." Many real-world events, including the Napoleonic Wars, World War I, World War II and the American Civil War, have also been used as a base for StarCraft maps. There have been recent StarCraft maps depicting single or multiple scenes from books and movies, such as Troy and The Lord of the Rings. These maps include The Battle for Pelennor Fields and The Battle for Helm's Deep. In addition, a large amount of StarCraft players are also engaged in large, multi-player "Lord of the Rings"-type based maps, with each player controlling and developing a whole nation, complete with heroes and units. Instead of the building their forces from the ground up, players are given control of pre-built cities and armies. Units are periodically created at a special point, called the "spawn point". The purpose of these maps is usually to destroy a certain building that, when destroyed, disables an enemy's ability to spawn units. These maps range from the traditional Lord of the Rings v. Last Alliance (LA) to newer maps such as The Rings of Power (TRoP) and After Lord of the Rings (After-LotR). Older maps include Lord of the Rings version GOLD, which many accept as the origination of the "castle building" idea, and Middle Earth version Pre Lord of the Rings, which introduced the concept of hero units that were dauntingly stronger than the units in a standard army, shifting the focus of the game from large-scale battles to single unit strategy. This includes the strategy of operations, or "opping", which involves using one hero unit to achieve a goal, such as the destruction of an opponents spawn(s) or heroes

The popularity of custom maps is not limited, however, to only online gaming. Because StarEdit allows the mapmaker to "link together" several maps, single player "campaigns" (which are long scenarios played out over several maps, hence the name "campaign") have become prominent in the community. Popularized by the revolutionary Antioch Chronicles, many campaigns even come with "MODs" that feature new "heroes" (i.e. the mapmakers create new art files to be imported in to StarCraft, thus creating completely new units and characters - something StarEdit alone could never do). Popular player-made campaigns include Campaign Creations' Legacy of the Confederation, Life of a Marine, The Antioch Chronicles, and StarCraft.org's official campaigns: The Shifters and Fields of Ash.

In addition, some other map editors exist. These include the "StarCraft X-tra Editor," and have other features not in StarEdit. One of the possibilities included in some editors include "stacking" buildings and minerals, placing many one on top of the other. The ability to change player colors has been left to some of the more advanced editors, including "SCMDraft" and "StarForge," which were introduced after editors such as "GUEdit" and SCMToolkit" were becoming obsolete after barriers were broken and newer limits set. Most serious map creators now prefer "SCMDraft2," "StarForge," "PROEdit," and "uBeR@TiOn," because they give the user in-depth capabilities, such as the ability to use hidden AI scripts, protect maps from common theft, running sizeless sounds directly from the StarCraft disc, changing the color of text, compressing their map, and in more advanced areas, place raw sprites, sprite-units, extended players, disabled units, etcetera. Most of these editors (excluding "StarCraft X-tra Editor") are designed from scratch, eliminating most of the limits of the original StarEdit, the "StarCraft Campaign Editor." Many of these 3rd party programs have revolutionized StarCraft map making and new discoveries as to what different sprites or unit numbers do to the game, or as the most effective way to cloak certain units are discovered virtually every day. Many websites including StarCraft.org, Staredit Network, and StarCraft Index have been built around the capabilities of these impressive StarEdits.
Development
Conception

The concept for StarCraft emerged after the completion of Warcraft II: Tides of Darkness. While it was expected that Warcraft III would be the next logical step, Blizzard's art team wanted to work on something different. Designers still wanted to make another RTS, but it was decided that this time, it would be in a sci-fi setting.[9] Numerous ideas were thrown around,[10] including the possibility of working with LucasArts to make a Star Wars-themed RTS.[9] Over time though, it was developed into its own setting.[10]
Goliath ShatteredNations Art1Walkers from Shattered Nations that would form the basis of goliaths
HawkiAdded by Hawki

Prior to/during the development of StarCraft, Blizzard was working on at least two other sci-fi strategy games. One of these was Shattered Nations, a post-apocalyptic game where factions had to scavenge technology. The game was canceled in favor of StarCraft, but there is evidence that some aspects of Shattered Nations made it into its successor—the goliath design for instance bears great resemblance to a mech that was in Shattered Nations, and was relabeled as such by gaming magazine PC Champ.[11] Unlike StarCraft, Shattered Nations was a turn-based isometric game.[12]

Another sci-fi RTS Blizzard worked on was Pax Imperia II, a sequel to Pax Imperia. In 1997, Blizzard sold the rights to THQ, and the proposed sequel was released as Pax Imperia: Eminent Domain.[13]

It was originally anticipated that the game would be shipped in 1997, but it was delayed until 1998.[10]
Storyline
SpaceVampire Bloodlines Cncpt1The old "space vampire" concept
HawkiAdded by Hawki

The initial storyline of StarCraft was in a sense, a science fiction spin-off of its counterpart franchise, Warcraft. More of an action shooter, it featured clans of 'space vampires' in a sci-fi setting. As design on StarCraft shifted towards an RTS game, it was decided to simplify things into recognizable traits; spidery aliens and psychic brain aliens would be easily recognizable to an audience.[14] Orcs were present during development, with the idea of copying the set-up of the first Warcraft game, Orcs and Humans. This idea was later abandoned.[10]

The terrans, protoss, and zerg made it to the final product, but they differed from early conceptions. In early concepts for the game (which originally took place in the 28th century), the terrans had ruled the stars for 600 years, but now possessed just a fragment of their early territory. The zerg (or "zurg" as they were originally known) were a bio-mechanical race rather than a purely organic one.[15] The protoss were openly hostile to the terrans and in the game's original backstory, carried out a massacre of terrans on one of the planets of Tau Ceti.[16]

Initially, the storyline was broad, the key events such as the fall of the Terran Confederacy and the invasion of Aiur not being implemented until work began on the single player campaign.[14] Cinematics were created before the fleshing out of the story, designed so that they could easily fit in—the intro cinematic is an example of this, designed to sell terrans as "rednecks."[10]

Certain elements of the canceled Blizzard game Bloodlines were ported into StarCraft,[17] though others (such as its space vampire concept) were cut.[14]
Gameplay

    Main articles: StarCraft alpha and StarCraft beta

During the development process, there were great efforts to steer the game away from being simply "Warcraft in Space," and eventually the entire game engine had to be rewritten to allow the developers to achieve the desired result. Unlike Warcraft, where both the Alliance and Horde played identically bar spells, it was intended that StarCraft possess a rock/paper/scissors style of balance, partially inspired by Magic: The Gathering.[9]
Awards
Wog-StarCraftStarCraft on the Walk of Game.
HawkiAdded by Hawki

StarCraft has been nominated for GameFAQ's 10 best games ever, and Sony's Walk of Game.

Guinness World Records awarded StarCraft the records for "best selling strategy game for PC"[18] and "longest-serving eSports game" on 1 November 2010.[19]
References
Smallwikipedialogo

This page uses content from the English Wikipedia. The original content was at StarCraft

The list of authors can be seen in the page history of StarCraft.

Wikipedia content was licensed under the GNU Free Documentation License prior to June 15, 2009 is. Wikipedia content from June 15, 2009, and StarCraft Wiki content, is licensed under the Creative Commons Attribution-Share Alike License 3.0 (Unported).

    ↑ IGN staff. 2000-01-20. StarCraft Named #1 Seller in 1998. IGN. Accessed 2007-09-01.
    ↑ Olsen, Kelly (2007-05-21). South Korean gamers get a sneak peek at 'StarCraft II'. USA Today. Retrieved on 2008-01-09
    ↑ IGN staff. 2009-06-05. E3 2009: Guinness World Records Announces Awards at E3. IGN. Accessed 2009-06-07.
    ↑ StarCraft Named #1 Seller in 1998. IGN (1999-01-20). Retrieved on 2006-08-19.
    ↑ The Academy of Adventure Gaming Arts and Design. Game Manufacterers Association (1998-01-01). Retrieved on 2007-08-01.
    ↑ Jeff Grubb, Gabriel Mesta, Tracy Hickman and Micky Neilson (November 13, 2007). StarCraft Archive. Simon & Schuster (Pocket Star). ISBN 1-4165-4929-3.
    ↑ Cho, Kevin (2006-01-15). Samsung, SK Telecom, Shinhan Sponsor South Korean Alien Killers. Bloomberg.com. Retrieved on 2006-08-18.
    ↑ Gamespy Staff. 2006-03-24. Blizzard Postpones StarCraft: Ghost Indefinitely, GameSpy. (retrieved February 21, 2007)
    ↑ 9.0 9.1 9.2 Jeff Grubb, Gabriel Mesta, Tracy Hickman and Micky Neilson (November 13, 2007). The StarCraft Archive. Simon & Schuster (Pocket Star). ISBN 978-1416-54929-1.
    ↑ 10.0 10.1 10.2 10.3 10.4 Blizzard Retrospective, Blizzard Entertainment. Accessed on 2011-07-20
    ↑ 2010-04-28, Shattered Nations (PC - Cancelled). BetaRush, accessed on 2013-05-29
    ↑ Blizzard Entertainment Inc., Moby Games. Accessed on 2013-05-28
    ↑ JudgeHype, Pax Imperia II. Accessed on 2013-05-28
    ↑ 14.0 14.1 14.2 2008-02-27. BlizzCast: Taking you deeper into the World of Blizzard: Episode 2. Blizzard Entertainment. Accessed 2008-02-27.
    ↑ 2007-06-24, Starcraft Teaser (1995). YouTube, accessed on 2013-02-06
    ↑ Beta. Accessed on 2008-01-26
    ↑ 2013-01-14, The Art of Blizzard: Chris Metzen Discusses Blizzard's Past and Future Games. Complex Gaming, accessed on 2013-05-29
    ↑ Best selling strategy game for PC. Guinness World Records. Accessed 2012-07-23.
    ↑ Longest-serving eSports game. Guinness World Records. Accessed 2012-07-23.

    Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
    Metzen, Chris and Samuel Moore. “StarCraft: Revelations.” Amazing Stories no. 596 (Spring 1999): 20-27.
    Neilson, Micky. “StarCraft: Hybrid.” Amazing Stories no. 601 (Spring 2000): 70-75.

External links

    StarCraft homepage at Blizzard Entertainment
    Battle.net StarCraft Compendium
    StarCraft Forums




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