Not joking, I started playing a month ago and I like it, although I'm trash. The sound of WCs mining is soothing to me, and terran ost is cool as hell. Also
>You wanna piss on me boy >You wanna piss on me b- >You wanna piss on me boy >You wanna piss- >You wanna piss on me boy >You wanna piss on me boy >You wanna piss on me boy
it had low system requirements and you could install it on multiple computers with only one cd. also it's a pretty good competitive rts. most other big rts games are fun when you are having a lan party with your bros, but turn into absolute shit when someone actually learns how to play and tries to win.
fricking moron it's >you want a piece of meat boy
it didnt? its completely dead while AoE2 is flourishing
I've been watching a lot of aoe2 lately but it's boring as hell seeing pros make 80 villagers while their entire military is like 4 spearmen and 3 monks.
>ultimate multiplayer RTS
Custom maps. You had hydra rancher, SCV football, all sorts of RPGs and OpenRPGs, Smash TV, Aeon of Strife (DotA before DotA), and even deduction games similar to Among Us like Scream, but in 1999-2000. >the pathfinding is horrible
Better pathing than any other RTS at the time.
AoE2 was dead in 2001. That was a single player game with a skirmish mode with a few tower defense maps. You didn't play it online at the time. Almost nobody who plays AoE2 played AoE2 online, and most of the ones who did just ran a few coop maps with their real life friends. AoE2 didn't exist as a realistic multiplayer game until it was re-released, which is when Microsoft started pumping money into the esports scene. And even then, it peaked at half of the re-re-release, which is still comparatively small.
>and even deduction games similar to Among Us like Scream
Yup. There was another one too. Something about Parasites. It was literally among us.
Not to mention the earliest instances of "tower defense" games with turrent and sunken defense
The pathfinding is also bad for your opponent, resulting in more micromanagement. Of course, you have to balance that with macro management. It's more fun because there's more to do, I guess
Because:
It had an infinite skill ceiling.
It was great for spectating.
It has the potential for creative strategic tactics that even noobs can appreciate.
Also it's just visually appealing and full of soul.
this
and besides FGC games and quake it was the premier 1v1 ill frick you up in game simulator
laddering back in the day in brood war was some of the most toxic and hilarious times ive ever had playing any game >proxy barracks rush someone
Black person FRICK YOU in chat immediately >queue into him next game
do it again and you just know the guy is breaking everything in his house
nothing will come close to the multiplayer bliss that was brood war laddering
also its a game where you 100% control every variable of why you won and lost for the most part, so reviewing other matches, your matches, vods, base timing, build orders all to improve your opener by 3 seconds was so autisic and yet so satisfying
pretty much this, there were prodigies like Boxer who shaped the MP aspect of the game and helped the scene flourish thanks to his skills, besides that, it is very fun to watch from the get go.
BoxeR was a big for sure. He did things that impressed even randos and attracted them to the game. He was the only player I saw that had a "frag montage" for fricking starcraft.
Unironically skill issue
At least now that you've tried it you might appreciate watching it a bit more
Not being able to box everything and just a move means there's practically infinite room for skill expression
The races are pretty well balanced and asymmetrically at that
The bar for entry that is the skill required keeps cancer in check balance wise
And that same bar means there will be an ever evolving meta, you have to git gud to actually execute
NTA, but units having quirks in the way they move and attack that go beyond just stats makes controlling a large, varied army a skill in and of itself.
>Not being able to box everything and just a move means there's practically infinite room for skill expressio
OP's criticism was the pathfinding, which did have some problems, esp for dragoons.
It's something to nitpick about despite being the best RTS ever made.
Because unlike other more amorphous and complicated RTS games, Starcraft replaces strategy with easily memorable routines and emphasizes APM over decision making. This makes it more appealing to normies and widened their audience. Its always basically been a card battle game disguised as an RTS where you have to do a lot of clicking and timer monitoring to activate your cards.
>t. Korean
It was only relevant in Korea. Nobody gave a shit about the Korean clickfest. They only pretend they do now because e-sports became a fricking thing (but only in china and korea lmao) so they study Korea and Starcraft's case which is ludicrous because it's hard to replicate in other nations.
Back then,the game mechanics was simple enough for anyone with basic understanding of the game to appreciate, but autistic enough for two asiaticclickers to have an epic clickfest.
The game was available in every internet cafe, where many Koreans would congregate after school or work. (Think cs: 1.6 for eastern europe)
Local tournaments were common and the government was supporting anything IT related which then led to both the government and corporates probing for a baseball major-league like potential in video gaming (which was and is big in Korea)
There were some international tournaments where eventually Koreans would dominate. Foreign gamers moved on to newer titles like WC3 and C&C Generals and CoH and DoW.
Koreans were kinda stuck with the whole e-sports infrastructure and fanbase due to the difficulty of publishing titles and language barrier. (American fans are mostly fond of sc's lore whereas Korean fans don't really know or care about the lore)
I also have to mention that there were lots of user created contents and maps due to spread of internet and household pcs during that time. Which more or less gave life extension to its popularity.
Euros definitely jumped on WC3 (unlike Koreans) and splited RTS player base.
And popularity of the WC3 in Europe laid down infrastructure for DotA that eventually killed RTS.
They asked the BW community what they wanted and the reply was that they don't want anything gameplay-related touched at all, so that's what they did. Obviously the remaining community was focused on the pro scene and anyone who disliked the game's mechanical difficulty had long since been filtered out.
Exactly that's why - clickfest other players utilize to get around horrible pathfinding autistic Koreans turned into "skill". You don't need to think, just memorize build orders and click as fast as humanly possible - perfect for sport.
It's perfectly made simple game.
Art direction is outstanding, consistent art themes, every units has clear recognizeable shape with properly emphasize "bright points", everything movies smoothly. Excellent soundtrack. Game is pleasing for senses, ther is no things in the game art wise that you can say it out off place and can be improved, it's definition of perfection, there is nothing to improve.
That made huge popularity among general gamer public and laid playerbase for PvP.
Not to mention it's exceptionally performant. Blizzard was so good at making insanely optimized games with the "3d model rendered as 2d spirtes" paragidm. I shat brix when I saw the game for the first time as a kid.
>there is nothing to improve.
Except the one thing the OP pointed out. As a dude who legit worked in esports specifically because of this game, /it ain't good./ Ultimately it worked-out for skill expression on a high level, and even for more casual players it felt rewarding to properly manage a big army, but man can it be painful. Dragoons just forgetting their command because their buddy blocked them for a split second on a ramp, zerglings running along the edge of a cliff the wrong way for the same reason, vultures randomly stopping on a dime because of a quirk in group-queue AI. Sure, lots of cool side-effects, but the pain points are equal to the cool stuff that is largely utilized by only the high-level players.
I was gold in SC2 and while i could get some of the mechanics in BW, it eventually just got grating when I kept on losing units to stupid reasons. It was really fun to play on fastest, BHG or other FFA modes.
Max 12 units selected and individual ubit abilities, mama, and cool downs meant it had a very high but extremely particular micromanagement m skill cap, which made people fixate on it.
Forged alliance is the best rts ever made btw.
Too many factors to list. Most of all it was just an excellent game for its time. The multiplayer experience was fricking great. There were so many creative UMS maps too, especially the tower defense maps.
It came and went in the west.
Korea went hard into it though and it took off over there, which then made it have a resurgence over in the west once the pro scene took off.
cause koreans are moronic
Not joking, I started playing a month ago and I like it, although I'm trash. The sound of WCs mining is soothing to me, and terran ost is cool as hell. Also
>You wanna piss on me boy
>You wanna piss on me b-
>You wanna piss on me boy
>You wanna piss-
>You wanna piss on me boy
>You wanna piss on me boy
>You wanna piss on me boy
it had low system requirements and you could install it on multiple computers with only one cd. also it's a pretty good competitive rts. most other big rts games are fun when you are having a lan party with your bros, but turn into absolute shit when someone actually learns how to play and tries to win.
fricking moron it's
>you want a piece of meat boy
I've been watching a lot of aoe2 lately but it's boring as hell seeing pros make 80 villagers while their entire military is like 4 spearmen and 3 monks.
>jacked off and good to go
My wife for hire!
because maximum sovl
don't try to understand, zoomzoom. what was has been lost. it's like trying to describe a sunset to the colorblind.
it didnt? its completely dead while AoE2 is flourishing
>ultimate multiplayer RTS
Custom maps. You had hydra rancher, SCV football, all sorts of RPGs and OpenRPGs, Smash TV, Aeon of Strife (DotA before DotA), and even deduction games similar to Among Us like Scream, but in 1999-2000.
>the pathfinding is horrible
Better pathing than any other RTS at the time.
AoE2 was dead in 2001. That was a single player game with a skirmish mode with a few tower defense maps. You didn't play it online at the time. Almost nobody who plays AoE2 played AoE2 online, and most of the ones who did just ran a few coop maps with their real life friends. AoE2 didn't exist as a realistic multiplayer game until it was re-released, which is when Microsoft started pumping money into the esports scene. And even then, it peaked at half of the re-re-release, which is still comparatively small.
>and even deduction games similar to Among Us like Scream
Yup. There was another one too. Something about Parasites. It was literally among us.
Not to mention the earliest instances of "tower defense" games with turrent and sunken defense
moron post
seething blizzdrone
The pathfinding is also bad for your opponent, resulting in more micromanagement. Of course, you have to balance that with macro management. It's more fun because there's more to do, I guess
I don't get it. Did the Dragoon walk onto a higher terrain without a ramp?
Yes, and across water, which is also a barrier.
is it a bug or something?
Because:
It had an infinite skill ceiling.
It was great for spectating.
It has the potential for creative strategic tactics that even noobs can appreciate.
Also it's just visually appealing and full of soul.
this
and besides FGC games and quake it was the premier 1v1 ill frick you up in game simulator
laddering back in the day in brood war was some of the most toxic and hilarious times ive ever had playing any game
>proxy barracks rush someone
Black person FRICK YOU in chat immediately
>queue into him next game
do it again and you just know the guy is breaking everything in his house
nothing will come close to the multiplayer bliss that was brood war laddering
also its a game where you 100% control every variable of why you won and lost for the most part, so reviewing other matches, your matches, vods, base timing, build orders all to improve your opener by 3 seconds was so autisic and yet so satisfying
pretty much this, there were prodigies like Boxer who shaped the MP aspect of the game and helped the scene flourish thanks to his skills, besides that, it is very fun to watch from the get go.
BoxeR was a big for sure. He did things that impressed even randos and attracted them to the game. He was the only player I saw that had a "frag montage" for fricking starcraft.
my dad didn't follow starcraft at all and yet he still heard about bisu's revolutionary 3-0 over savior
Unironically skill issue
At least now that you've tried it you might appreciate watching it a bit more
Not being able to box everything and just a move means there's practically infinite room for skill expression
The races are pretty well balanced and asymmetrically at that
The bar for entry that is the skill required keeps cancer in check balance wise
And that same bar means there will be an ever evolving meta, you have to git gud to actually execute
>Not being able to box everything and just a move means there's practically infinite room for skill expressio
NTA, but units having quirks in the way they move and attack that go beyond just stats makes controlling a large, varied army a skill in and of itself.
OP's criticism was the pathfinding, which did have some problems, esp for dragoons.
It's something to nitpick about despite being the best RTS ever made.
Because unlike other more amorphous and complicated RTS games, Starcraft replaces strategy with easily memorable routines and emphasizes APM over decision making. This makes it more appealing to normies and widened their audience. Its always basically been a card battle game disguised as an RTS where you have to do a lot of clicking and timer monitoring to activate your cards.
if you compare it to other RTS of the time the pathfinding is borderline heavenly
Unironically get gud, you are supposed to control what your units are doing not expect everything to be automatic.
>t. Korean
It was only relevant in Korea. Nobody gave a shit about the Korean clickfest. They only pretend they do now because e-sports became a fricking thing (but only in china and korea lmao) so they study Korea and Starcraft's case which is ludicrous because it's hard to replicate in other nations.
Back then,the game mechanics was simple enough for anyone with basic understanding of the game to appreciate, but autistic enough for two asiaticclickers to have an epic clickfest.
The game was available in every internet cafe, where many Koreans would congregate after school or work. (Think cs: 1.6 for eastern europe)
Local tournaments were common and the government was supporting anything IT related which then led to both the government and corporates probing for a baseball major-league like potential in video gaming (which was and is big in Korea)
There were some international tournaments where eventually Koreans would dominate. Foreign gamers moved on to newer titles like WC3 and C&C Generals and CoH and DoW.
Koreans were kinda stuck with the whole e-sports infrastructure and fanbase due to the difficulty of publishing titles and language barrier. (American fans are mostly fond of sc's lore whereas Korean fans don't really know or care about the lore)
I also have to mention that there were lots of user created contents and maps due to spread of internet and household pcs during that time. Which more or less gave life extension to its popularity.
almost none of what you said is accurate
Euros definitely jumped on WC3 (unlike Koreans) and splited RTS player base.
And popularity of the WC3 in Europe laid down infrastructure for DotA that eventually killed RTS.
they should have remastered brood war like they did AoE2. keeping all the janky mechanics and not working on balance is a mistake imo.
AoE2:DE is really nice to play
They asked the BW community what they wanted and the reply was that they don't want anything gameplay-related touched at all, so that's what they did. Obviously the remaining community was focused on the pro scene and anyone who disliked the game's mechanical difficulty had long since been filtered out.
>the pathfinding is horrible
No, you are horrible. Get good.
Exactly that's why - clickfest other players utilize to get around horrible pathfinding autistic Koreans turned into "skill". You don't need to think, just memorize build orders and click as fast as humanly possible - perfect for sport.
It's perfectly made simple game.
Art direction is outstanding, consistent art themes, every units has clear recognizeable shape with properly emphasize "bright points", everything movies smoothly. Excellent soundtrack. Game is pleasing for senses, ther is no things in the game art wise that you can say it out off place and can be improved, it's definition of perfection, there is nothing to improve.
That made huge popularity among general gamer public and laid playerbase for PvP.
Not to mention it's exceptionally performant. Blizzard was so good at making insanely optimized games with the "3d model rendered as 2d spirtes" paragidm. I shat brix when I saw the game for the first time as a kid.
>there is nothing to improve.
Except the one thing the OP pointed out. As a dude who legit worked in esports specifically because of this game, /it ain't good./ Ultimately it worked-out for skill expression on a high level, and even for more casual players it felt rewarding to properly manage a big army, but man can it be painful. Dragoons just forgetting their command because their buddy blocked them for a split second on a ramp, zerglings running along the edge of a cliff the wrong way for the same reason, vultures randomly stopping on a dime because of a quirk in group-queue AI. Sure, lots of cool side-effects, but the pain points are equal to the cool stuff that is largely utilized by only the high-level players.
Are you really saying this masterpiece isn't good because of a single bug?
I can see how it could've been confusing, but I meant specifically the pathfinding.
I was gold in SC2 and while i could get some of the mechanics in BW, it eventually just got grating when I kept on losing units to stupid reasons. It was really fun to play on fastest, BHG or other FFA modes.
>the pathfinding is horrible
Not really, but units don't coordinate like they do in modern games.
Max 12 units selected and individual ubit abilities, mama, and cool downs meant it had a very high but extremely particular micromanagement m skill cap, which made people fixate on it.
Forged alliance is the best rts ever made btw.
>GAWR GURA
>My wife for hire!
overmind
>MY WIFE FOR HIRE
Khalamind
because it has SOUL
something your zoomer corpse will never have
Idk. Been playing Kane's wrath with my brother lately and having a blast.
Too many factors to list. Most of all it was just an excellent game for its time. The multiplayer experience was fricking great. There were so many creative UMS maps too, especially the tower defense maps.
same reason cs got to be so big
also koreans
I am glad that sc2 died and sc1 is pretty much korea only
into my pipe 5 by 5
shit ruled
Bros I can feel the KOREA TIME approaching, PvP today
It came and went in the west.
Korea went hard into it though and it took off over there, which then made it have a resurgence over in the west once the pro scene took off.