In order to win, a player should consider the opportunity cost of his or her choice. By spending attention on micro, we are omitting macro, and vice-versa.
It is generally accepted that good macro is more valuable than good micro. So why is macro better? Consider pitting a micro-oriented player against a macro-oriented player both with the same amount of attention and APM.
Overall, the macro player will have a better economy and more units, and can usually overpower the micro player no matter how good his or her control is. Because of this, attention to macro is generally more valuable than attention to micro. Since focus on macro is the better choice, let us consider the case of two macro-oriented players with the same amount of attention.
Both will amass a similarly-sized army and both will have similar economies, so who is victorious? It comes down to unit positioning and the outcome of battles; essentially micro. Thus, players who want to win will practice both micro and macro in order to out-micro and out-produce their opponents. The marginal benefit of micro will be apparent if the macro abilities of the players are the same. Good players will allocate the appropriate time for each to get the most benefit from their actions.
It is a good idea to also take into consideration the cost to your opponent when deciding between micro and macro as well, and how well off you will be in relation to your opponent when you decide, for example, to spend time controlling Mutalisks to destroy SCVs. You may reduce your opponent's income but you may also forget to make more Drones at the right time. If you switch to production, you may leave your Mutalisks vulnerable or simply unused. In this sense the game becomes a balancing act between micro and macro.
A player has to pick one of three races to play with, or choose Random. Each race has different Buildings and Units and consequently different ways of playing with then. The races are:. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Stay Connected. Contact Us. Site Map. All games, one app:. Stay Connected:. All trademarks referenced herein are the properties of their respective owners. Do not sell my personal information.
Cookie Policy. More of an action shooter, it featured clans of ' space vampires ' in a sci-fi setting. The original pitch was a science-fantasy epic, with "a story told in a far-out universe with a huge world and different factions. 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.
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.
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 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. Here, the Terran Confederacy was apparently the sole power within the Koprulu sector, and, experiencing resource and fuel shortages, looked to the protoss worlds for new resources. At the same time, the zerg were rampaging through protoss space, destroying everything in their path.
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. A recurring theme in the cinematics was the lack of a clear victory, with triumph always coming at a cost, with the price being paid by the "poor bastards" terrans being sent to the frontlines. During development, Chris Metzen went back to the cinematics, incorporating them into the campaign's flow.
This led him to change some elements of the story so that they would better fit the cinematics. The exception to this was Tassadar 's sacrifice at the end of the game, which was specifically requested by the game's design team to be the game's finale.
The game's characters were developed on the fly, inserted into the story as required. For instance, Jim Raynor was created so that the player would have a character they were invested in. However, Raynor needed someone to talk to, and thus Sarah Kerrigan was introduced. The terran campaign was written before the zerg campaign.
In developing the latter, the writers hit a snag, as there were only a few sentient creatures in the Swarm, and the Overmind "was not exactly the charming sort. In the original version, Kerrigan was "dead-dead. How would she interact with her former friends and allies? In the words of Chris Metzen , "it felt so crazy we couldn't help but run with it. When developing the game's zerg campaign, Metzen gave the campaign "a Shakespeare meets Old Testament kind of vibe.
The protoss campaign is the third and final campaign of the game's storyline. In terms of structure, the first two campaigns are part of a story direction that reaches climax with the protoss, as the player gets to see the downfall of the Protoss Empire. Certain elements of the canceled Blizzard game Bloodlines were ported into StarCraft , [47] though others such as its space vampire concept were cut.
StarCraft sold well, which Blizzard was prepared for. What wasn't expected was the reception in South Korea. It was the first Blizzard game to begin pushing the company in a global direction. StarCraft was the best selling computer and video game of Guinness World Records awarded StarCraft the records for "best selling strategy game for PC" [52] and "longest-serving eSports game" on 1 November This page uses content from the English Wikipedia.
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Main article: StarCraft: Brood War. Main article: StarCraft: Remastered. Main article: StarCraft storyline. Main article: StarCraft professional competition. Main article: StarEdit. In reality, it was more like a bar brawl. And we all really loved sci-fi. We wanted to leave the earth and go out into space.
It was more of—let's put this in, and boom. There was no going back, no 'Hey, can we redo this? It was cool, just as it was. At least for the Terran this was the idea, but [it was] also a major influence overall, in the main menus, and in the cinematics.
What would country and rock music sound like in the future, after humans had conquered interstellar travel? Main articles: StarCraft alpha and StarCraft beta. When we made these races, we just threw a bunch of crap at the wall and saw what stuck. We knew that our Terrans were going to be rough and dirty.
We knew we wanted the Protoss to be—not savage, exactly, but primal, and powerful. And we knew we wanted the Zerg to swarm. IGN Retrieved on Game Manufacterers Association StarCraft Archive. ISBN StarCraft: Brood War. Blizzard Entertainment in English. Frequently Asked Questions. Blizzard Entertainment. Accessed And then more importantly, what is going on with Samir Duran?
My instinct tells me that they should not be canon, but I'd have to look at them again because there's probably good DNA there that might be useful. StarCraft Legacy. Glynnys Talken alias Kerrigan Voice Actress. The StarCraft Archive. The Cinematic Art of StarCraft hardcover. Blizzard Entertainment, October 18, Blizzcon Interview Mike Morhaime. Accessed on Insight Editions, February 12, StarCraft Named 1 Seller in USA Today.
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