StarCraft 2 Is Just ‘Good Enough’
StarCraft 2 is a fun game. It’s within my favorite genre, real-time strategy, specifically the base-building variety. There aren’t many more base-building, resource-gathering RTS’s anymore. C&C 4 really changed that up, and DoW2′s base-building is extremely on the light side – in favor of unit customization, but still a ton of fun. But this is where my point comes in; StarCraft 2 is still the same game from 1998. That’s not a bad thing, but it doesn’t do anything new. But at the same time, base-building RTS’s just haven’t been popular anymore. They have their initial release, some campaign talk, then drop out of existance. That is, except for Blizzard’s StarCraft. But why?
StarCraft is easy. Maybe not against a bunch of Zerg AI or a Korean opponent, but the actually strategy involved is small. Though, the professionals have the math down. There are calculations for build order and such which then makes those higher-level matches about time rather than actual skill to stand your ground. That’s what I dislike about that type of RTS.
This is where Command & Conquer comes in. That RTS really had me pulled in and I’m sure I’ve played much more than StarCraft (though, I can only ever get people to play SC online so it’s possible my multiplayer time is higher in that regard). C&C always had factions with completely different unit types. While SC or SCII may seem that way, you can actually pick any unit and find its comparable counterpart from another faction. And micro-managing. Later C&C’s made it important to keep units alive in order for them to gain veterancy. Also, earlier C&C’s were really about skill in regard to maps. They were assymetrical and the resources were randomy scattered. Tiberian Sun even had a random map generator. It wasn’t about the map or how quick you were – maps were whatever – you just had to create a good army and good defense. I don’t know how to stress this enough – it wasn’t about the map, but how you manage your army.
With that, StarCraft II isn’t doing anything new or interesting, and it’s selling like mad. I think that’s good for the name of base-building RTS’s. I hope to see more devs working on BBRTS’s. Though, I hope they add some innovation. Like in Act of War, purchasing an upgrade that allows troops to use non-lethal combat, so you could then capture enemies and gain a secondary income source. See? That’s micro-managing. Or how about attaching commanders and/or squad leaders to groups of units for bonuses? For the record, I’m not a fan of building infantry as squads. Ew. But, Dawn of War is fucking fun.
What StarCraft 2 did right was with the campaign. It is large, with many possibilities. Path-branching, upgrading, and very story-driven. There’s gameplay here between the missions. It is very cool. I’m about the finish the game so hopefully my review will be up soon.
