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Warcraft II is a bad example here - it's completely unplayable if you're used to any kind of modern RTS. Terrible unit AI (not computer AI), selection limits,
by candybar 5y ago
Warcraft II is a bad example here - it's completely unplayable if you're used to any kind of modern RTS. Terrible unit AI (not computer AI), selection limits, no rally points or queuing. It also has just 2 factions. Starcraft, which only came out just over 2 years later, blows it away from gameplay perspective. Warcraft 3 came out in 2002 (6 and half years after Warcraft 2) and represents an even larger improvement in gameplay and a huge increase in complexity (all of the improvements from Starcraft carried over, 3D terrain, perspective and unit rendering, 4 factions). Arguably that's when things started to slow down in terms of improvements - the gap between Starcraft 2 (2010) and Warcraft 3 (2002) is much smaller than the gap between Warcraft 3 and Starcraft 1 (1998), which in turn is much smaller than the gap between Starcraft 1 and Warcraft 2 (1995).
- egfx 5y agoNot to mention that Warcraft 3 was Blizzard's first ever 3D engine. It was actually carried over from an engine developed for Descent (https://news.ycombinator.com/item?id=20973306 https://news.ycombinator.com/item?id=20973306), effectively a simplified perspective shooter. Constraint sometimes bubbles up to the surface the best solutions. A bit late to this thread. I was the QA Graphics Lead for WarCraft 3.