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| From the profile info:
Patrick Wyatt - game developer and programmer (Warcraft, Starcraft, Diablo, Guild Wars, battle.net) - co-founder of ArenaNet - blogger: www.codeofhonor.com Edit: remove backticks |
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| One less talked about thing when discussing StarCraft, that might be more pertinent to HN audience, is that this game was almost endlessly hackable. And I mean that in the truest sense of that word. Many a careers were launched by playing around with OllyDbg and learning to reverse engineer code all so you could create an awesome plugin [0] for the community.
Which brings me to my next point, which is that the community aspect of StarCraft is a huge part of why it remained popular for so long. As previously mentioned, there were hackers and programmers developing awesome tools that helped the scene, but also there were map makers which were essential in keeping the game balanced. One little known fact about StarCraft is that the last balance patch released by Blizzard was in 2001, at the early beginnings of the pro scene. After that, the game was kept fresh and balanced by community map makers. Combine that with people who created websites where you could follow news about Korean pro scene (TeamLiquid has its roots here), talk with other people about StarCraft, and other people who organized tournaments and did everything else; and you get a formula which almost ensures the longetivity of the game. I wouldn't be surprised if there are people playing and following this game in 20 years time. I know I'll be one of them. [0] - https://github.com/TheEngineeringBay/Awesome-Broodwar-Resour... |
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| I played this custom map called "Assassins", and it was one of the best things I ever played, I'm not exaggerating. Idk if something similar already existed, or if it came out from SC2, but I was really hoping for someone to make a real game based on it. Everything I can find on the internet is just this one yt video, but it's an older version, I didn't play under 3.0 I think - https://www.youtube.com/watch?v=TX4hpQouvKA
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| Is there any game which is proportional more fun for the computational resources it uses compared to late '90s games?
Some things were basically perfected back then. |
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| It technically ran on a 486, but was painfully slow.
IIRC the box stated 100MHz Pentium minimum, but we found for LAN sessions that you really wanted a 200MHz MMX CPU to never suffer slowdown. |
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| it barely ran on 486 fwiw, it would have a major ongoing pause every 2 seconds or so at beginning, getting worse as game progressed. -anecdote from a boy that badly wished for a 586. |
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| I don't disagree, but when I'm playing the campaign or custom maps, I'm not too worried about skill expression and micromanaging these brain-dead units is not all that fun. |
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| While there was a ban, it wasn't an all-encompassing ban on everything Japanese. To give you a video game example, both NES and SNES were licensed to Hyundai and released as Comboy (컴보이) and Super Comboy (슈퍼컴보이). This came with the expected large releases, as you can see in Korean adverts of the time, literally singing about Super Mario, Bubble Bobble, Megaman III, Ninja Turtles, Doctor Mario, Dragon Quest, Zelda, etc.[0][1]
Manga and anime were available as well, as long as they were translated and adapted to local references accordingly. Dragon Ball was available by 1989 officially[2] and Crayon Shin-chan by 1995[3]. Music and regular films were the most impacted since Japanese language could not be kept in media. Reading through the Wikipedia article for it[4], it's quite incomplete as it makes it sound like all things Japanese were banned in Korea. At least for games, anime, and manga, by mid-90s, quite a lot were available officially. While a bit biased (a whole separate issue about Namuwiki[5]), here's a perspective on the history of it if you can read Korean (or want to read through a translator)[6] [0] https://www.youtube.com/watch?v=a_C6azkQ7Mw [1] https://www.youtube.com/watch?v=xzBHMmDBKuE [2] https://namu.wiki/w/%EB%93%9C%EB%9E%98%EA%B3%A4%EB%B3%BC#s-1... [3] https://namu.wiki/w/%ED%81%AC%EB%A0%88%EC%9A%A9%20%EC%8B%A0%... [4] https://en.wikipedia.org/wiki/Japanese_influence_on_Korean_c... [5] https://en.wikipedia.org/wiki/Namuwiki [6] https://namu.wiki/w/%EC%9D%BC%EB%B3%B8%20%EB%8C%80%EC%A4%91%... |
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| Korea stopped dominating because Starcraft dropped in popularity inside Korea relative to newer games. Then the world's much larger population size produced a few players who could outcompete them. |
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| Nice synchronicity — I just reinstalled Brood War last week.
Does anybody know the current state of Battle.net emulation for the older non-Remastered game? The bnetd drama was twenty years ago at this point and I would like to be able to play online without the Microsoft-Vivendi-Activision-Zenimax-Blizzard Borg having any say in it. RE: https://en.wikipedia.org/wiki/Bnetd I prefer to patch only up to 1.15.x to keep network compatibility with the Classic Mac OS version of the game :) |
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| You might be interested in:
https://github.com/ShieldBattery/ShieldBattery
It's a project that few of us started almost a decade ago to ensure the longevity of this game. We don't try to emulate Battle.net at all, but instead we take only the gameplay itself and reimplement everything else ourselves. It's a work in progress, so please let us know what you'd like to see in there that's currently missing if you do check it out. |
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| Emulation of Battle.net is a DMCA violation, therefore a felony violation of copyright to use or distribute in the USA.
There is PVPGN, which has recent activity: https://github.com/pvpgn Microsoft owns both GitHub and all Blizzard IP, so it's only a matter of time before they send a DMCA takedown order to themselves to remove this copyright-infringing material :) |
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| What was the name after it was called bnetd? I think I probably have it somewhere.
Iirc there was a games server that emulated a bunch of thing including starcraft. I'm drawing a blank here. |
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| I couldn't get into it. I wasn’t sure if it was the game itself, my movement away from being a gamer, or just missing the game I knew so well. |
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| I think part of it is just growing up as a human. I don't think I'll never enjoy games as much as I enjoyed Starcraft and Halo 1 & 2. It was just the perfect age for me |
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| Kara-cancels were a glitch in SF2 turned into a feature in all subsequent games, in SF3 devs added ability to kara cancel into throws, probably because of Alex being a protagonist (: |
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| That is because I only mentioned them, didn't explain them.
Kara-cancel is a mechanic that lets you extend the range of your moves, in 3s is used for throws. So the input for throws in 3s is lp+lk. Now, what happens if while one is trying to press the buttons at the same time they press one slighty before the other? A move will start to come out and then you can't throw because you are doing another move. To make it easier to input throws, devs made so that _any_ move can be canceled into a throw in the first 5 frames of the move. 5 frames is 5/60ths of a second. Separate to that, some moves move the character forward. Ej. Chunli's HK. So people figured out that if you press a move that moved your character forward and then canceled that into a throw you can extend the effective range of your throw. Mind you doing this means pressing a button 83 milliseconds before the other one. Which is of course not something you can do by thinking about it, instead you learn to position your hand in a way so that when you move it down together one finger lands before the other two. The name kara-cancels comes from the Japanese word for empty, because you are canceling a move that never came out. Now I don't know the history, whether the mechanic was first found in 3s and then in SF2T or not, but it is an example of a mechanic intended to ease the input of something being used to expand the toolkit of a character. V-cancel (not sure if that was the name ppl used for it, didn't play sfa2) refers to the fact that in sfa2 the number of frames to go from standing to downblock is more that the number of frames a character needs to go from standing to a low attack if the character is in v-ism. This means that if two characters are standing next to each other and one activates their v super, they have a guaranteed hit. This was first used by Ricki Ortiz in a tournament setting in a finals and that is how it became wildly know. The story of it was documented in Sirlin's Play to Win book, which is how I learned about it. https://www.sirlin.net/ptw |
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| This is about harvesters, which is only the case when they are mining minerals / gas.
The commenter was talking about army movements, units which actually collide with each other. |
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| What’s amazing about Blizzard is that they got me so early that I saw Warhammer Fantasy and 40K as the store brands until sometime in my twenties. |
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| Someone should make a documentary about the history of StarCraft and where it's going next
I also wish we saw more AI leagues and gameplay One of the best games of all time. |
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| I stopped playing when Blizzard made you create an online account to play your newly purchased single-player game.
and no lan play. wonder if that kind of friction kills things. |
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| The game being a big hit in SK is nice theoretically but doesn't mean you can afford to develop patches or sequels if nobody is actually buying copies of it. |
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| I think, as Blizzard demonstrated, it's not universally true that faster is better.
In some markets it's better to be slower to market with a better product, e.g. Apple |
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| I think “floating” units also have a different movement behaviour. They move a lot more like flying units. Do they also stack and transit through each other? I don’t recall. |
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| The person who returned to them the source code disk has done everyone dirty. I’m optimistic Microsoft will eventually open source stuff but goddammit. |
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| Really hoping that Microsoft buying Blizzard, might lead to a resurgence in interest and development, along the lines of the resources put into Age of Empires. |
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| You were definitely a very early adopter if you had broadband in 1994. It wasn’t until the late 90s that most people started switching away from dialup. |
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| Sounds like it. My house in Miami was subject to Adelphia (a notorious scam company) while my friend 20 miles away had fiber to the curb in 2002 or something. |
First year sales were on the order of 100x that amount, quite the surprise for everyone at Blizzard!