Most
gamers have heard of StarCraft, the strategy game by Blizzard Entertainment.
But very few people actually know what it is. Most people know that the game is
very popular in South Korea, and that there are tournaments and “pro-gamers”
that spend their entire lives playing this game. This produces the general
perception that StarCraft is incredibly difficult to play and that it’s
impossible for a normal person to enjoy this game.
But
the game has changed. In July 2010, a sequel to StarCraft was released. Though
this game is just as difficult to play as its predecessor (I would argue that
it is more difficult), the game has been completely redesigned so that it is much
easier to watch. This means that it can be enjoyed by people that do not
actually play this game. And it shows. In 2008, only around 30,000 people
outside of South Korea followed the StarCraft: Broodwar professional scene. During
the beta of StarCraft II in May 2010, the top tournaments would be lucky to
have 3000 concurrent viewers. By the end of 2011, popular online streamers can
easily break 60,000 viewers and the top-level StarCraft II tournaments would
have more viewers than nationally syndicated television channels such as Comedy
Central. (in the millions)
And
I am a strong believer in the power of professional gaming, or “e-sports”. I
want it to succeed, even more than it already has, because I love this game and
I love the community. So I decided that I want to write a guide to StarCraft
for people who want to watch the game, but don’t really want to spend much time
learning how to play it. Therefore I want to explain this game in a simple way
that may not be very good for people who actually play the game, but would
suffice for those who want to watch a StarCraft match and know what is going
on.
The
goal in StarCraft is to destroy all your opponent’s buildings. But that doesn’t
really explain the game; it doesn’t really explain how strategy works. The best
analogy that I can think of is that StarCraft is somewhat like the popular
board game Risk; you want to expand all over the map so that you have more
resources, but you don’t want to expand too quickly because then your forces
will be too spread out. The difference is that turtling does not work in StarCraft
because these maps do not have as many choke points as the Risk map; also,
there are air units which can disregard choke points. So StarCraft strategy
involves a balance between spending resources on units and spending resources
on expanding. You can also spend resources on tech; higher-tech units are
generally more cost-effective than their lower-tech counterparts, so they are
more desired.
At
the start of a StarCraft game, both players are given a main base and six
workers to start with. Unlike in some other games such as League of Legends,
Team Fortress 2, etc. more experienced players do not have an inherent
advantage in StarCraft II; they must use the fact that they are better to win,
and not rely on having more diverse options to start the game with. All players
start with a main base and six workers, which all have the same stats and the
same options (within the same race; I’ll explain this later). This main base,
like most bases in StarCraft II, has eight mineral fields and two vespene
geysers. Minerals are the primary resource used in StarCraft II, and all units
require minerals to be built. Vespene (usually known as “gas”) is used for
higher-tech units and is generally harvested later; most players will
immediately send their starting six workers to immediately begin harvesting
minerals. The main building also has a different special ability depending on
what the race is; this ability usually involves making more units.
The
third resource in StarCraft II is called supply. It is called this because
that’s what its called for Terrans; the Protoss and Zerg call it “psi” and
“control” respectively. Former WarCraft III players call the resource “food”
because that’s the analogous resource. All units take up supply; in general,
bigger units cost more supply. In order to increase your supply count, you must
build buildings that give supply. When a unit is killed, its supply is freed
back up. No player may have more than 200 supply at any given point under
normal circumstances.
There
are three races in StarCraft II; the Terrans, the Protoss, and the Zerg. All
three of these races have a different feeling and a different playstyle.
The
Terrans are human convicts that were banished into deep space and settled a
part of the galaxy far away from Earth; basically, it’s like Australia but much
more hardcore. Terran main buildings are called Command Centers and the workers
are called SCVs. Command Centers can be upgraded into Orbital Commands, which
can use either: Calldown MULE, which produces a temporary unit that mines
minerals much faster than normal workers, Scanner Sweep, which temporarily
reveals an area on the map, or Calldown Supply, which permanently doubles the
amount of supply given by a chosen supply depot.
Terran
bases are relatively easy to defend because Terrans have very good defensive
buildings. SCVs also have the repair ability, which allows them to repair their
buildings at a very high rate. This allows Terrans bases to hold long enough
for the main army to come. However, it is difficult to reinforce a Terran push
because the units are slow.
Its
tech path is linear; Terran players must build the Barracks first (infantry
units), then the Factory (mechanical units), then the Starport (air units). These
buildings can have add-ons; the tech lab allows for production of higher-level
units within that building, and the reactor allows for production of two units
at the same time. Terran buldings also have the ability to move and float
around; this allows them to swap these add-ons. Strong Terran players at the
University of Illinois include “Dully”, “Charlie” and “Wyzguy”.
The
Protoss are an advanced alien race that no longer has a home because their home
was destroyed in the campaign of the original StarCraft. In the interests of
full disclosure, I play Protoss. Protoss main buildings are called Nexuses and the
workers are called Probes. Nexuses can use the Chrono Boost ability, which
temporarily increases the speed of that building by 50% for 20 seconds. This
causes the building to train units faster. This results in interesting tactical
decisions where you can choose to produce probes faster, choose to produce more
units, choose to have faster upgrades, etc.
Protoss
bases are relatively difficult to defend due to the lack of cheap defensive
buildings, but the upside is that Protoss units are the most cost-efficient in
the game. Protoss pylons, which are the supply-giving buildings, also create a
power field; buildings (besides other pylons and Nexuses) cannot be constructed
outside of this field. It is also relatively easy to reinforce a Protoss push
because Protoss have the Warpgate ability which allows them to warp in infantry
units anywhere on the map within pylon power; this means that Protoss can create
a Pylon in a forward location and warp in units from that location.
The
Protoss tech tree is split; Protoss players must build the Gateway (infantry
units) and Cybernetics Core first, but then have a choice of going for the
Twilight Council (upgrades for infantry units, and more advanced infantry
units), the Robotics Facility (mechanical units), or the Stargate (air units).
Each of these choices then has further buildings that can be constructed after
them. Strong Protoss players at the University of Illinois include “Ekrje”, “vGesiex”
and “Chrysalis”.
The
Zerg are a biological alien race. Zerg main buildings are called Hatcheries and their workers are called
Drones. Zerg have a fourth resource called Larvae; Larvae are spawned from
Hatcheries periodically, and all Zerg units are made from Larvae. The Hatchery’s
special ability is that they may make Queens, which have the ability to make
Hatcheries spawn extra larvae.
Zerg
bases are relatively easy to defend due to the fact that Zerg units are
relatively fast and and move quickly; this, combined with the fact that Zerg
bases are cheaper, means that a Zerg player, up against an equally skilled
player of another race, will generally have more bases than the opponent. The
downside is that Zerg units are very cost-ineffective. Zergs also must make the
decision to spend their Larvae on additional Drones or spend it on attacking
units; most Zergs have difficulty finding the correct balance, and this is not
something that the other races have to worry about. However, Zergs generally
have great awareness of what the opponent is doing because they are able to
spread Creep; this can be done by Queens. Creep causes all Zerg ground units
that stand on it to move much faster, and it also gives vision. Zerg also have
Overlords, which are their supply-giving units; unlike Terrans and Protoss,
Overlords are units that can be moved, albeit slowly. Overlords can be placed
in strategic locations around the map to further scout for attacks.
The
Zerg tech tree is relatively linear; Hatcheries can be upgraded into Lairs and
Lairs can be upgraded into Hives. However, these buildings do not allow for the
production of units; rather, they unlock buildings that allow the production of
units. For example, to make Zerglings, the famed cheap melee unit that moves
quickly around the map, you must make a Spawning Pool which requires a
Hatchery. To make Mutalisks, the primary Zerg air unit, you must make a Spire,
which requires a Lair. To make Ultralisks, a late-game melee unit, you must
make an Ultralisk Cavern which requires a Hive. Strong Zerg players at the
University of Illinois include “Sic”, “vGdave”, and “MileS”.
There
is one more mechanic in this game- upgrades. All races may upgrade their units;
Terrans upgrade their infantry units at an Engineering Bay and their mechanical
units at an Armory; Protoss upgrade their ground units at a Forge and their air
units at a Cybernetics Core; Zergs upgrade their ground units at an Evolution
Chamber and their air units at a Spire. Each unit may be upgraded for attack or
for armor; attack upgrades increase the damage dealt by a unit by 1 or 2 (more
for some units), and armor upgrades decrease the damage received by a unit by
1. Upgrades are very important; many players will make two of each upgrade
building and upgrade attack and armor simultaneously.
I’m
written a lot and I’m pretty sure that most people would be bored now, but you probably feel that even after all of this you'll be unable to
understand a game. But StarCraft commentators are held to an extremely high
standard. You should be able to understand what is going on because they
explain things extremely well. So get on the internet and search for videos
from the IGN ProLeague, Major League Gaming, Global StarLeague, Intel Extreme
Masters, World Cyber Games, or one of the many other major StarCraft
tournaments. Watch our UIUC StarCraft team compete at www.youtube.com/uiuccsl. Even
if there isn’t a tournament going on, there’s probably a high-level player
streaming his or her games at www.teevox.com. Enjoy yourself and, as always,
have fun.
No comments:
Post a Comment