StarCraft | |
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Developer(s) | Blizzard Entertainment [a] |
Publisher(s) | Blizzard Entertainment [b] |
Producer(s) |
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Designer(s) |
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Programmer(s) | Bob Fitch |
Artist(s) |
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Composer(s) |
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Series | StarCraft |
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Release | |
Genre(s) | Real-time strategy |
Mode(s) | Single-player, multiplayer |
StarCraft is a real-time strategy video game developed and published by Blizzard Entertainment for Microsoft Windows. The first installment of the video game series of the same name, it was released in 1998. A Classic Mac OS version was released in 1999, and a Nintendo 64 port co-developed with Mass Media and published by Nintendo was released in 2000.
Blizzard started work on the game shortly after Warcraft II , another real-time strategy game, was released in 1995. The first incarnation debuted at the 1996 Electronic Entertainment Expo, where it was unfavorably compared to Warcraft II. As a result, the project was entirely overhauled before being showcased to the public in early 1997, at which time it received a far more positive response. The game's multiplayer is particularly popular in South Korea, where players and teams participate in professional competitions, earn sponsorships, and compete in televised tournaments.
Set in a future timeline during the 25th century AD in a distant part of the Milky Way galaxy known as the Koprulu Sector, the game revolves around three intelligent species fighting for dominance: the Terrans are humans exiled from Earth who are now skilled at adapting to any situation; the Zerg are a race of insectoid aliens in pursuit of genetic perfection and obsessed with assimilating other races; the Protoss are a humanoid species with advanced technology and psionic abilities who are attempting to preserve their civilization and strict philosophy about their way of life from the Zerg.
Many journalists of the video game industry have praised StarCraft as one of the most important [1] and greatest video games of all time. [2] The game is also said to have raised the bar for developing real-time strategy (RTS) games. With more than 11 million copies sold worldwide by February 2009, StarCraft became one of the best-selling games for the personal computer. It has been praised for pioneering the use of unique factions in RTS gameplay and for having a compelling story.
StarCraft has had its storyline adapted and expanded through a series of novels published between 2000 and 2016, the expansion pack StarCraft: Brood War , and two officially authorized add-ons, Insurrection and Retribution. A sequel, StarCraft II: Wings of Liberty , was released in July 2010, along with two expansion packs and a campaign pack between 2013 and 2016, while a remastered edition of the original and its expansion pack was released in August 2017. The original game, along with the expansion, was released for free in April 2017.
Blizzard Entertainment's use of three distinct races in StarCraft is widely credited with revolutionizing the real-time strategy genre. [3] All units are unique to their respective races, and while rough comparisons can be drawn between certain types of units in the technology tree, every unit performs differently and requires different tactics for a player to succeed.
The psionic and technologically adept Protoss have access to powerful units and machinery and advanced technologies such as energy shields and localized warp capabilities, powered by their psionic traits. However, their forces have lengthy and expensive manufacturing processes, encouraging players to follow a strategy of the quality of their units over quantity. [4] The insectoid Zerg possess entirely organic units and structures, which can be produced quickly and at a far cheaper cost to resources, but are accordingly weaker, relying on sheer numbers and speed to overwhelm enemies. [5] The humanoid Terrans provide a middle ground between the other two races, providing units that are versatile and flexible. They have access to a range of more ballistic military technologies and machinery, such as tanks and nuclear weapons. [6]
Although each race is unique in its composition, no race has an innate advantage over the other. Each species is balanced out so that while they have different strengths, powers, and abilities, their overall strength is the same.
StarCraft features artificial intelligence that scales in difficulty, although the player cannot change the difficulty level in the single-player campaigns. Each campaign starts with enemy factions running easy AI modes, scaling through the course of the campaign to the hardest AI modes. In the level editor provided with the game, a designer has access to four levels of AI difficulties: "easy", "medium", "hard", and "insane", each setting differing in the units and technologies allowed to an AI faction and the extent of the AI's tactical and strategic planning. [7] The single-player campaign consists of thirty missions, split into ten for each race.
Each race relies on two resources to sustain their game economies and to build their forces: minerals and vespene gas. Minerals are needed for all units and structures, and they are obtained by using a worker unit to harvest the resource directly from mineral nodes scattered around the battlefield. Players require vespene gas to construct advanced units and buildings, and they acquire it by constructing a gas extraction building on top of a geyser and using worker units to extract the gas from it. [8] In addition, players need to regulate the supplies for their forces to ensure that they can construct the number of units they need. Although the nature of the supply differs between the races—Terrans use physical supplies held in depots, [9] Protoss use psionic energy channeled from their homeworld via pylons, [10] and Zerg is regulated by the number of controlling overlord units present [11] —the supply mechanic essentially works in exactly the same way for each race (just with differing impacts on gameplay), allowing players to create new units when there are sufficient resources to sustain them.
Protoss and Zerg building construction is limited to specific locations: Protoss buildings need to be linked to a power grid, [10] while almost every Zerg structure must be placed on a carpet of biomass, called "creep", that is produced by certain structures. [11] Terran buildings are far less limited, with certain primary base structures possessing the ability to take off and fly slowly to a new location. [9] Terran buildings, however, require the worker unit to continue construction on the building until it is completed. Also, once a Terran building has taken a certain amount of damage, it will catch fire and can eventually burn to the ground without further enemy action if repairs are not performed by a worker unit. The Protoss, by contrast, only require a worker unit to begin the process of transporting a building to the theater of operations via warp, and their buildings' shields (but not their structure) are regenerative. The Zerg worker unit physically transforms into the structure created, which is capable of slowly healing itself.
Multiplayer on StarCraft is powered through Blizzard Entertainment's Battle.net Internet service. Through this, a maximum of eight players can compete in a variety of game modes, including simply destroying all other players (which may be competitive, as in Ladder play, or non-ranked, as in melee play), to king of the hill and capture the flag objective-based games. In addition, the game incorporates a variety of specialized scenarios for different types of game, such as simulating a football game, using the Terran hoverbike unit to conduct a bike race, or hosting a Zerg hunting competition. [7] StarCraft is also one of the few games that includes a spawn installation, which allows for limited multiplayer. It must be installed from a disc, and requires a product key to work just as the full version does. However, one product key can support up to eight spawned installations with access to Battle.net. Limitations of a spawned installation include the inability to play single-player missions, create multiplayer games, or use the campaign editor. [12] Newer releases of the game available through Battle.net or discs that include the Windows Vista label don't support the spawn installation. [13]
StarCraft takes place in a science fiction universe created by Chris Metzen and James Phinney for Blizzard Entertainment. According to the story presented in the game's manual, the overpopulation of Earth in the early 24th century has caused the international governing body, known as United Powers League (which was later succeeded by United Earth Directorate), to exile certain members of the human race, such as criminals, the cybernetically enhanced, and genetic mutants, to colonize the far reaches of the galaxy. [14] An attempt to colonize a nearby solar system goes wrong, resulting in humanity's arrival in the Koprulu Sector. In the distant Koprulu Sector of the galaxy, the exiles form several governments, but quickly fall into conflict with each other. One government, the Confederacy of Man, eventually emerges as the strongest faction, but its oppressive nature and brutal methods of suppressing dissidents stir up major rebel opposition in the form of a terrorist group called the Sons of Korhal. Just prior to the beginning of the game, in December 2499, an alien race possessing advanced technology and psionic power, the Protoss, makes first contact with humanity by destroying a Confederate colony world without any prior warning. Soon after this, the Terrans discover that a second alien race, the insectoid Zerg, has been stealthily infesting the surface of several of the Terran colonies, and that the Protoss are destroying the planets to prevent the Zerg from spreading. With the Confederacy threatened by two alien races and internal rebellion, it begins to crumble. [15]
The player assumes the role of three nameless characters over the course of the game. In the first act, the player acts as the Confederate magistrate of an outlying colony world of Mar Sara, threatened by both the Zerg and the Protoss, and is forced through events to join the rebel Sons of Korhal under its leader Arcturus Mengsk. Mengsk's campaign is accompanied by Jim Raynor, a morally conscious law enforcement officer from Mar Sara, and Sarah Kerrigan, a psychic assassin and Mengsk's second-in-command. The second episode of the game sees the player as a cerebrate, a commander within the Zerg Swarm. The player is ruled over by the Zerg Overmind – the manifestation of the collective consciousness of the Swarm and the game's primary antagonist – and is given advice from other cerebrates of higher rank and status while accomplishing the objectives of the Swarm. In the final part of StarCraft, the player is a newly appointed Executor within the Protoss military reporting to Aldaris, a representative of the Protoss government. Aldaris is at odds with Tassadar – the former occupant of the player's position – over his association with Zeratul, a member of a heretical group known as dark templar. [16]
The story of StarCraft is presented through its instruction manual, mission briefings and in-game dialogue, and cinematic cutscenes. The narrative unfolds across three campaigns, each told from the perspective of one of the playable races: Terran, Zerg, and Protoss. Expanded fiction, including Jeff Grubb’s Liberty’s Crusade and Micky Neilson’s Uprising, provides additional context to events depicted in the game. [18] [19]
Reviewers praised the campaigns’ scope, with IGN describing the story as “a cinematic science fiction saga told with the grandeur of a space opera,” while PC Gamer noted its “dense interweaving of betrayal, sacrifice, and survival.” [20] [21] Game studies scholar Christopher Paul has argued that StarCraft’s narrative structure echoes mythological cycles of rebellion and transformation, framing its factions as allegories for political autonomy and revolution. [22]
The Terran campaign begins on the backwater colony of Mar Sara, where Confederate marshal Jim Raynor aids local forces against sudden Zerg attacks. After destroying an infested command center, Raynor is arrested by the Confederacy for treason. [23] He is freed by the Sons of Korhal, a rebel group led by Arcturus Mengsk. [24]
Raynor joins the rebels and works alongside Mengsk’s lieutenant Sarah Kerrigan, a former Ghost operative with powerful psionics. [25] Together they uncover evidence that the Confederacy has been using Psi Emitters—devices that lure Zerg—as weapons against dissident colonies. [26] The campaign escalates, and General Edmund Duke—once a staunch Confederate—defects to Mengsk’s side after being rescued during a battle. [27]
In the climactic operation on Tarsonis, Mengsk orders Psi Emitters deployed to attract a massive Zerg assault. Kerrigan leads the strike team but is deliberately abandoned by Mengsk to ensure the Confederacy’s annihilation. [28] Horrified, Raynor deserts Mengsk, taking his militia with him and vowing revenge. [29] With the Confederacy in ruins, Mengsk crowns himself emperor of the Terran Dominion. [30]
IGN and GameSpot both identified Mengsk’s betrayal of Kerrigan as one of the most shocking twists in real-time strategy storytelling. [31] [32]
The second campaign follows the Overmind, the hive consciousness of the Zerg. Kerrigan, presumed dead on Tarsonis, is recovered and infested, emerging with amplified psionic powers as a Zerg–Terran hybrid. [33] The Overmind directs its broods to consolidate power and assimilate new genetic material, seeking to enhance the Swarm through Protoss traits. [34]
Protoss commander Tassadar discovers that Zerg cerebrates cannot be permanently destroyed by conventional means. He allies with Dark Templar prelate Zeratul, whose psionic strike kills the cerebrate Zasz. [35] The assassination briefly links Zeratul’s mind with the Overmind, inadvertently revealing the location of Aiur, the Protoss homeworld. The Overmind seizes the opportunity and launches a full-scale invasion, embedding itself into Aiur’s crust as a permanent foothold. [36]
IGN praised the Zerg campaign’s “blend of horror and strategy,” while GameSpot described Kerrigan’s infestation as “one of the most pivotal transformations in RTS narrative.” [37] [38] Paul interprets Kerrigan’s metamorphosis as a narrative echo of mythological transformation, aligning her with figures who transcend mortality to embody both monstrousness and destiny. [39]
The final campaign depicts the Protoss defense of Aiur. The Conclave brands Tassadar a heretic for consorting with Dark Templar and orders Executor (later retconned as Artanis) to arrest him. [40] Initially siding with Aldaris and the Conclave, the player later joins Tassadar and Zeratul, sparking a Protoss civil war.
The Dark Templar prove their value by destroying multiple cerebrates, forcing the Conclave to reconcile with them. [41] Raynor’s forces, having sided with Tassadar on Char, join the Protoss in their final assault. In the climactic battle, Tassadar channels his psionic energies through his flagship and sacrifices himself by ramming it into the Overmind, annihilating the hive mind at the cost of his own life. [42]
GameFAQs described the conclusion as “one of the most dramatic climaxes in strategy gaming.” [43] Blomquist argues that Tassadar’s sacrifice and Kerrigan’s parallel transformation reflect StarCraft’s use of mythic archetypes, positioning them as tragic and messianic figures within a science-fictional epic. [44]
Korhal, originally a hub of science and industry, grew resentful under the dominance of Tarsonis and the Old Families. [45] Dissatisfaction turned to rebellion, led by Senator Angus Mengsk. When diplomatic efforts failed, open revolt erupted. In Neilson’s novella Uprising, Confederate Ghosts—including Sarah Kerrigan—were dispatched to assassinate Angus, his wife, and their daughter. [46]
Arcturus Mengsk, previously ambivalent about his father’s radicalism, was radicalized by the killings. With support from Umojan diplomat Ailin Pasteur and the Umojan Protectorate, he consolidated disparate insurgent cells. [47] During this period, a Confederate battlecruiser under Captain Pollock Rimes crash-landed near Umojan space; Mengsk seized the vessel, refitting it as the flagship *Hyperion*. [48]
The Confederacy retaliated by launching a salvo of one thousand Apocalypse-class nuclear warheads at Korhal, annihilating its surface and killing millions. [49] The atrocity eliminated a major center of dissent but hardened Arcturus’s resolve. Grubb’s Liberty’s Crusade depicts this event as pivotal to his eventual rise as emperor of the Dominion. [50] PC Gamer later highlighted the destruction of Korhal as one of the franchise’s most striking examples of political brutality in video game storytelling. [51]
Scholars and critics have emphasized that StarCraft (1998) distinguished itself from other real-time strategy games not only through asymmetric gameplay but also through its mythological, political, and cultural themes. Academic studies and developer retrospectives describe the game as drawing on motifs of creation myths, rebellion, and transformation, while also foregrounding gendered questions of power through the figure of Sarah Kerrigan. [52] [53]
StarCraft situates its narrative within a mythological framework of cosmic origins, centering on the Xel’Naga—an ancient race portrayed as creators who seek to perfect life through genetic manipulation. The 1998 game manual establishes their guiding philosophy as a pursuit of “purity of form” and “purity of essence,” ideals realized in the Protoss and Zerg respectively. [54] This division of creative purpose has been widely read as a structural echo of mythic dualisms, where cosmic order is divided into competing essences.
Scholars have compared the Xel’Naga narrative to a range of creator-god traditions. Christopher A. Paul notes that the manual’s language of “purity” aligns with Gnostic myths of the demiurge, where imperfect creators fashion flawed offspring that rebel against their design. [55] William Sims Bainbridge likewise observes that Blizzard’s dualism recalls Zoroastrian cosmology, in which light and darkness contend eternally, and identifies parallels to Western science-fiction narratives where creation leads inevitably to revolt. [56]
The Protoss embody the Xel’Naga’s attempt at “purity of form”—a technologically advanced, noble people whose perfection breeds arrogance and schism. Academic commentary has compared them to mythological “first peoples” or divine prototypes, figures whose privileged status invites downfall. [57] By contrast, the Zerg represent “purity of essence,” defined not by structure but by unbounded adaptability and consumption. Critics have likened this to mythic chaos monsters—such as the Greek Typhon or Babylonian Tiamat—whose uncontained proliferation threatens cosmic order. [58]
Blizzard’s later art books and lore guides reiterated that these oppositions were foundational design principles established in 1998. The *Art of Blizzard* describes early concept work in which the Protoss were drawn as monumental, statue-like beings of light, while the Zerg were rendered with deliberately grotesque, organic lines—visual embodiments of their mythic roles as form and essence. [59] Though published during the sequel era, these retrospectives present themselves explicitly as documentation of creative decisions from the first game’s development.
Game journalists have also identified StarCraft’s creation myth as a narrative device that distinguished it from earlier RTS titles. *PC Gamer* observed that by grounding interstellar conflict in a “cosmic tragedy of flawed gods,” the game gave unusual gravitas to otherwise abstract battles between units and structures. [60] Wired’s oral history of the franchise highlights how Blizzard developers deliberately avoided a purely technological origin story, opting instead for mythological resonance to heighten narrative stakes. [61]
The Xel’Naga myth thus frames the struggles of the Koprulu Sector as more than political or biological conflicts. As Paul argues, the cosmological backstory positions the player’s campaigns within an epic of creation, rebellion, and flawed perfection, situating StarCraft within a lineage of myths in which the act of creation guarantees eventual revolt. [62]
Developers and scholars have repeatedly described the three races of StarCraft through culturally legible archetypes and deliberate language cues that make their identities instantly readable in play and fiction. Blizzard’s official art anthology notes that from the outset the Protoss were conceived as “space samurai,” the Zerg as “space bugs,” and the Terrans as futuristic “space cowboys,” with visual and verbal design choices crafted in the 1998 release and reiterated in later franchise materials. [63] Blizzard’s design team has consistently emphasized “clarity through archetype” as a principle established with the original game—distinct silhouettes, timbres, and vocabularies that ensured immediate recognition both for players and, as Brood War became televised in Korea, for spectators. [64]
For the Protoss, Blizzard’s artists and writers pursued a noble, austere aesthetic grounded in ritual, hierarchy, and psionics—golden armor, monumental architecture, and a formal register in dialogue meant to suggest antiquity and discipline. These features were codified in the 1998 release and later elaborated in Blizzard’s art books as reflections on the franchise’s earliest design documents. [65] Game-studies scholar Christopher A. Paul highlights the deliberate use of Ancient Greek terminology to deepen this impression of classical authority and mythic gravitas: πρώτος (“first”) embedded in “Protoss,” Archon (ἀρχών, “ruler”), and Pylon (πύλων, “gate”), among others. [66] Paul argues that such linguistic layering reinforced the Protoss’s portrayal as an ancient, honor-bound civilization—an interpretation evident from the first game and echoed in later scholarship. [67]
The Zerg were framed from the beginning through biological horror and swarm imagery. Contemporary design documents and later Blizzard retrospectives describe their carapace textures, asymmetrical organic forms, and hive-mind terminology as core to the 1998 launch aesthetic, subsequently preserved across the franchise. [68] Blizzard developers later explained that the Zerg’s audio palette—wet, chitinous textures, hisses, and guttural consonants—was established in the first game to signal alien physiology and parasitism, and was carried forward without major change. [69] Scholars have read Kerrigan’s hybrid voice and iconography within traditions of the “monstrous-feminine,” noting that the Zerg’s aural and lexical cues (whispers, sibilance, imagery of infection) reinforce her liminal position between human and alien—an interpretation rooted in her depiction in Brood War. [70]
Terran language and iconography were developed in 1998 to invoke frontier capitalism and hard-boiled military slang—“space cowboys” who blend industrial grit and mercenary pragmatism. The faction’s radio chatter, call-signs, and unit barks were deliberately colloquial, contrasted with the bureaucratic diction of Confederate and Dominion elites. [71] Blizzard audio leads have noted that Terran soundscapes, characterized by twangy guitars and percussive industrial tones, were first defined for the 1998 game and remained consistent across later installments. [72] Journalists and oral histories of the franchise link Terran rhetoric—gravelly quips, outlaw heroism, corporate propaganda—to cinematic Westerns and Cold-War military vernacular that Blizzard consciously pastiched from the first release onward. [73]
Media and cultural scholars note that these motifs are not merely cosmetic but functional: they simplify asymmetric design for newcomers, support readability in high-speed play, and travel well across languages and broadcast contexts. William Sims Bainbridge describes Blizzard’s use of recognizable archetypes as a communicative shortcut that helps players map strategic expectations onto unfamiliar factions. [74] Dal Yong Jin similarly argues that clear, globally legible faction identities contributed to StarCraft’s transnational spectator appeal in South Korea and beyond, because viewers could quickly grasp who was who, what was at stake, and how styles of play reflected each race’s imagined culture. [75] Coverage of StarCraft: Remastered further emphasized Blizzard’s effort to preserve these long-standing linguistic and aesthetic cues—unit voices, UI textures, and faction silhouettes—precisely because they were foundational to the identity of the 1998 original. [76] [77]
These linguistic and cultural motifs have since been cited in broader discussions of the game’s themes and legacy. Scholars note that they made asymmetric design legible, contributed to the readability of professional matches, and reinforced allegorical parallels with mythological and historical archetypes. As such, the motifs underpin both StarCraft’s narrative gravitas and its enduring role as a global spectator esport. [78] [79]
Chris Metzen acknowledged drawing from epic science fiction and fantasy traditions—such as Star Wars and Dragonlance—in the crafting of StarCraft’s cosmic narrative, particularly themes of rebellion and the emergence of new powers. [80] Paul further interprets Amon’s insurrection and Kerrigan’s metamorphosis as narrative analogues to mythic rebellions and epochal ascensions. [81]
Paul argues that the arcs of the Protoss, Zerg, and Terran races—each rejecting centralized control (e.g., Khala, Overmind, UED)—evoke parallels with historical revolutions and movements for self-determination. [82]
Scholar Gregory Blomquist offers a postmodern reading of Sarah Kerrigan as a “monstrous-feminine” protagonist who subverts traditional roles by embodying both powerful alien mutation and empathy, ultimately ascending to a quasi-divine Xel’Naga being. [83] Her infested appearance—especially the tendril-like hair and lethal stare—has also been compared to Medusa, a figure from Greek mythology. [84]
Scholars and commentators have raised concerns about gender inequality and the representation of women in the StarCraft esports scene and video gaming culture.
Women remain significantly underrepresented in professional esports. Across all titles, only about 5–6% of players in ranked matches are female, and women rarely reach top-tier competitive levels. [85] [86] Canadian player Sasha "Scarlett" Hostyn is frequently cited as one of the only women to compete and succeed at the highest levels of StarCraft II. [87] [88] In 2018, Guinness World Records recognized Hostyn as the highest-earning female professional gamer. [89]
Female gamers frequently report experiencing harassment and sexualized abuse from other players and spectators. Many hide their gender during play to avoid targeted hostility. [90] These toxic cultures contribute to women quitting or avoiding professional gaming paths. [91]
The Gamergate controversy in 2014 spotlighted online misogyny pervasive in gaming communities. Studies show that such harassment persists in various forms and continues to target women in gaming spaces. [92] [93]
Academic critiques place StarCraft’s narrative within mythic and political allegories, but gender perspectives have often been overlooked. Scarlett’s career has been profiled by mainstream outlets as emblematic of both her competitive success and the hostile environment faced by women in esports. [94]
Game Studies scholar Gregory Blomquist argues that Kerrigan’s transformation reflects the “monstrous-feminine” archetype, presenting both empowerment and threat, while noting that such complex female protagonists remain rare in RTS games. [95]
Systematic studies highlight broader cultural barriers:
Although initiatives such as Twitch’s “#TwitchDoBetter” campaign and community-driven groups like Afrogameuses aim to improve inclusivity, gender equity remains an ongoing challenge in esports culture. [99] [100]
Blizzard Entertainment began development on StarCraft in 1995, shortly after the release of highly successful Warcraft II: Tides of Darkness . [101] Using the Tides of Darkness game engine as a base, StarCraft made its debut at E3 1996. [102] The version of the game displayed, assembled by the team's lead programmer Bob Fitch, received a rather weak response from the convention and was criticized by many for being " Warcraft in space." [103] According to programmer Patrick Wyatt, the E3 1996 build of StarCraft fared especially poorly in comparison to Dominion: Storm Over Gift 3 , another science fiction real-time strategy game which was being demoed at E3, despite the fact that the demo had been faked by Ion Storm employees; in reality, the demo for Dominion was actually a pre-rendered video that the employees were merely pretending to play. [104] As a consequence the entire project was overhauled, bringing the focus onto creating three distinct species. Bill Roper, one of the game's producers, stated this would be a major departure from the Warcraft approach, comparing its two equal sides to those of chess and stating that StarCraft would allow players to "develop very unique strategies based on which species is being played, and will require players to think of different strategies to combat the other two species." [105] The hand-drawn graphics seen in the E3 version were also replaced with rendered graphics. [106] In early 1997, the new version of StarCraft was unveiled, receiving a far more positive response.
However, the game was still marred by technical difficulties, so Bob Fitch completely redesigned the Warcraft II engine within two months to ensure that many of the features desired by the designers, such as the abilities for units to burrow and cloak, could be implemented. [107] Later improvements to the game included pre-rendered sprites and backgrounds, constructed using 3D Studio Max. An isometric in-game view was also adopted, in contrast to Warcraft II's auxiliary bird's eye perspective. In addition, the game utilized high quality music, composed by Blizzard's resident composers, and professional voice actors were hired. [108]
Despite the progress, StarCraft was slow to emerge. The continual delays inspired a group of StarCraft fans on the official forums who labeled themselves "Operation: Can't Wait Any Longer" to write a series of fictional stories in which the members of Operation CWAL attempted to retrieve the beta version of StarCraft from Blizzard's headquarters in Irvine, California. [109] To pay homage to their presence on the forums and enthusiasm for the game, Blizzard Entertainment later incorporated the group's name into StarCraft as a cheat code to speed up the production of units [110] and gave the group thanks in the game's credits. [111] The game was released for Windows on March 31, 1998 [112] [113] and in the United Kingdom on April 9, [114] [115] with the Classic Mac OS version following a year later on March 12, 1999. [116] Development on a Nintendo 64 version, StarCraft 64, began in 1999, converted from PC by Mass Media Interactive Entertainment—a subsidiary of THQ [117] —and published by Nintendo. [118] [119] StarCraft 64 was released in the United States on June 13, 2000, and in Australia on May 25, 2001. [119]
The musical score to StarCraft was composed by Blizzard Entertainment’s in-house composers and collaborators. Glenn Stafford wrote the in-game themes for the Terran and Protoss factions, while Derek Duke, working as a contracted composer at the time, composed the in-game themes for the Zerg. The cinematic music was composed by Stafford and Jason Hayes, with Hayes also co-composing one of the Protoss in-game tracks. Tracy W. Bush provided additional music and support. [120] [121]
The soundtrack was widely praised by critics for its atmospheric, genre-defining qualities. Reviewers described the music as “appropriately melodic and dark” [122] and “impressive”, [123] with one reviewer noting its resemblance to Jerry Goldsmith’s score for the 1979 film Alien. [124]
The first official release, titled StarCraft: Game Music Vol. 1, was published in 2000 by Net Vision Entertainment. It featured a selection of tracks from both StarCraft and its expansion, Brood War, along with several remixes and original pieces created by South Korean DJs. [125]
A more comprehensive digital release, StarCraft Original Soundtrack, was made available in September 2008 via iTunes. This version included the complete in-game music and cinematic cues from both the original game and Brood War. [126] [127]
The following tracks are sourced from Soundtrack.Net. [128]
# | Title | Duration | Notes |
---|---|---|---|
1 | StarCraft Main Title | 2:26 | |
2 | First Contact | 1:56 | |
3 | Terran One | 4:56 | |
4 | Terran Ready Room | 0:45 | |
5 | Terran Two | 3:56 | |
6 | Terran Defeat | 0:50 | |
7 | Terran Three | 4:24 | |
8 | The Death of the Overmind | 1:49 | Cinematic |
9 | Protoss One | 4:44 | |
10 | Protoss Ready Room | 1:26 | |
11 | Protoss Two | 4:51 | Co-composed by Hayes |
12 | Protoss Defeat | 1:00 | |
13 | Protoss Three | 5:03 | |
14 | Zerg Ready Room | 0:31 | |
15 | Zerg One | 4:40 | |
16 | Zerg Defeat | 0:24 | |
17 | Zerg Two | 5:07 | |
18 | Zerg Victory | 0:34 | |
19 | Zerg Three | 5:06 | |
20 | Brood War: Aria | 2:06 | Expansion |
21 | Funeral for a Hero | 0:32 | Expansion |
22 | Terran Victory | 0:52 | Expansion |
23 | Dearest Helena | 0:54 | Expansion |
24 | The Ascension | 0:52 | Expansion |
25 | Char Falls Under Directorate Control | 0:43 | Expansion |
26 | Fury of the Xel'Naga | 3:07 | Expansion |
Tracks 20 through 26 were introduced in the Brood War expansion but are commonly included in digital soundtrack releases. [129]
Each faction's music was designed to reflect its thematic identity. The Terran themes incorporate industrial rock and country-western influences, evoking a lawless frontier. The Protoss compositions use ambient, choral, and electronic elements to convey mysticism and technological sophistication. The Zerg soundtrack relies on distorted textures, tribal rhythms, and unsettling tonal shifts to emphasize their biological horror. These stylistic choices enhanced the immersion of gameplay and helped define the distinctiveness of each race. [130]
Before the release of StarCraft, Blizzard Entertainment released a free-to-download game demo entitled Loomings, comprising three missions and a tutorial. [131] The prequel was made available for the full game in October 1999 as a custom map campaign, adding two extra missions and hosting it on Battle.net. [132] In addition, the full release of StarCraft included a secondary campaign entitled Enslavers. Consisting of five missions played as both the Terrans and the Protoss, Enslavers is set in the second campaign in StarCraft and follows the story of a Terran smuggler who manages to take control of a Zerg cerebrate and is pursued by both the Protoss and Terran Dominion. Enslavers acts as an exemplar single-player campaign for the game's level editor, highlighting how to use the features of the program. [133]
StarCraft's first expansion, Insurrection , was released for Windows on July 31, 1998. [134] The expansion was developed by Aztech New Media and authorized by Blizzard Entertainment. [135] Its story focused on a separate Confederate colony alluded to in the manual to StarCraft, following a group of Terran colonists and a Protoss fleet in their fight against the Zerg and a rising local insurgency. Insurrection was not received well, being criticized by reviewers for lacking the quality of the original game. [136] Insurrection was followed within a few months by a second expansion, Retribution. Developed by Stardock, published by WizardWorks and authorized by Blizzard Entertainment, [135] Retribution follows all three races attempting to seize control of a powerful crystal on a Terran Dominion colony. The expansion was not received with critical support, instead being regarded as average but at least challenging. [137] After the release of Retribution, Blizzard Entertainment announced a new official expansion pack that would continue on the story of StarCraft. StarCraft: Brood War was consequently created, developed jointly by Blizzard Entertainment and Saffire. Brood War continues the story of StarCraft from days after its conclusion, and was released for both Windows and Mac to critical praise [138] [139] on December 18, 1998, in the US and in March 1999 in Europe. [140]
Before Insurrection, an unauthorized expansion pack, called Stellar Forces, was published by Micro Star but was recalled weeks later when Micro Star settled a lawsuit brought by Blizzard against it. It consisted of 22 single player maps and 32 multi-player maps which are considered to be rather plain. [141] [142]
In 2000, StarCraft 64 was released in North America for the Nintendo 64, co-developed by Blizzard Entertainment and Mass Media and published by Nintendo. [119] The N64 port features all of the missions from both StarCraft and the expansion Brood War, as well as some exclusive missions, such as two different tutorials and a new secret mission, Resurrection IV. [143] Blizzard Entertainment had initially considered releasing a home console port onto the PlayStation, but the team ultimately decided to develop and release it for the Nintendo 64 instead. [144] Resurrection IV is set after the conclusion of Brood War, and follows Jim Raynor embarking on a mission to rescue the Brood War character Alexei Stukov, a vice admiral from Earth who has been captured by the Zerg. The Brood War missions required the use of a Nintendo 64 memory Expansion Pak to run. [145] In addition, StarCraft 64 features a split screen cooperative mode, also requiring the expansion pak, allowing two players to control one force in-game. [146] StarCraft 64 lacked the online multiplayer capabilities and speech in mission briefings. In addition, cut scenes were shortened. [143] StarCraft 64 was a runner-up for GameSpot's annual "Best Game Story" and "Best Strategy Game" awards among console games, which went respectively to Summoner and Ogre Battle 64 . [147]
A remastered edition of the game, StarCraft: Remastered, released August 14, 2017, preserves the gameplay of the original while adding support for ultra-high-definition graphics, Blizzard's modern online features, and re-recorded audio (soundtrack and sound effects). [148] [149]
On June 8, 2019, as part of the grand finals of the third season of the KSL, Blizzard announced a graphics overhaul pack for the game by Carbot Animations, the producers of multiple Blizzard-related parody animations, including their first and longest-running one, the StarCrafts series. As a graphical overhaul, its effect applies to all game modes and menus in StarCraft: Remastered. [150] It was released on July 10, 2019, as StarCraft: Cartooned alongside an announcer pack featuring South Korean YouTuber and children's television host Hyejin "Hey Jini" Kang. [151]
Aggregator | Score |
---|---|
GameRankings | 93% [152] (PC & Mac) 77% [153] (Nintendo 64) |
Metacritic | 88/100 [154] (PC & Mac) 80/100 [155] (Nintendo 64) |
Publication | Score |
---|---|
AllGame | ![]() ![]() ![]() ![]() ![]() |
GameFan | 215/300 [157] (Nintendo 64) |
GamePro | 4.5/5 [158] (PC & Mac) 4.5/5 [159] (Nintendo 64) |
GameRevolution | B [160] (PC & Mac) |
GameSpot | 9.1/10 [161] (PC & Mac) 8.4/10 [143] (Nintendo 64) |
IGN | 9.5/10 [162] (PC & Mac) 7.7/10 [163] (Nintendo 64) |
Next Generation | ![]() ![]() ![]() ![]() ![]() |
PC Gamer (UK) | 92% [154] (PC & Mac) |
PC Zone | 8.8/10 [165] (PC & Mac) |
Publication | Award |
---|---|
GameSpot | Greatest Games of All Time [3] |
AIAS | Computer Entertainment Title of the Year [166] |
Computer Gaming World | Game of the Year [166] |
PC PowerPlay | Game of the Year [166] |
PC Gamer | RTS Game of the Year [166] |
Games Domain | Strategy Game of the Year [166] |
Game Informer | 35th Greatest Game of All Time |
StarCraft was released internationally on March 31, 1998, and became the best-selling PC game for that year, selling over 1.5 million copies worldwide. [167] In the United States, it was the best-selling computer game of 1998, with 746,365 units sold. [168] It was the country's 14th best-selling release of the period between 1993 and 1999, selling 916,000 copies. [169] By April 1999, South Korean players had purchased almost 300,000 units of the game, [170] increasing to 1 million units sold in Korea by November 1999. [171] StarCraft's worldwide sales reached 4 million units by July 2001; South Korea accounted for 50% of these copies. [172] By May 2007, StarCraft had sold over 9.5 million copies across the globe, with 4.5 million of these being sold in South Korea. [173] Since the initial release of StarCraft, Blizzard Entertainment reported that its Battle.net online multiplayer service grew by 800 percent. [174]
Generally, StarCraft was received positively by critics, with many contemporary reviewers noting that while the game may not have deviated significantly from the status quo of most real-time strategy games, it was one of the best to have applied the formula. [161] [158] In addition, StarCraft's pioneering use of three distinct, unique, and balanced races over two equal sides was praised by critics, [162] with GameSpot commenting that this helped the game to "avoid the problem that has plagued every other game in the genre". [161] Many critics also praised the strength of the story accompanying the game, with some reviewers being impressed by how well the story was folded into the gameplay. [162] The game's voice acting in particular was praised; GameSpot later hailed the voice work in the game as one of the ten best in the industry at the time. [175] Equally, the multiplayer aspects of the game were positively received. StarCraft has received multiple awards, including being named as one of the best games of all time by GameSpot, IGN , and Game Informer . [3] [176] [177] [178] According to Blizzard Entertainment, StarCraft has won 37 awards and has received a star on the floor of the Metreon as part of the Walk of Game in San Francisco in early 2006. [166]
Next Generation reviewed the PC version of the game, rating it five stars out of five, and stated that "The quality of the play balancing and the elegance of the design mean that StarCraft sets a new high watermark for all real-time strategy games." [164]
The reviewer from the online second volume of Pyramid stated that "One of the most hotly anticipated computer games of the last two years, Blizzard Entertainment's Starcraft has had a tremendous amount of hype to live up to. The fact that it does live up to the high expectations set for it may be the only recommendation it needs." [179]
Although at the time StarCraft's graphics and audio were praised by critics, [156] later reviews have noted that the graphics do not compare to more modern games. [162] The capacity for the game's artificial intelligence to navigate units to waypoints also faced some heavy criticism, with PC Zone stating that the inability for developers to make an effective pathfinding system was "the single most infuriating element of the real-time strategy genre". [165] In addition, several reviewers expressed concern over some familiarities between the unit structures of each race, as well as over the potential imbalance of players using rushing tactics early in multiplayer games. [160] Blizzard Entertainment has strived to balance rush tactics in later updates. The Nintendo 64 version of the game was not received as positively by reviewers, and was criticized for poor graphics in comparison to the PC version. However, critics did praise the game and Mass Media for using effective controls on the gamepad and maintaining the high quality audio. [159] [143] [163]
At the inaugural Interactive Achievement Awards (now known as the D.I.C.E. Awards), StarCraft won "Computer Entertainment Title of the Year", and tied with Age of Empires for "PC Strategy Game of the Year". [180] [181] Starcraft also won the Origins Award for Best Strategy Computer Game of 1998. [182]
In 1998, PC Gamer declared it the 5th-best computer game ever released, and the editors called it "a strategy game that continues to evolve and surprise many months after its release, and that currently represents the state of the genre's art". [183]
With more than 11 million copies sold worldwide by February 2009, StarCraft became one of the best-selling games for the personal computer. [184] It has been praised for pioneering the use of unique factions in RTS gameplay, [162] and for having a compelling story. [161]
GameSpot described StarCraft as "The defining game of its genre. It is the standard by which all real-time strategy games are judged." [3] IGN stated that StarCraft "is hands down one of the best, if not the best, real-time strategy games ever created." [176] StarCraft is frequently included in the industry's best games rankings, for example it ranked 37 in Edge's top 100 games of all time. [2] StarCraft has even been taken into space, as astronaut Daniel T. Barry took a copy of the game with him on the Space Shuttle mission STS-96 in 1999. [185] StarCraft's popularity resulted in Guinness World Records awarding the game four world records, including "Best Selling PC Strategy Game," "Largest Income in Professional Gaming," and "Largest Audience for a Game Competition" when 120,000 fans turned out to watch the final of the SKY proleague season 2005 in Busan, South Korea. [186] Researchers have shown that the audience for watching StarCraft games is diverse and that StarCraft uses instances of information asymmetry to make the game more entertaining for spectators. [187] In addition, StarCraft has been the subject of an academic course; the University of California, Berkeley offered a student-run introductory course on theory and strategy in spring 2009. [188] [189]
After its release, StarCraft rapidly grew in popularity in South Korea. [190] Professional gamers in South Korea are media celebrities, and StarCraft games are broadcast over three television channels dedicated to the professional gaming scene. [191] Professional gamers in South Korea have gained television contracts, sponsorships, and tournament prizes, allowing one of the most famous players, Lim "BoxeR" Yo-hwan, [192] to gain a fan club of over half a million people. [193] One player, Lee Yun-yeol, reported earnings in 2005 of US$200,000(equivalent to $321,997 in 2024). [194]
StarCraft was part of the United States Air Force's Air and Space Basic Course, used to teach newly active officers about crisis planning under stress and joint service teamwork. [195] Other efforts to make more 'realistic' current-day battle software led to distractions when simulated hardware didn't align with the real hardware active duty officers knew about. The science fiction setting allowed students to focus on the battle tactics.
The annual Conference on Artificial Intelligence and Interactive Digital Entertainment hosts a competition for AIs playing the game. As of 2015, humans still win. [196]
In 2014, an unofficial version for the Pandora handheld and the ARM architecture became available by static recompilation and reverse engineering of the original x86 version. [197] [198]
The original game, along with the expansion, was released for free in April 2017. [199]
In 2021, The Strong National Museum of Play inducted StarCraft to its World Video Game Hall of Fame. [200] During the 2022 Russian Invasion of Ukraine, Ukrainian presidential spokesman and Chief of Staff Oleksiy Arestovych described reports of a potential Russian offensive as a "zerg rush" of 10,000 volunteers (in reference to Zerg swarm species tactics from the game), and proceeded to explain the meaning of the term. [201]
A number of public figures outside professional esports have discussed playing or following StarCraft/StarCraft II:
The storyline of StarCraft has been adapted into several novels. The first novel, Uprising, which was written by Blizzard employee Micky Neilson and published in December 2000, acts as a prequel to the events of StarCraft. [207] Other novels—Liberty's Crusade by Jeff Grubb [208] and Aaron Rosenberg's Queen of Blades [209] —retell the story of the game from different perspectives. At BlizzCon 2007, StarCraft creator Chris Metzen stated that he hoped to novelize the entirety of StarCraft and its expansion Brood War into a definitive text-based story. Later novels, such as Gabriel Mesta's Shadow of the Xel'Naga [210] and Christie Golden's The Dark Templar Saga, [211] further expand the storyline, creating the setting for StarCraft II .
A number of action figures and collectable statues based upon the characters and units in StarCraft have been produced by ToyCom. [212] A number of model kits, made by Academy Hobby Model Kits, were also produced, displaying 1/30 scale versions of the marine [213] and the hydralisk. [214] In addition, Blizzard Entertainment teamed up with Fantasy Flight Games to create a board game with detailed sculptures of game characters. [215] Blizzard Entertainment also licensed Wizards of the Coast to produce an Alternity based game entitled StarCraft Adventures .
Because of its asymmetric design, complex multitasking, and emphasis on real-time decision-making, StarCraft has been repeatedly cited by researchers as an exemplar of cognitively demanding gameplay. Early studies in media psychology noted that real-time strategy (RTS) titles such as StarCraft require simultaneous attention to resource management, combat micromanagement, and long-term strategic planning, creating an unusually high cognitive load compared to turn-based or action games. [216] [217]
Cognitive scientists have drawn on StarCraft to study expertise and learning curves. Castronova (2005) described the game’s demanding interface as a laboratory for understanding decision-making in high-pressure environments. [218] A study by Bavelier and Green (2006) linked RTS play to enhanced attentional control, noting that StarCraft tasks resemble laboratory tests of divided attention. [219]
The game has also been used to explore the psychology of learning and adaptation. Cognitive psychologist Mark Blair argued that the variety of possible strategies in StarCraft forces players to constantly update mental models, making it an ideal subject for research on adaptive expertise. [220] Such findings positioned the title as an influential case study in the growing literature on games as environments for training complex cognitive skills.
The original StarCraft quickly became a benchmark for artificial intelligence research, even before its sequel. In the early 2000s, computer scientists highlighted the game’s imperfect information, large action space, and simultaneous decision-making as unsolved problems for AI systems. [221] Annual StarCraft AI Competitions were organized at the Association for the Advancement of Artificial Intelligence (AAAI) and the Computational Intelligence and Games (CIG) conference, drawing contributions from universities worldwide. [222]
Researchers noted that solving StarCraft problems was a step toward creating agents capable of operating in “real-world-like” environments, where decisions must be made with incomplete knowledge and in real time. [223] These competitions produced a range of innovations, from pathfinding and opponent modeling to reinforcement learning systems. Scholars later emphasized that the AI breakthroughs associated with StarCraft helped pave the way for broader advances in machine learning. [224]
While much subsequent work shifted to StarCraft II after its release in 2010, commentators noted that it was the first game’s reputation for strategic depth that established the franchise as an enduring AI benchmark. [225]
Beyond cognitive science and AI, StarCraft has also served as a model in applied scientific research. Wired reported in 2013 that ecologists modeled the competition between Zerg, Protoss, and Terran units as a case study in predator–prey balance, illustrating principles of dynamic equilibrium. [226] Economists have drawn parallels between metagame evolution and market behavior, treating StarCraft strategy shifts as examples of competitive equilibria and arms-race dynamics. [227]
Educational researchers have experimented with using StarCraft scenarios as training tools for leadership and teamwork. In one case study, military academies incorporated elements of RTS games to simulate stress and cooperative command decision-making. [228] Such applications underscore the game’s reputation as a versatile platform for studying coordination and adaptive problem-solving.
The professionalization of StarCraft in South Korea during the early 2000s marked a turning point in global esports. Dal Yong Jin documented how cable channels such as OnGameNet and MBCGame broadcast professional Brood War leagues, attracting audiences comparable to national sports programming. [229] Major finals filled arenas including the Olympic Park in Seoul, with tens of thousands of fans in attendance. [230]
Journalists noted that StarCraft broadcasts pioneered features that became standard in esports coverage, such as live commentary (“shoutcasting”), player interviews, and the use of in-game replays for television analysis. [231] The Korean e-Sports Association (KeSPA), established in 2000, formalized league structures and team sponsorships, helping to legitimize professional gaming. [232]
Scholars have emphasized that this spectator culture was uniquely influential. T.L. Taylor described StarCraft as the title that “transformed gaming into a spectator sport,” creating infrastructures later adapted by global esports such as League of Legends. [233] The StarCraft scene also generated a vocabulary of strategy analysis among fans, fostering para-textual media including strategy commentaries, fan translations, and online discussion boards. [234]
Research in human–computer interaction has examined why audiences watch StarCraft. A 2011 study presented at CHI introduced a typology of spectators—“cheerers,” who watch for entertainment; “strategists,” who analyze tactics; and “learners,” who watch to improve their own play. [235] Later work in consumer culture research cited StarCraft audiences as an early example of professionalized spectatorship, where viewers identify with teams and develop consumption practices similar to traditional sports. [236]
By the late 2000s, StarCraft events attracted international attention. ESPN, the BBC, and other outlets covered major tournaments, emphasizing their hybrid nature as both gaming competitions and mass spectator spectacles. [237] [238] Commentators often contrasted the scale of Korean StarCraft events with the nascent esports cultures in North America and Europe, suggesting that the franchise was instrumental in globalizing the concept of competitive gaming. [239]
StarCraft has inspired a wide range of creative works by fans, including fiction, mods, and custom maps. Scholars in fan and game studies frequently cite the franchise as a prime example of participatory culture in video games, where players extend or transform official material through grassroots authorship and design. [240] [241]
The release of StarCraft in 1998 inspired an active fan fiction community, documented by both journalists and scholars. Early writing circulated on Blizzard’s official forums and fansites such as StarCraft.org, before moving to larger archives. [242] [243]
By the mid-2000s, StarCraft stories became established on FanFiction.net, where thousands remain available. These range from military dramas to alternate histories and character-focused stories, often exploring Sarah Kerrigan’s transformation or alternative outcomes for the Zerg and Protoss. [244] More recent writing appears on Archive of Our Own (AO3), which scholars identify as a hub for transformative fan works across multiple game franchises. [245]
Community engagement also continues on Reddit’s r/StarCraft and the SC2Mapster forums, where fans share both fiction and narrative-driven maps. [246] Blizzard Entertainment has periodically acknowledged this activity, including a 2000 fanfiction contest. [247]
Scholars argue that fan authorship extends the game’s mythos and allows underrepresented perspectives—including feminist reinterpretations of Kerrigan—to emerge outside official canon. [248] [249]
Blizzard’s original StarEdit tool enabled players to build custom missions and multiplayer scenarios. By the early 2000s, “Use Map Settings” (UMS) maps had become a cornerstone of the community. [250] Scholars note that StarCraft’s mapmaking exemplified participatory culture, merging player creativity with game design. [251]
UMS maps ranged from tower defense and role-playing games to “micro-control” training. Popular examples included Bounds obstacle courses and Fastest Map Possible, both widely circulated online. [252] The tower defense genre in particular spread from these maps into stand-alone titles. [253]
Aeon of Strife, a custom map for Brood War, pioneered team-based hero mechanics and directly inspired Defense of the Ancients (DotA) in Warcraft III. DotA’s success laid the foundation for the global MOBA genre, including League of Legends and Dota 2. [254] [255]
Mapping communities thrived on SC2Mapster, Staredit.net, and TeamLiquid, where players shared tools and experiments. [256] Studies of modding pathways show that StarCraft served as a training ground for future game developers. [257]
Blizzard reinforced this culture with the Galaxy Editor in StarCraft II (2010), which supported advanced scripting and arcade-style distribution. Journalists noted that it effectively turned the sequel into a platform for amateur development. [258] Popular creations included StarJeweled and Marine Arena, continuing the tradition of grassroots design. [259]
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