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StarCraft: Orcs in space go down in flames

Forum Index > Brood War 1 2 3 4 5 All
  heyoka       Administrator       September 28 2012 07:45.Profile Blog # 
A few weeks ago Patrick Wyatt posted a really awesome blog about the making of the first StarCraft that we posted in the BW forums here. There is another part of it out today about how SC1 went from a game meant to fill an empty spot in Blizzard's release schedule to a more serious A-level title, and as with last time it's a fascinating read.

Here's an excerpt. Go read the whole thing!

StarCraft: Orcs in space go down in flames


September 27, 2012 By Patrick Wyatt

In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft — derisively called “Orcs in space” in 1996 — into the award-winning game that we were finally able to deliver after two more years of hardship. But one noteworthy source of inspiration didn’t make it into my previous article, and that’s what I’m going to write about today.

Blizzard first brought StarCraft to the attention of the gaming public at the Electronic Entertainment Expo (E3) in June of 1996. At that point the game had only been in development for a few months so it was no surprise to the development team and other staff members that it wasn’t markedly different from its immediate antecedent, Warcraft II.

With the success of previous Warcraft titles and of Command and Conquer from Westwood Studios, the RTS genre attracted competitors. The race to build the next great RTS was on, and consequently Blizzard was about to be publicly embarrassed by its choice to show so early in the development lifecycle. Just a short walk away from the Blizzard booth was that of another game which appeared to be better than StarCraft in every respect: Dominion: Storm over Gift 3, from Ion Storm.

It’s 1996 and you want to buy an RTS game. Would you pay money for this?

[image loading]
Dominion Storm


Or this?

[image loading]
StarCraft at E3 in 1996


Trade show espionage



During the early years of Blizzard — back before the company was even called that — the entire development team would attend trade shows like the Consumer Electronics Show (CES) and E3. We’d spread out over the show floor and “research” (that is, play) products at our competitors’ booths, getting an early look at what other game studios would be launching over the next year. It was an opportunity to analyze gaming trends, learn about technological advances, evaluate new user interface techniques, and review gameplay. Even better, our competitors would facilitate this learning by demoing the games and answering our questions, and of course we’d do the same for them back at our booth. This is one reason game publishers have a love/hate relationship with trade shows, along with high costs (tens of thousands of dollars for a few feet of floor space) and excessive distractions for the dev teams, is that other studios are like hungry wolves looking for prey to devour.

In the early years, when our games were programmed for 16-bit game consoles, our programming staff would review soon-to-be-launched Super Nintendo (SNES) titles, and would crowd around games trying to puzzle out how their developers had accomplished some feat of technical magic and derring-do. The SNES was an odd combination of a glacially slow 2.58 megahertz (not gigahertz) processor with a tiny 64 kilobytes (not megabytes or gigabytes) of memory coupled with exotic microchips designed to rapidly blast bits onto the screen — if you could figure out the right incantations to make it all work.

We’d stand staring at a game talking in phrases that only a few thousand folks in the whole world — most of them working for Nintendo — knew anything about. Someone would toss off an idea like “perhaps they’re using the hblank interrupt to set the scroll register to adjust the view distance in mode 7″, and we’d all do our best to wrap our heads around that idea, learning a great deal in the process. Our artists and designers would be similarly wowed by their own show-floor discoveries.

It was an exciting experience to see so many new ideas in just a few days, and we’d come back from the shows both energized by our findings and exhausted by the brilliance and audacity of our competitors.

Better yet, these trade shows were held in exotic venues like Las Vegas where we’d get to stay out late drinking and gambling before dragging our hung-over selves back to the trade-show floor. Staffing the booth during the early mornings was always challenging, and required a careful evaluation of who would be the best advocates for the game after nights of excess — would it be the hardy-partiers, with their higher alcohol tolerance, or the more abstemious members of the team — the lightweights? While it might seem that the lightweights (myself included) were a better bet, just a few drinks more than usual might cause us to miss a morning event due to a catastrophic hangover.

For the privilege of getting access to the insights to be found on the show floor our dev team staff would be stacked like cordwood in cheap motel rooms far from the convention centers to save the company money. We stayed in a hotel so far into the rotting core of Chicago that several on the team felt the necessity to carry steak-knives as protection against the perceived threat of muggers. And who could forget when one of the two elevators caught fire and was put out of service, necessitating fourteen-floor hikes morning and evening.

Back on the show floor after these escapades, Blizzard staff members would discover great games on the show floor and would — like honeybees returning to the nest — communicate their findings so other devs could seek them out to harvest insights.

As the Ion Storm booth was next but one over from our booth it was no surprise that we quickly discovered in Dominion Storm a stunningly better entrant into the real-time strategy (RTS) genre than our company’s paltry efforts, which was all the more humiliating given that StarCraft represented our third foray into the genre.

***


Last edit: 2012-09-28 07:47:09
@RealHeyoka
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 HopLight   Sweden. September 28 2012 07:48. Posts 858
Profile Blog # 
Yay! Thanks for keeping us updated when new awesomeness shows up.
Flash, Hoejja, JangBi
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 Al Bundy   September 28 2012 07:53. Posts 7174
Profile # 
Thanks for sharing, a lot of people were looking forward to that
Last edit: 2012-09-28 07:55:18
o choro é livre
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 jidolboy   Canada. September 28 2012 08:00. Posts 881
Profile # 
Yay. Forgot about this. Thanks for reminding me :D

Edit: Wow just read this. That fake demo sitautuon was just mind blowing. lol
Who would have known that the game was fake and because of that SC was rebooted.
Last edit: 2012-09-28 08:14:43
ㅠㅠ BW: D Terran Scrub. SC2: Masters Terran Scrub. Owner of email teamliquid@outlook.com <3
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  heyoka       Administrator       September 28 2012 08:01.Profile Blog # 
The entire idea that StarCraft was re-birthed because of a fake demo Ion Storm gave is incredible, it's such an odd piece of history that really changed the course of how games are viewed.
@RealHeyoka
Old Post

  HawaiianPig   Canada. September 28 2012 08:08. Posts 4755Profile Blog # 
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.
Last edit: 2012-09-28 08:09:01
Not actually Hawaiian.
Old Post

 
 Hesmyrr   Canada. September 28 2012 08:15. Posts 4181
Profile # 
Story like this is another example of how much I appreciate what Brood War came to be. Stars seem to have aligned perfectly for the game to become and give birth to what had been such amazing memories.
Last edit: 2012-09-28 08:16:13
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
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 Demonhunter04   September 28 2012 08:34. Posts 1474
Profile # 

On September 28 2012 08:15 Hesmyrr wrote:
Story like this is another example of how much I appreciate what Brood War came to be. Stars seem to have aligned perfectly for the game to become and give birth to what had been such amazing memories.


Think of all those things that never came to pass because the stars didn't align for them.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
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 shindigs   United States. September 28 2012 08:58. Posts 4288
Profile Blog # 

On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Well the focus on sales and making games more casual friendly is a product of these earlier game developers being so successful I'd imagine. When the industry is growing I feel like the focus on the business aspect is important, but not the driving force of game development. Seems like larger companies have important long term goals to deliver on so other things become the focus.
Twitter: @shindags || Collegiate Starleague www.cstarleague.com || Sponsored by #ESPORTSPROBLEMS || twitch.tv/shindigs
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 meegrean   Thailand. September 28 2012 09:11. Posts 6026
Profile # 
Wow, this is mind-blowing. If it weren't for Ion Storm's fake demo, would Starcraft still have been that good?
Brood War and Dota 2 Forever!
Old Post

 
 Netsky   Australia. September 28 2012 09:41. Posts 1102
Profile # 
Love these blogs so much
Old Post

  TheEmulator   Canada. September 28 2012 09:44. Posts 5017Profile Blog # 
wow this is really incredible to know. Thanks for posting this
Tiffany/KMK/Hyori/IU/Flash #1 | Sunny Hill/Epik High/Rainbow/Davichi!!! @TheEmulatorTL
Old Post

 
 Entaro[AoV]   United States. September 28 2012 10:06. Posts 118
Profile # 

On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Well I think your tldr may be idealizing things a bit. It's certain a romantic thing to believe, that the developers are most left alone, but these days depending on the company, who knows?
 
Old Post

 
 Draconicfire   Canada. September 28 2012 10:10. Posts 1662
Profile # 
The fake demo thing was amazing. Can't believe that triggered the re-development of StarCraft.

Love this guy's blogs.
Roooooaaaaarrrrrr
Old Post

 
 Shady Sands   United States. September 28 2012 10:11. Posts 3592
Profile Blog # 
Holy shit this is amazing. Like. This needs to be required reading for every single developer out there
Check out my buddy's startup: http://techcrunch.com/2013/02/13/strikingly/
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 chaosTheory_14cc   Canada. September 28 2012 10:42. Posts 894
Profile # 
Wow, that whole thing about the Ion Storm demo is really amazing. These blogs are fantastic.
 
Old Post

 
 vOdToasT   Sweden. September 28 2012 10:44. Posts 1567
Profile Blog # 
So many things had to fall in place for us to get StarCraft. Wow. I'm really glad it all happened the way it did.
If you see an amazing game, or moment within a game, on any Twitch.tv Brood War stream, PM me a link to the archived vod, tell me when it happens, and I'll upload that part as a clip to Youtube.
Old Post

  Pucca   Singapore. September 28 2012 10:53. Posts 1224Profile Blog # 
Is it possible for people to get their hands on this old games?
Master Chief
Old Post

 
 Boundz(DarKo)   Sweden. September 28 2012 10:58. Posts 4197
Profile Blog # 
The (Starcraft) universe works in mysterious ways.
http://www.livestream.com/traps ~{Swedish-BW-Mafia}~
Old Post

 
 Marou   Korea (South). September 28 2012 13:47. Posts 999
Profile Blog # 
He did dumbed down his blog a little bit and made it more accessible which is a good thing.
Also it was supposed to be a 2 part thingy but i think it's not quite over yet, i really want to read about the story behind the pathing of the units in StarCraft.

Amazing read again, so much insights !
twitter@RickyMarou
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