[HN Gopher] 30 Year Anniversary of WarCraft II: Tides of Darkness
       ___________________________________________________________________
        
       30 Year Anniversary of WarCraft II: Tides of Darkness
        
       Author : sjoblomj
       Score  : 229 points
       Date   : 2025-12-09 09:13 UTC (1 days ago)
        
 (HTM) web link (www.jorsys.org)
 (TXT) w3m dump (www.jorsys.org)
        
       | newshackr wrote:
       | Zug zug
        
         | semitones wrote:
         | swobu
        
         | 7bit wrote:
         | Train train
        
         | mproud wrote:
         | I'm convinced "zug zug" is a reference to a scene from the 1981
         | movie /Caveman/[1].
         | 
         | 1: https://youtu.be/5h2gVbLlwl8
        
         | pfdietz wrote:
         | Q: What kind of cigarettes do orcs smoke.
         | 
         | A: Low tar, my friend.
        
         | sparker72678 wrote:
         | Job's Done
        
           | kridsdale1 wrote:
           | Ready to work!
        
       | boringg wrote:
       | The apex of RTS games -- what a great gaming era RIP. Since then
       | graphics are way better but business models have just
       | deteriorated and mass appeal has driven games.
        
         | itsdrewmiller wrote:
         | I think Brood War is the true apex - more than two races with
         | significant differences and aggressive balancing. Warcraft II
         | was what I LAN played the most so it has a special place in my
         | heart though.
        
           | iammjm wrote:
           | Brood War IS the absolute apex. This is the game that started
           | e-sports. It is what defined the modern RTS games. It is also
           | the most difficult game. Flash, the best Brood War player, is
           | arguably the best e-sports player of all time.
        
             | PeterHolzwarth wrote:
             | Oh goodness, Brood War most certainly is _not_ the game
             | that started e-sports, tho I of course appreciate your
             | enthusiasm for the game.
        
               | embedding-shape wrote:
               | Technically I guess Spacewar! was the one who started
               | e-sports, was the first game people competed in.
               | Personally, growing up in Sweden, I think FPS (namely
               | CS1.5/1.6) was the first game that enabled people to play
               | games professionally on a international level, so I'll
               | always associate CS with starting that, but again,
               | technically I guess Quake was the first FPS people
               | competed in professionally, at least in the US.
        
               | 7bit wrote:
               | But it certainly was the game that made it popular across
               | the world.
        
               | Lorin wrote:
               | StarCraft 2 tournaments broadcasts being watched in
               | public venues pushed esports into the zeitgeist.
        
               | thinkingtoilet wrote:
               | It started modern esports. There were gaming competitions
               | in the 80s, but there weren't team houses, coaches,
               | analysts, big money sponsors, regular huge events,
               | dedicated TV channels, players in prime time commercials
               | and dating actresses and pop stars, etc... Brood War hit
               | in Korea like nothing before _or after it_. There were
               | literally three full time, 24 /7 TV channels showing
               | Starcraft content at it's peak. No other game has ever
               | done that.
        
               | baq wrote:
               | the parallel world of FPS esports started with quake and
               | was going strong for a good decade or so, before being
               | ripped apart by mumorpegers, dotas, counterstrikes and,
               | primarily, consoles (which I believe also ultimately
               | killed starcraft and RTS in general, too).
        
               | wredcoll wrote:
               | There is, I think, a reasonable distinction between the
               | semi-annual "tournament with prize money" situation that
               | existed in america with quake and friends, and the
               | constant, episodic nature of the broodwar scene in korea.
               | Players being salaried is a pretty major shift in how the
               | culture works.
        
               | jquery wrote:
               | Flash was an absolute legend.
               | 
               | I do wonder if Brood War's long period without balance
               | patches helped or hurt it as an esport. In modern games,
               | it feels like developers "shake up the meta" on purpose,
               | whereas in brood war, it was up to map designers to
               | ensure balance. This made it easier for long time fans to
               | appreciate tactics... in SC2, I have to be caught up on
               | the latest balance patches to appreciate anything.
        
               | thinkingtoilet wrote:
               | It's a huge part of it's longevity. I still watch Brood
               | War tournaments today and it's so cool to go back one,
               | five, ten years and watch a classic game. Compare that to
               | the other game I love, DOTA, it's hard to watch old games
               | because everything is so different. BW really is
               | lightning in a bottle.
               | 
               | PS: Flash is coming back very soon apparently.
        
               | TheAceOfHearts wrote:
               | Brood War has aged like fine-wine. As I mentioned in a
               | parallel comment, the key to Brood War's longevity comes
               | from the map maker. Every detail is carefully considered
               | so that none of the races can get away with a crazy
               | advantage. It's really a special game, and every new
               | season of ASL still feels magical.
               | 
               | I wish medical science would get so much better that
               | Flash could fully heal his wrist injuries. He's spoken at
               | length about how he loves to dedicate himself
               | wholeheartedly to playing, and how he doesn't like to
               | compete if he's not able to give it his all.
               | 
               | You probably already know about it, but in case you or
               | any other reader is unaware there's this great YouTube
               | channel @jinjinBW that translates Korean BW clips into
               | English. It's a huge boon for western fans.
        
               | TheAceOfHearts wrote:
               | Brood War's longevity is thanks to the map maker, which
               | has allowed the game to be balanced around maps. The size
               | of your spawn location, the ease with which you can
               | expand, and the paths to different bases drastically
               | impact what kinds of strategies are viable. If there's a
               | high ground location, it becomes much harder to break
               | that position as the attacker. The amount of resources
               | per base (mineral patch count, mineral patch size, 1 gas
               | spawn, 2 gas spawn, mineral only) all impact which
               | strategies are viable.
               | 
               | In fact, during the era of Flash's dominance in ASL, the
               | organizers actually started including maps that were
               | heavily Zerg favored in order to put a stop to his reign.
               | 
               | The game is still alive and well, with a meta that
               | continues to evolve, and every season of ASL[0] (the
               | premier Brood War tournament), they include at least one
               | new crazy experimental map. Last season the crazy map was
               | Roaring Currents [1], one of the more ambitious designs
               | in recent memory which has a large number of island
               | bases. Basically if a strategy becomes a bit too
               | oppressive, the map designers can always step in to make
               | it a bit more balanced.
               | 
               | [0] https://liquipedia.net/starcraft/ASL
               | 
               | [1] https://liquipedia.net/starcraft/Roaring_Currents
        
               | philistine wrote:
               | > There were gaming competitions in the 80s
               | 
               | ... and uh, inveterate cheating and lying accompanied it.
               | Brood War brought _professionalism_ to esport.
               | 
               | https://en.wikipedia.org/wiki/Billy_Mitchell_(gamer)#Disp
               | ute...
        
               | antisthenes wrote:
               | In the RTS niche, it is definitely the game that started
               | e-sports that had any sort of weight and global audience.
               | 
               | I'm honestly not even sure which other RTS game would be
               | close? Age of Empires 1? I don't think it ever had the
               | same traction or hype until AOE 2.
        
               | ericmcer wrote:
               | Of course it wasnt the first time someone watched people
               | playing video games against eachother.
               | 
               | The Korean Brood war scene was an entirely different
               | level from anything that came before it though. The idea
               | of announcers and gamers getting rich & famous from
               | playing a video game live was unheard of before that.
        
               | kqr wrote:
               | I agree. I think people underestimate the size of the
               | Korean Brood War scene, even relatively early on. In my
               | country, I had seen some huge LAN parties with associated
               | competitions, but then I got introduced to Korean Brood
               | War competitions; they were filling stadiums with
               | audiences and had pyrotechnics and professional TV
               | productions and everything. It was insane.
        
           | markus_zhang wrote:
           | I loved the campaigns so much that I spent many dollars to
           | play with the campaign editor in a net bar back then. I never
           | figured out how to recreate the Corsair scene at the
           | beginning of Protoss level 2. It was only after many years
           | that I found out that it requires a script not in the
           | official editor -- some modders created a new editor that
           | includes all those "unofficial" scripts.
        
           | bigstrat2003 wrote:
           | Personally I think Dawn of War is the apex. That game really
           | fired on all cylinders. And then for whatever reason Relic
           | completely abandoned the formula and made the next game
           | something different entirely. Dawn of War 2 remains one of my
           | greatest gaming disappointments to this day because of poorly
           | it stood up to its predecessor.
        
             | chuckadams wrote:
             | Dawn of War 3 made DoW 2 look like Game of the Decade by
             | comparison. I hear they're making a DoW 4, and they're not
             | even mentioning 3 when talking about the history.
        
           | vbezhenar wrote:
           | And it's still popular and actually playable today. Warcraft
           | 2 is not really fun to play. Very clunky control, very
           | outdated graphics, bad story telling. With Starcraft, my only
           | real complain is terrible cinematics which just doesn't cut
           | it today. Otherwise this game is as fun to play today, as it
           | was 15 years ago.
        
             | kergonath wrote:
             | I quite like the StarCraft remaster. It plays just like the
             | old one (to me, at least; I am not a competitive player),
             | and it looks much better.
        
             | LarsDu88 wrote:
             | The cinematics were the best part of Starcraft!
             | 
             | I still get a kick out of the fact that the units look
             | completely different in the cinematics as they do in the
             | game and even the instruction manual
        
             | hulitu wrote:
             | > Warcraft 2 is not really fun to play.
             | 
             | Compared with a lot of ptesent games is luxury: no updates,
             | no bullshit introduction, just play.
        
         | chollida1 wrote:
         | Interesting, I think most RTS players would point to StarCraft
         | 2 as the apex, and they'd probably be correct given how its
         | still played so much today.
         | 
         | What makes Warcraft 2 the apex for you over StarCraft 2?
        
           | adinisom wrote:
           | Buildings as walls and using spawn points to jump through
           | terrain are fun mechanics in WC2.
        
             | DarknessFalls wrote:
             | I remember creating a moat of farms around my town hall.
        
           | jandrese wrote:
           | Funny how many people think Starcraft 2 isn't even better
           | than Starcraft 1, especially when you add in Brood War.
        
             | forgetfulness wrote:
             | The game's campaign being what it was made it so people
             | never warmed up to it, the big hero-focused storylines and
             | then mishandling of said characters (Kerrigan's abortive
             | humanization and then rushed redemption, the Protoss being
             | framed in entirely the wrong tone, the half baked epilogue)
             | just made it so that the campaign didn't stick as Brod
             | War's did, even if the gameplay was superior.
        
         | SpaceManNabs wrote:
         | I consider WCIII TFT the apex but that is because i really like
         | the hero mechanic and it spawned so many amazing custom games,
         | including the moba genre. I know AoS was first but dota really
         | made it.
        
           | mettamage wrote:
           | Can't comment on this other than that I came in at WCIII RoC
           | and played TFT. Before that, I played a lot of Command &
           | Conquer. I loved those games, so for me WCIII is the apex. I
           | didn't like StarCraft. But it's admittedly the apex for me
           | without having ever played WCII. I've rarely seen it as well.
        
           | ycombinete wrote:
           | The smaller armies, heroes, economy management, and increased
           | micro-control that came from these things really push w3 to
           | the top of the pile for me as well.
        
           | AngryData wrote:
           | Footies was my favorite and I wish we got a new game out of
           | that too.
        
           | pa7ch wrote:
           | I feel like wc3 is undersung. To me it achieved the perfect
           | balance of allowing potentially mechanically worse players to
           | win with brilliant tactics or strategy. It put the emphasis
           | on strategy in rts more then anything else.
           | 
           | As a kid I was shit at it and played customs maps and goofed
           | with the editor. Now I've gone back to find grubby streaming
           | and revealing the depths of the meta evolution, and counters.
           | 
           | I like that even when a strong meta develops people can
           | potentially counter with strategies that aren't as well
           | rounded for long term use but upset the current meta.
        
         | pfdietz wrote:
         | > and mass appeal has driven games
         | 
         | Oh no, large numbers of people were satisfied. The horror! Will
         | no one think of the elitist minority???
        
           | t_mahmood wrote:
           | Large number of people were "satisfied" playing Clash of
           | Titans too ...
        
         | haunter wrote:
         | Yet two of the most played games out there in 2025 are RTSes,
         | Dota and League. The genre just progressed forward.
         | 
         | WC3 was peak design with the mod support (maps) where Dota
         | originates from and and it was also the bane of the company.
         | They couldn't monetize it and IceFrog choose Valve instead of
         | them. No wonder that later Blizz games has 0 community support.
        
           | vbezhenar wrote:
           | Dota and League are not RTS games. They are Moba. These are
           | completely different genres. Dota happened to utilise
           | Warcraft engine and assets back in the days, but that doesn't
           | make it RTS.
        
           | SpaceManNabs wrote:
           | > IceFrog choose Valve instead of them
           | 
           | Icefrog went to blizzard first if i remember correctly.
           | Blizzard kinda told him to make a restricted game, maybe
           | within the sc2 engine, almost for free. Valve saw the value
           | and invested more.
        
           | officeplant wrote:
           | >WC3 was peak design with the mod support (maps) where DotA
           | originates from
           | 
           | Which first came from Starcraft custom game support and the
           | popularity of Aeon of Strife (AoS) leading to Defense of the
           | Ancients (DotA) in WC3.
        
       | acheron wrote:
       | Very distinct memory of getting this for Christmas, then
       | installing and playing the first time that afternoon.
        
         | mock-possum wrote:
         | Lucky! my sister and I opened it Xmas morning, then had to wait
         | all day agonizingly to be able to play jt because we hosted the
         | family holiday, we were supposed to be socializing with
         | relatives, not playing computer games upstairs.
         | 
         | We had to wait until after mom and dad went to sleep that
         | night, then snuck up the hall to install it and play it as
         | quietly as possible.
        
       | jajuuka wrote:
       | Warcraft II was my introduction to the RTS genre and fell in love
       | with it. Warcraft II really gave each unit a unique character and
       | the strategies for almost endless. Spents tons of time playing
       | and replaying it over the years and it's kinda crazy it still has
       | a competitive scene.
        
         | moribvndvs wrote:
         | Warcraft II and C&C made me fall in love with the genre, all my
         | friends and people on the internet that routinely roflstomped
         | me made me go back to FPS.
        
       | YesBox wrote:
       | So happy I bought this game on GOG before they replaced it with
       | the revamped version (modern looking art, etc).
       | 
       | I played through the orc campaign last year and had fun. It's
       | definitely aged, but it makes me wonder if something like that
       | could exist today. Story games are popular, and I think always
       | will be (people like stories).
       | 
       | Instead of a solo protagonist, can we bring back the hero (a la
       | WarCraft III) and their army? Or even the invisible god like WC2?
        
         | thih9 wrote:
         | Here is a comparison of the original vs the remaster:
         | https://youtube.com/watch?v=KZ9Ac4WVW6Q&t=100s in case anyone
         | else is interested too.
        
           | moribvndvs wrote:
           | Visually at least it looks like a pretty tasteful remaster.
           | Mostly just sharpening things up. Thanks for posting
        
           | amatecha wrote:
           | Ah wow , rip the awesome fonts used in the original game. The
           | new ones are so "clean" and boring :(
           | 
           | Glad to see the art itself was not too badly modified. It's
           | weird though, like the vegetation in the Farm building looks
           | weird. The original version you can tell it's some kind of
           | yellow fruit or vegetable but in the remaster the yellow dots
           | are unusually small and don't really "feel right". Strikes me
           | as AI upscaling rather than hand-crafted editing.
        
       | rickcarlino wrote:
       | Was this the one AOL charged me to play by the minute when I was
       | a kid?
        
         | recursive wrote:
         | It is not and has never been an AOL game. Unless you were
         | paying by the minute for internet access for multiplayer via
         | Kali.
        
           | rickcarlino wrote:
           | I don't think I was using Kali. Did AOL partner with them? As
           | I remember, I found it via AOL in a sponsored or semi
           | official capacity. There were a number of RTS games available
           | via the AOL gaming channel, integrated or closely aligned
           | with the AOL app.
        
             | nerdix wrote:
             | It was a partnership through a multiplayer service called
             | Engage.
        
           | rickcarlino wrote:
           | I found this: https://www.gamespot.com/articles/aol-
           | initiates-new-game-pri...
        
         | nerdix wrote:
         | Yes it was!
         | 
         | I just posted a comment about how amazing the warcraft 2
         | community was on AOL. Couldn't remember if they charged per
         | minute or per hour so you just confirmed it for me. I just
         | remember that some kids were racking up insane bills. I had to
         | play on Zone (and then Battle.net when Battle.net edition came
         | out) but I loved the AOL war2 message boards.
        
       | barfoure wrote:
       | Some additional stuff:
       | 
       | 1) you can find the War 2 for PSX source on Archive. It has all
       | the Windows stuff commented out. It might be possible to
       | uncomment and compile with something like Borland C or Watcom C
       | or whatever they used.
       | 
       | 2) the modding scene was phenomenal. Not mentioned is StarDraft
       | for obvious reasons but a counterpart to WarDraft. This is where
       | our story takes a turn and the name Camelot Systems emerges,
       | along with a King Arthur (Andy Bond) who shortly after finishing
       | his comp sci degree went to work for Blizzard and has been with
       | them since. This website is a homage to CamSys (JorSys).
       | 
       | 3) War2Bne is a thing to behold. Diablo, Warcraft 2 et al being
       | able to seamlessly chat and DM players across games was pure
       | magic.
       | 
       | Many stories to tell, but we will never step into that river
       | again. Legends never die.
        
         | sjoblomj wrote:
         | 1. Wow, I did not know that. Thanks for sharing!
         | 
         | 2. Indeed - I'm happy to hear someone know their Blizzard
         | modding community history. To my knowledge, King Arthur never
         | finished his studies as he got offered a job at Blizzard. He
         | worked at Blizzard from around 2000 to 2020. He's now at
         | Dreamhaven it seems, along with former Blizzard CEO Mike
         | Morhaime. And indeed - Jorsys is very much inspired by Camsys
         | =)
         | 
         | 3. I think my abuse of overplaying Diablo I on our old 56k
         | modem is what made my parents invest in broadband. I'm happy
         | they didn't make me pay the bills back then.
         | 
         | My long term goal with Jorsys is to put tutorials and mods and
         | make the whole thing accessible for people today and tomorrow.
         | It's all pretty arcane, with tools, mods and instructions
         | barely accessible anymore. Time is limited though.
         | 
         | I don't anticipate creating a community, but if you have
         | anecdotes or stories to share, or want to help out in any way,
         | don't hesitate to get in touch. My email is on Jorsys.
        
           | barfoure wrote:
           | Here's a few more:
           | 
           | 1) in addition to Kali, people played War2 on MSN Gaming
           | Zone. It was available under the TCP/IP section.
           | 
           | 2) before war2bne, you could use a program to change the
           | color of your in game name, and use non-ASCII characters. So
           | people went wild in multiplayer games.
           | 
           | 3) I think MPlayer also supported War2? I don't think anyone
           | played it there.
           | 
           | 4) StarCraft modding community was tight knit. Lots of great
           | maps with tools available only to friends of the modders. We
           | see the tail end of this when mappers finally get so good
           | their maps are used by KeSPA and are not possible with stock
           | editor.
           | 
           | 5) Warcraft 3 alpha comes around. Warforge server is the
           | first and only private server. The first map editor is
           | leaked, janky but works for alpha. the first tower defense
           | map ever for Warcraft 3 is made by a fellow called Mr123 on
           | Warforge. The rest is history.
        
             | mickeyp wrote:
             | Battle.net's simple system of just downloading maps you
             | didn't have helped a lot.
             | 
             | I remember playing a "Use Map Settings" map where you
             | started out as a lone marine and then had to 'upgrade' your
             | character over time. It felt like a very early prototype of
             | later hero-style games that came to exist in Warcraft 3 and
             | beyond.
             | 
             | Fun times.
        
       | mock-possum wrote:
       | Soundtrack and game book art still solid too.
       | 
       | It really does pale by comparison to StarCraft, BroodWars, WC3,
       | and of course the scion of the series, SC2.
       | 
       | It's a shame how far Blizzard has fallen at this point - this era
       | of RTS died a sad little death a decade ago with Nova Covert Ops.
        
       | bigstrat2003 wrote:
       | I love Warcraft II. My first ever RTS, and one of the all time
       | greats even now. The game just has soul oozing out of every pore;
       | you can feel the excitement of the Blizzard guys for the game as
       | you play it. The expansion was great too.
       | 
       | I played the battle.net rerelease of the game, which came out
       | after Starcraft did. The main feature was (obviously) online
       | play, but I believe it had some other SC features backported as
       | well. Had _great_ times as a kid playing in comp stomp lobbies on
       | battle.net!
        
       | I_am_tiberius wrote:
       | I still remember the 3 level demo CD they made. Awesome demo
       | levels that made me buy the game, which is still one of my
       | favorite games of all time.
        
         | amatecha wrote:
         | Yeah! My intro to the series was the 3-level WC1 demo. I was
         | absolutely blown away as I had never played any game like that
         | before it. Instantly obsessed haha
        
         | ericmcer wrote:
         | My parents never bought me the full game so I probably played
         | those demo levels 100s of times. Thanks for the memory trigger
         | haha.
        
         | mister_mort wrote:
         | Was the demo version a separate story campaign like the
         | Starcraft one was?
        
           | phire wrote:
           | MobyGames [1] claim they are unique missions. More or less
           | the same story, but different maps, objectives and briefing
           | text.
           | 
           | Maybe I need to re-download it, and check out the
           | differences. I remember playing those six missions so many
           | times before eventually saving up enough pocket money to buy
           | the game, but I don't exactly remember them being different.
           | 
           | And it's actually six maps, three for each faction.
           | 
           | [1] https://www.mobygames.com/game/57961/warcraft-ii-tides-
           | of-da...
        
       | capitainenemo wrote:
       | WarCraft was a huge part of our LAN parties, but mechanics wise,
       | Total Annihilation was a much bigger leap forward in terms of use
       | of 3D terrain and ballistics and commands, so we played that a
       | lot more.
       | 
       | Warcraft had more differentiable units and a better story though.
        
         | guerby wrote:
         | And now Beyond All Reason keeps it alive and free software
        
           | capitainenemo wrote:
           | Huh. I'm familiar with the Spring RTS FOSS project
           | (https://springrts.com) which started as a reimplementation
           | of TA, and of course Planetary Annihilation, but not "Beyond
           | All Reason" - do you have an authoritative link?
        
             | tshaddox wrote:
             | The official website is https://www.beyondallreason.info/
             | 
             | It's an open-source project that started as a fork of
             | SpringRTS. To my eye it looks nearly like a clone of
             | Supreme Commander.
             | 
             | I watched a few ranked 1v1 games on uThermal's YouTube
             | channel (he's a former Starcraft 2 pro who mostly makes
             | YouTube videos about Starcraft 2). Here's the playlist.
             | 
             | https://www.youtube.com/playlist?list=PL_USFDBbymGUwLPiopP2
             | q...
        
               | capitainenemo wrote:
               | Well, when I saw the first Supreme Commander video it
               | looked a _lot_ like Sprint RTS running Balanced
               | Annihilation to me. Right down to how the terrain
               | deformation worked and the command queuing.
               | 
               | Was there any particular reason for the fork? There's a
               | lot of Spring RTS projects but they all use the same
               | codebase. http://springrts.com/wiki/Games
        
             | Lapsa wrote:
             | BAR is a great RTS
        
             | NortySpock wrote:
             | The Spring RTS FOSS engine is an engine, but does not
             | provide the game assets or game-specific code.
             | 
             | Recoil is a fork of the Spring engine (background: Spring
             | made backward incompatible changes; Recoil forked to retain
             | backward compatibility). Beyond All Reason uses the Recoil
             | engine and supplies its own game code, shaders, and assets.
             | 
             | https://recoilengine.org/articles/choose-recoil/
             | 
             | https://recoilengine.org/ (list of games powered by Recoil)
             | 
             | https://github.com/beyond-all-reason
             | 
             | Source: been in the BAR Discord for about a year, have
             | contributed tiny bits of server code to the project, and
             | read a few pull request comments.
        
           | olavgg wrote:
           | BAR is a really great RTS game. By far the best one today. It
           | is very balanced and has a lot of depth. Highly recommended
           | for any RTS enthusiast.
        
       | arscan wrote:
       | The Kali TCP/IP IPX bridge allowed you to play this multiplayer
       | over the internet, and the style of game was tolerant to low
       | bandwidth and high pings. Which made this one of the first games
       | that really provided a glimpse of the future of gaming (for
       | better or worse, much of gaming has moved away from single person
       | campaigns to multiplayer). I have so many great memories of this
       | era in gaming because of this game and the handful of others that
       | Kali supported (descent, doom 2).
        
         | iancmceachern wrote:
         | Kali was awesome!
        
           | jquery wrote:
           | I had a lot of fun using Cases Ladder to find matches.
           | 
           | I know the game was horribly unbalanced against humans once
           | bloodlust showed up, but I still quit after they "patched"
           | bloodlust years later in Battle.net. Felt sacrilege, like
           | patching the queen in chess. Yeah, the queen is imba, but
           | that's chess. Beating an orc player as a human was a fun
           | flex.
        
         | recursive wrote:
         | There are more high-quality single player campaigns coming out
         | now than there were then. Single-player gaming seems to have
         | grown since then. Just not as much as multi-player.
        
         | seattle_spring wrote:
         | Kali ruled. I played a modified version of Hellfire (unofficial
         | Diablo expansion that technically didn't support multiplayer)
         | on Kali for the longest time. GTX_Rage, if you're here, I want
         | to talk to you!
        
           | Cruncharoo wrote:
           | Oh no way I didn't know Hellfire was unofficial. I don't even
           | remember where I got it back in the day but I still remember
           | the CD..
        
             | toast0 wrote:
             | Hellfire was a released commercial product.... But it was
             | released by Sierra On-Line, not Blizzard.
             | 
             | Both companies were owned by the same conglomorate (at the
             | time?), and cooperation was limited.
        
         | LarsDu88 wrote:
         | The poor floating point performance of many PCs at the time
         | meant that a lot of code used ints rather than floats, making
         | determinism much easier for multiplayer!
         | 
         | I believe DOOM and Warcraft 2 simply did lockstep determinism
         | across all clients. You could run the simulations forward
         | completely deterministically due to use of its and fixed point
         | math.
        
           | cogman10 wrote:
           | Quake did as well all the way up to Quake 3 I believe. The
           | game was basically on a heartbeat based on the worst latency
           | of the connected player. Everything got synchronized that
           | way.
           | 
           | Back in the day, your gaming could be super wrecked if
           | someone with a 300ms latency joined :D.
        
         | CobrastanJorji wrote:
         | If TabithaS from Case's Ladder is out there somewhere, thank
         | you for playing teaching games of Warcraft 2 with me!
        
         | cortesoft wrote:
         | Oh man. I remember having to send a check for $20 to some
         | address to get my key.
         | 
         | That was such a game changer for online play. Before that, to
         | play Warcraft II my friend and I had to coordinate to set up a
         | game, then call their model directly, and hope our parents
         | didn't pick up the phone thinking it was a regular call.
         | 
         | After Kali, we could just sign on and join games. We also got
         | to play as a team, which was so much fun. Friends2v2 was the
         | map and game type we played SO MUCH. We had various strategies
         | that we got really good at (mostly grunt rushing and offensive
         | towering). I miss those games.
        
         | jonathanlydall wrote:
         | A free alternative was MSN Gaming Zone.
         | 
         | Ran inside IE using ActiveX or something. Was pretty neat.
        
         | gdcbe wrote:
         | Do you or someone reading this know who would be the best
         | person that would be willing to come on a guest on a podcast
         | and has the correct knowledge (ideally the person who
         | implemented in WC3, or something similar enough).
         | 
         | Asking as I'm the host of netstack.fm, a podcast about
         | networking and rust, but some episodes are just about
         | networking alone.
         | 
         | Would love to devote an episode to the Kali TCP/IP IPX bridge
         | as there's a lot to unpack there and that can be learned from.
         | Any tips for a guest for such an episode are more than welcome!
        
           | arscan wrote:
           | In grad school 15+ years ago I took a 'user-centered
           | innovation' class and I wrote a paper on the topic of Kali
           | and its predecessor: how gamers, not the game devs, made
           | games built for IPX work across the internet. What is neat is
           | early collab on the first ipx->tcp/ip bridge happened on
           | Usenet, so you can find a record of the first doom deathmatch
           | coordinated and played over the internet. I think I reached
           | out to jay cotton (author of kali) via email and he answered
           | my questions, so I'd try to track him down if I were you.
           | 
           | Sadly I didn't make a backup of my paper (not sure how I
           | managed to screw that up), so I no longer have it.
        
         | 29athrowaway wrote:
         | There was also WarCraft II Battle.net edition, launched in '99
        
       | iancmceachern wrote:
       | I spent many hours playing this, C&C, Red Alert, over null modem
       | cables and kali with my friends growing up. One of the most
       | satisfying things is to hit the unit limit!
        
       | crims0n wrote:
       | And now that disco easter egg is stuck in my head... (although
       | technically I think that was part of Beyond the Dark Portal).
        
         | acheron wrote:
         | wha-wha-wha-wha-what do you want
         | 
         | (Yes, that was from Beyond the Dark Portal. Could play it in
         | the game with a "cheat" code or it was at the end of the
         | Redbook audio tracks if you put it in a music CD player.)
        
       | bfors wrote:
       | This game lead me down a path that resulted in me becoming a
       | software engineer. Good game.
        
         | amatecha wrote:
         | No doubt. My friend learned how to hex edit because of WC1 --
         | editing his savegame files haha
        
           | ece wrote:
           | I was happy when I could skip the intro movie.
        
       | 29athrowaway wrote:
       | Two memorable things
       | 
       | - "Your sound card works perfectly!"
       | https://www.youtube.com/watch?v=q_A1GNx0M9M
       | 
       | - "I am a medieval man"
       | https://www.youtube.com/watch?v=RwWh1xy6gvU
       | (https://wowpedia.fandom.com/wiki/I%27m_a_Medieval_Man)
       | 
       | It was great to play this game when it came out. And it has aged
       | well too. Good gameplay, OST, graphics... never experienced a
       | glitch or performance issue. The only worry was keeping the CD
       | unscratched.
        
       | yoavm wrote:
       | This was the first game I was really obsessed with. I remember
       | having one floppy disc and I wanted to copy the game from a
       | friend, so we split the game to ~10 parts, and for a whole
       | weekend I was going back and forth between our houses,
       | "downloading" those 10mb.
        
       | amatecha wrote:
       | I remember it felt like AGES for the Mac version to come out --
       | my friends with DOS/Win machines were playing and of course I was
       | out of luck, still clinging to my precious WarCraft 1 in the
       | meantime (apparently the Mac vers came out 8mo later)... I
       | remember visiting a couple friends and playing the game at their
       | house and being so jealous they can just play this amazing game
       | any time. WC2 was such a leap forward and such an improved game
       | (though I did miss the gritty/darker feel from WC1). Great
       | memories of playing modem games with my friends in the area, and
       | AppleTalk LAN games as well of course.
        
         | javman wrote:
         | I get nostalgic thinking about WC2 on the Mac. I was a teen
         | then, and loved Blizzard for putting the effort into a Mac
         | release. I don't remember how I found IRC and #macwarcraft, but
         | between dial-up internet, coordinating games on an IRC channel,
         | trading IP's, and submitting game results to manual
         | leaderboards, clan wars, trash talking, etc. What a great time
         | it was :)
        
         | kalleboo wrote:
         | None of my PC friends had any kind of networking, but on our
         | Macs we had an AppleTalk (PhoneNet) network between 3 Macs (WC2
         | ran on a 25 MHz 68040 so my old bedroom Mac would still
         | suffice) making my home the WarCraft II gaming nexus.
        
       | MobileVet wrote:
       | If you still want to experience the joys of RTS... but struggle
       | to play after so many years away, I highly recommend catching a
       | few streams from Grubby. He plays WC3 and a few other games and
       | is quite entertaining to watch. He is also crazy good... His
       | typical APM during a game hovers between 200 and 250. He is an
       | absolute beast at leveraging his items and maximizing his heroes'
       | hp.
       | 
       | https://youtu.be/qaaWsRfbsls?si=EJ0WBvJ9hMmQCaNb
        
         | theposey wrote:
         | sub to the grub!
        
         | chongli wrote:
         | I would also recommend ArtosisCasts [1]. Dan 'Artosis'
         | Stemkoski has been a professional StarCraft play-by-play
         | commentator and colour analyst for decades. He's lived in South
         | Korea (now in Canada) and cast countless professional matches
         | and tournaments featuring the top Korean players.
         | 
         | On his casting YouTube channel he uploads a new commentary and
         | recording of a StarCraft game every day, as well as news about
         | upcoming events and tournaments. He loves to do deep dives and
         | detailed analysis of strategies and the shifting metagame of
         | StarCraft: Brood War, a game that is still going stronger than
         | ever despite closing in on its 3rd decade since release.
         | 
         | [1] https://youtube.com/@artosiscasts
        
         | u12 wrote:
         | Grubby is good, but Back to Warcraft casts the highest level
         | players these days. Grubby does not compete in the top league
         | any more
        
           | MobileVet wrote:
           | Honestly, he doesn't need to be the best to make it
           | enjoyable. He seems like a generally chill guy and he goes
           | back and breaks down his games. Fascinating to hear what he
           | was thinking and why he did what he did.
        
         | shoo wrote:
         | i'd also recommend uthermal -- former pro sc2 player, he's got
         | a really good attitude & makes a lot of entertaining videos
        
         | publicdebates wrote:
         | I miss the low res aesthetic of WC2. It's so sad that
         | everything has to be high res nowadays. I never really liked
         | WC3, maybe for that reason.
         | 
         | And although SC1/2 brought genuine improvements in the genre in
         | many ways, there's something so much purer about the high
         | fantasy tone of WC over the scifi tone of SC. Maybe it's just
         | pure nostalgia, but it feels like something deeper, something
         | more real.
        
           | bombcar wrote:
           | WC2, SC1, and things like Heroes III (and somewhat today with
           | Factorio) perfected that 2D art-style. It might not have as
           | many pixels as WC3, but every single one of them was thought
           | about and considered by someone with artistic merit.
           | 
           | It wasn't until nearly 20 years after WC2 that a 3D game got
           | "graphics that look almost 2D in quality (SC3)".
           | 
           | I think it's also very telling that World of Warcraft made
           | infinity money, but World of Starcraft never happened. High
           | fantasy always lends itself to the "I can make a difference
           | as a mortal man" but sci-fi seems to always trend toward "too
           | big for human consumption."
        
             | wredcoll wrote:
             | > I can make a difference as a mortal man"
             | 
             | Thinking of popular fantasy sci-fi, this seems like the
             | exact opposite of what actually happens! With the notable
             | exception of lotr (and how many early readers really
             | focused on frodo's struggle anyways?) most fantasy has some
             | kind of superhuman main character that can singlehandedly
             | change the world.
             | 
             | Scifi tends to be a lot more about people like Picard,
             | important and respected but ultimately limited to
             | influencing others to achieve major changes.
        
       | officeplant wrote:
       | Warcraft II was the first game I ever played over modem direct
       | connect with a friend across town. Later on there was another
       | friend that lived way outside of town where you could only get
       | dial-up internet who I played Starcraft with over modem. Those
       | were probably some of the most enjoyable moments I ever got out
       | of dial up internet.
        
       | nerdix wrote:
       | AOL had an amazing warcraft 2 community. There was an online
       | games service in the 90s called Engage and AOL had a partnership
       | with them that allowed AOL users to play multiplayer games
       | through the AOL service. There was a additional charge and it was
       | quite expensive (I believe there was a per minute but my memory
       | is a little fuzzy on the details).
       | 
       | There was a very active AOL message board dedicated to Warcraft
       | 2. Most of the active community used other services (Kali, MSN
       | Zone, and later Battlenet when BNE came out) to play the game
       | since AOL's service was prohibitively expensive.
       | 
       | The best part of the community were the clans. Some of them ended
       | up outliving AOL. The biggest one that I remember was a clan
       | named Splintered Orcs Clan (SoC). Actually just found an old
       | forum post written by the founder of SoC. Looks like they tried
       | to branch out into WoW (I was way out of the scene by then)
       | 
       | https://forums.mmorpg.com/discussion/12955/splintered-orcs-c...
        
       | AdmiralAsshat wrote:
       | I worked backwards from Starcraft, and to my mind WC2 still feels
       | a bit archaic, insofar as the two races feel nearly identical.
       | WC3 did a better job of differentiating the Human and Orc units,
       | and then of course added Dark Elves and the Undead to the mix,
       | too.
       | 
       | But I _will_ say that WC2 is the last major RTS I can think of
       | with naval combat. After Starcraft streamlined it to be land and
       | air only, it seems the entire industry followed suit. Even WC3
       | didn 't bother bringing ships back, to my memory.
        
         | u12 wrote:
         | Age of empires always had naval combat. Supreme commander too.
         | There's a bunch.
        
         | rout39574 wrote:
         | Try 'Beyond All Reason', a passionate FOSS recreation of the
         | core of Total Annihilation.
         | 
         | It's got really decent naval combat, with a distinct feel
         | compared to the land and air.
        
         | kulahan wrote:
         | I remember being bummed when I played WC3 and there was no oil
         | resource. Lots of sky and ground units, but I guess a navy just
         | wasn't useful enough? Which I suppose I could see. A big
         | benefit in militaries is the ability to quickly project power
         | (from a carrier) or provide tons of logistics - supplies,
         | blockades, etc.
         | 
         | These just aren't considerations in RTS games - they move too
         | fast and the maps are too small. There really isn't a benefit
         | to having a ship with all your planes just outside of the
         | enemy's range - they could sneak attack you, and sending units
         | from your own base really just isn't that much farther.
         | 
         | It's a shame to me that this isn't a more popular genre these
         | days. It's easily my favorite.
        
         | icegreentea2 wrote:
         | C&C RA (1996) and RA2 (2000) both had significant naval units.
         | RA3 (2008) went.. maybe a little overboard with naval units as
         | well. That said, all other C&C games (Tiberium and Generals)
         | both avoided naval units.
        
       | Tiktaalik wrote:
       | This is a really good and I think sadly under played and
       | discussed game. It was very popular in the mid 1990s on release
       | but it seems like it was immediately forgotten about once
       | Starcraft arrived. It's unfortunate because yes it's a simpler
       | and more straight forward game, and not as balanced, but it is
       | very fun and pure.
       | 
       | Warcraft 1 is maybe too slow paced and basic to be enjoyable, but
       | Warcraft 2 remains very playable, as many of the usability of
       | features core to modern RTS games developed here. There are a few
       | things missing, but that just means you have to be more on the
       | ball with the micro.
       | 
       | The map editor was revolutionary at the time, and it was
       | trivially easy to be making usable maps within minutes.
       | 
       | One thing that was delightful about this game was how the
       | community discovered that Farms made for better walls than the
       | actual walls, and so an enormous variety of strategies developed
       | around this. As players developed knowledge of how units were
       | pushed out of buildings, walling off buildings to push units past
       | forest was another strategy that developed from this, creating
       | the potential for sneaky tricks.
       | 
       | One unfortunate thing about the game was that during the original
       | battlenet edition they added a new extra fast speed, which
       | everyone moved to, but that speed actually kinda broke the game
       | in that it became entirely possible to accidentally put your
       | townhall too close to the mine, and your peons would be
       | impossible to remove from mining. So in actuality the second to
       | fastest speed is the correct speed for this game.
       | 
       | I hope this got fixed in the remaster but I heard it was a pretty
       | basic art refresh...
        
         | ericmcer wrote:
         | All the RTS games are underplayed nowadays. Starcraft 2 is
         | maybe the most active still and has been all but abandoned by
         | Blizzard.
         | 
         | A good RTS has an extremely harsh learning curve and is not
         | super monetizable. Someone would have to rethink the genre:
         | make it easier for casual players and figure out how to get the
         | addicting money making patterns in. Otherwise big companies are
         | gonna have no interest.
         | 
         | Sucks, I love Starcraft 2, but it is legitimately the most
         | mentally demanding game I have ever played. Sometimes I
         | procrastinate getting into a match because 1v1 is so stressful.
         | I totally get why it has limited appeal.
        
           | 29athrowaway wrote:
           | StarCraft I still has a large community. And China has a
           | giant WarCraft III community.
        
           | mvdtnz wrote:
           | Every time someone tries to re-think the genre they make it
           | worse. Supreme Commander (and Forged Alliance) were near-
           | perfect games, but SupCom 2 tried to simpify the game to
           | appeal to console players and ruined it completely. Dawn of
           | War 2, although not to everyone's taste, was in my view the
           | peak of the series. For the third install they tried to
           | simplify the game and bring it closer to a MOBA and it was an
           | incredible flop.
           | 
           | In my view, if a develop MUST make the game more accessible,
           | they should do so with alternate modes while still
           | maintaining a strong competitive 1v1, 2v2 and 4v4 mode with
           | the steep learning curve and competitive nature. Anything
           | else is a betrayal of the genre.
        
           | stackghost wrote:
           | I think the problem is simply that for a large part of the
           | playerbase, increasing your APM is directly correlated with
           | increasing your win rate/ranking.
           | 
           | And frankly, that's not fun for a lot of people.
           | 
           | I don't want to win by clicking and mashing hotkeys like a
           | schizophrenic on speed.
        
             | kqr wrote:
             | I don't think this is true. Granted, last time I tried to
             | get good at an RTS was toward the end of the Brood War era
             | but the established wisdom at that time was very clear that
             | hour-for-hour, time spent practicing resource management
             | was much more effective than time spent practicing clicking
             | quickly.
             | 
             | Yes, really good players click fast, but they also have
             | impeccable resource management. The group I played with did
             | run the obvious experiment: the best one of us was forced
             | to play against the rest (one at a time) with an artificial
             | click frequency limit. He felt like his abilities were
             | greatly reduced, but he still beat everyone else quite
             | easily.
        
           | austhrow743 wrote:
           | World in Conflict was an interesting take on making RTS
           | easier for casuals. Basically took the resource gathering
           | part out of it. You got a constant drip of points you could
           | spend on units instead.
           | 
           | Potentially that simplification hurts the genre too much
           | though because then you don't have hardcore players sticking
           | with it for years and years.
           | 
           | Maybe a game could have that as a "simple mode" that players
           | can opt in to.
           | 
           | The potential addictive money making pattern is the same as
           | other games imo. Skins. The units being smaller mean the
           | developer is probably going to have to go to more effort to
           | shove them in to peoples faces. Maybe a screen before/after
           | the match where all the players units in their skins can be
           | clear seen in a more zoomed in manner. Have them marching
           | around the border of the end scoresheet or doing a little
           | dance while waiting for players to load.
        
           | Fnoord wrote:
           | The spiritual successor of Starcraft is Stormgate. I cannot
           | comment on it, I have no idea how good it is. AFAIK it is
           | multiplayer only. I played Dune II, Warcraft II, C&C, Red
           | Alert, Starcraft (didn't like, I never understood the hype),
           | Dark Reign, Total Annihilation, Warcraft III as kid, but...
           | only single player (at various difficulties). That is just
           | how games were generally played in the 90s. I do remember
           | using a null modem cable at some point, but IIRC was only to
           | play Doom and Duke3d.
           | 
           | I believe the RTS genre at a whole got superseded by the MOBA
           | genre (with DotA and LoL). A genre I tried once (HotS) and
           | was terrible at. If you're shit and you're not improving (I
           | didn't enjoy it either, I felt forced to do it for a reward
           | in another game), stop trying. I never tried any other MOBA,
           | except maybe a touchscreen one, Warcraft Rumble? Either way,
           | I got burned by Hearthstone Mercs and fell once more in the
           | trap with Rumble. After Blizzard announced removed of addons
           | from combat, I've finally said goodbye to the Warcraft
           | franchise and Blizzard in general.
           | 
           | There's one game I really do like which has a kind of RTS
           | with map feeling to it: Total War: War _hammer_ series
           | (though I laud their BS with DLCs and multiple game
           | versions). I suppose the whole Total War series is as good, I
           | just like the Warhammer universe. The other day, Settlers II
           | was discussed on here, including a FOSS clone. Settlers II is
           | also a game I liked (III not so much though artwork was nice,
           | never played the orig.). Supposedly it isn 't RTS, tho I am
           | pretty sure back then it was called RTS.
        
             | seattle_spring wrote:
             | > The spiritual successor of Starcraft is Stormgate
             | 
             | This was their claim, but it did not pan out in reality. It
             | flopped on launch, _hard_. Peak player count since launch
             | has been less than 100, and is currently hovering around
             | 25.
        
               | taurath wrote:
               | It was really proof that gameplay often takes a back seat
               | to visual identity, ESPECIALLY if the gameplay is
               | extremely derivative, which this was. They had a massive
               | amount of goodwill from fans of the genre, but when they
               | started sharing screenshots it deflated fast - its not a
               | 2025 game, its a 2010 clone of a popular 2005 game. Its
               | nigh impossible to make a spiritual successor to genre
               | defining games in WC3 and SC2 - too many things need to
               | go perfect.
               | 
               | It had a better chance if it could find its own voice,
               | but it ended up feeling like a direct to home video
               | sequel to a popular movie
        
             | taurath wrote:
             | I agree, I think MOBAs superceded the "real time" part of
             | RTS's, while the more turn based Civ/4x, Total War series
             | strategy type games ended up taking a lot of the base
             | building part. Having them both together was just straight
             | up difficult and incredibly intense, like the game itself
             | demanded you be on adderall because your attention cannot
             | wane for a single moment.
             | 
             | The better I got at competitive RTS's the less interesting
             | the game got for me, it just kinda of felt like chess where
             | there was only going to be one or two interesting
             | interactions in the game if played well, otherwise its just
             | a game of who makes a mistake too early.
             | 
             | Teamfight Tactics and Autochess are interesting newer
             | entries though, allowing time to strategize and adding a
             | lot of randomness to the games, where you can't just play
             | one build. Even then though, as these games get more and
             | more explored, "optimal" strategy gets eventually
             | discovered and the game devs especially in TFT are in a
             | race to try to keep things high variance but also seem fair
             | - its definitely a difficult job!
        
               | lurk2 wrote:
               | > The better I got at competitive RTS's the less
               | interesting the game got for me, it just kinda of felt
               | like chess where there was only going to be one or two
               | interesting interactions in the game if played well,
               | otherwise its just a game of who makes a mistake too
               | early.
               | 
               | I feel the exact same way. The ELO system saves you from
               | getting steamrolled if you're a casual player but
               | improving just means the game becomes formulaic to the
               | point of no longer being fun. Stronghold 2 was kind of
               | interesting in that it was an unranked lobby with good
               | variation in player ability and team-oriented maps. Most
               | players knew the basic economic and combat metas, but
               | you'd often end up in situations where one of your
               | teammates dropped out on a 3 vs 3 and you'd still win.
        
           | PeterStuer wrote:
           | Perhaps a more 'casual' in the RTS genre, but AoE2 is still
           | going very strong.
        
         | 29athrowaway wrote:
         | > This is a really good and I think sadly under played and
         | discussed game
         | 
         | WarCraft II sold 3M copies.
        
           | Tiktaalik wrote:
           | Yes it was one of the most successful PC games of the 1990s,
           | but that doesn't say much today. Have a look at its subreddit
           | and it's a ghost town. Wasn't remade and re-released often
           | since and little to no effort has been put into growing the
           | franchise.
           | 
           | In contrast contemporary SNES games have had more remakes and
           | had their audiences grow remarkably over time. The franchise
           | hasn't been cared for and so it's relatively obscure despite
           | being a top tier best in class game on its release.
           | 
           | Tbh in general I think you could say the same of a lot of top
           | tier successful PC games of that era.
        
         | pests wrote:
         | > The map editor was revolutionary at the time, and it was
         | trivially easy to be making usable maps within minutes.
         | 
         | Ah yes, my friend groups favorite map to make: start at the
         | corners and the rest of the map was trees.
        
       | Ntrails wrote:
       | I still have a bunch of the sound bites in my music folder.
       | Nothing says playlist filler like "Leave Me Alone"
        
       | black3r wrote:
       | > Development stared in the first months of 1995, and the game
       | was released in North America and Australia on December 9, 1995.
       | 
       | This feels absolutely insane for today's standards. And not just
       | in the gaming world. Somehow with all the advancement of
       | libraries, frameworks, coding tools, and even AI these days,
       | development speeds seem so much slower and it seems like too much
       | time is spent on eye candy, monetization and dark patterns and
       | too few times on things people actually like to see - that's what
       | made us buy games and software in the old days.
       | 
       | (But also in the gaming world, especially the past few years when
       | almost no game studio develops its own engine, assets don't look
       | more detailed than what was used 3 years ago, stories seem
       | hastily written and it feels like 80% of developer's time is
       | spent on making cosmetic items for purchase which often cost more
       | than the base game price)
       | 
       | Also somehow we spend lots of times researching UX and developing
       | tutorials (remember when software had the "?" button next to the
       | close button and no software "tutorials" were needed?) and yet
       | all the games and software are harder to learn than what we had
       | in the 90s and 00s.
        
         | myth_drannon wrote:
         | Additionally, the product was completed and released on CD, so
         | no hundreds of bug fixes after the release.
        
           | icegreentea2 wrote:
           | They did have downloadable patches for WC2 though.
        
             | phire wrote:
             | Yeah, 9 patches for the original game, then the Battle.net
             | Edition in 1999 (which added support for TCP/IP networking
             | and Battle.net matchmaking), and at least one downloadable
             | patch for that.
             | 
             | https://warcraft.wiki.gg/wiki/Warcraft_II_patch_information
             | #...
        
         | mvdtnz wrote:
         | Even smaller games now have ludicrously long development cycles
         | as developers have learned they can exploit mentally challenged
         | gamers by selling them "early access" (unfinished games).
        
         | japhib wrote:
         | Crazy how much bigger modern games are ... I wonder how many
         | total pixels were shipped in the art assets of Warcraft 2 vs.
         | StarCraft 2? My guess is at least 4 orders of magnitude higher
         | for SC2
        
         | garg wrote:
         | Not that it is any less impressive but they continued the
         | development of their existing engine from WC1.
        
         | joegibbs wrote:
         | Not at all crazy. You could very easily get a game with the
         | same art style, features, number of missions done now in a
         | month but people want much more. QOL features, multiple
         | platforms, high quality graphics - $50 (average game price back
         | then) is $105 now - you can't sell any game for that price
         | nowadays, and a game at WC2 level of features wouldn't be
         | accepted by customers for more than $5. A full price $59.99
         | game now needs a billion different side quests, character
         | customisation, full VA, multiplayer servers, an orchestral
         | score, etc etc or people just won't buy it.
        
           | justsomehnguy wrote:
           | > is $105 now - you can't sell any game for that price
           | nowadays
           | 
           | But you don't need to. Just sell it to Steam for a $39.99 or
           | whatever and have much, much more sales than in '95. And as a
           | bonus you would still recieve some sales years after.
           | 
           | Sure, you won't get in Top 100 and wouldn't earn
           | bazillions...
        
       | gmllama wrote:
       | One of the biggest features of this game for me as a youngin'
       | wasn't that I could play dial-up co-op multiplayer with the
       | neighbors down the way, but that the soundtrack audio was Redbook
       | format on the cd-rom and I could pop the game disk itself into my
       | CD player to listen to the what I still consider to be an amazing
       | soundtrack. That Orc'ish harpsichord still lives rent free in my
       | head.
        
       | freetime2 wrote:
       | WarCraft II was among the first games that I ever played "online"
       | (direct connection via dial-up modem with my friends). I can't
       | overstate how absolutely incredible that felt to me at the time -
       | pure magic.
       | 
       | The other games we were playing at that time were Doom II and
       | various other first-person shooters (Rise of the Triad, Hexen,
       | etc) - which were also pretty incredible. But the WarCraft II
       | experience really took things to the next level with far richer
       | gameplay.
        
       | boneitis wrote:
       | This is probably the best time as any I'll ever get to mention
       | that Patrick Wyatt's[0] blog[1] is a gold mine of frontline,
       | boots-on-the-ground accounts of making WarCraft II and other
       | games.
       | 
       | [0]: https://en.wikipedia.org/wiki/Patrick_Wyatt
       | 
       | [1]: https://www.codeofhonor.com/
        
       | josh2600 wrote:
       | I was 7 when Warcraft II: Tides of Darkness dropped.
       | 
       | You cannot imagine the lengths we had to go to play this game in
       | our home. We were lucky enough to have two apple computers and so
       | my brother and I would play each other using the battle net
       | technology over appletalk. The thing was, the only appletalk
       | cable in our house was barely long enough to make it between the
       | two bedrooms, so when we wanted to play the cable would hang in
       | the air stretched across the hallway where the slightest tug
       | would rip it out of the port killing the match.
       | 
       | The number of times that cable got unplugged mid-game and the
       | inter-household rancor that would ensue is the stuff of legends.
       | I honestly remember the fits we had about whose fault it was that
       | the cord got unplugged more than I remember any specific aspect
       | of those Warcraft games.
       | 
       | It just goes to show, networking topography matters.
       | 
       | WCII ToD is absolutely one of the most insane games to ever be
       | birthed unto the world. It was so brain breaking compared to
       | everything else we were playing at the. time. Just a real quantum
       | leap in terms of dopeness.
       | 
       | Blizzard really hit it out of the park with Warcraft and Diablo.
        
         | tarsinge wrote:
         | > WCII ToD is absolutely one of the most insane games to ever
         | be birthed unto the world. It was so brain breaking compared to
         | everything else we were playing at the. time. Just a real
         | quantum leap in terms of dopeness.
         | 
         | I was 10 a the time and yes I'm not sure people realize how
         | magical it felt at the time. When I got it in Christmas 96 on a
         | 68k Mac it felt like it really opened a parallel universe
         | compared to other games.
         | 
         | The graphics (looked like a high res SNES game, which at the
         | time was quite unique on PC), the CD quality soundtrack, the
         | booklet concept art, the unit voices and buildings sounds... as
         | a kid discovering Fantasy it had everything.
         | 
         | And the attention to details, like Christmas string lights on
         | building or a snowman when the map was in winter may seem
         | insignificant, but as a kid it was wonderful.
         | 
         | Even my dad who was not into video games but had played
         | tabletop war games in the past and got hooked and spent a few
         | nights on it to complete a solo campaign.
         | 
         | This is by far the retro game I have the most nostalgia for.
        
       | mos87 wrote:
       | "...and awaits the coming of the tides of darkness"
       | 
       | l'chaim!
        
       | par wrote:
       | Reflecting on retro compute more and more lately and it really
       | makes me miss where we came from. I've been programming since
       | about 1994 when I was about 12 years old (shout out q-basic). And
       | today work at FAANG as an eng manager. But i am not proud of
       | where we've gone as an industry. Makes me sad really.
        
       | GBeastMode wrote:
       | The only RTS games I could truly enjoy were Warcraft II and III.
       | Other games like StarCraft are too complex for me to fully engage
       | with. I especially liked Warcraft III's system of taxing large
       | armies - it made battles small-scale and much easier to wrap my
       | head around.
        
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