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Nettles said:
Kagerow said:


Just wondering, what unneccesary macro management did Blizzard include in Starcraft 1?

It was limited by the game engine of the time.

Could only select 12 units, could only select one building at a time.

Starcraft 2 removed these engine limitations so the dev team had to come up with new ideas to help differentiate pro level play.Sadly in my opinion dull unit design plus overzealous balance changes in SC2 is what killed the game but from what i have seen of the new protoss expansion there are some positive moves in that department.


...Okay? So Blizzard did right thing by removing the engine limitation, but killed the game because they thought they had to make an arbitary gap between players, make overzealous unit design, and timid balance changes.

What's with the recent developing trend of designing game to have an arbitary difficulty on entering?