StarCraft/Gameplay

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StarCraft is a Real Time Strategy computer game produced by Blizzard Entertainment in 1998. It was unique at the time in that it had three races, each of which had asymmetrical statistics, abilities, and strategies: Protoss, Terran, and Zerg. Generally, the Terrans represent humans and form a middle-of-the-road race; their technological progression in the game is similar to that in ‘’’’’WarCraft 2’’’’’; they form Episodes 1 and 5. The Zerg have more weaker units and form Episodes 2 and 6, while the Protoss have stronger units and form Episodes 3 and 4.

The Races
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In StarCraft, the Protoss, Terran, and Zerg races engage in a massive interstellar conflict, with the game involving taking over unique, strategic planets, and court intrigue, with rebellion and trickery in each episode.

Xel-Naga's Creations: Protoss and Zerg
The Xel'Naga, an ancient spacefaring race obsessed with breeding the ultimate race, found hope on Aiur, where they civilized the psionically attuned Protoss based on their purity of form. After the creators revealed themselves and built a temple, however, the Protoss fell into disarray. The Xel'Naga left in defeat, and never learned that the Protoss had reunited under the Khala (the Way) and had later formed two subgroups, the High and the Fallen (Dark) Templar. The Xel'Naga realized that the cause of the Protoss rebellion lay in their independent minds. Though they marked their arrival on Char and Braxis with more temples, but only when they arrived on Zerus did they finally find their target, which exhibited purity of essence. They created an Overmind and minion Cerebrates to control their new race, the Zerg, with each Cerebrate controlling a Brood. The Zerg evolved into fierce community covering multiple genuses. With its psionic powers, the Overmind lured a herd of space creatures to the planet. With the genetic code of the Behemoths (Overlords), the Zerg became free of their terrestrial confines and the Overmind launched a surprise attack against the Xel'Naga, who were never heard of again. At the beginning of the StarCraft saga, the Protoss populated Aiur, Braxis, and Shakuras, while the Zerg had shifted its Broods from Zerus to Char to direct its long-awaited campaign of overcoming the Protoss.

Caught in the Middle: Terran
The Terrans in StarCraft are outcasts from Earth, which has been taken over by the United Powers League. The original Terran colonists were sent aboard giant ships to travel far into deep space. One of the colonies, Tarsonis, forms the Confederacy, an interplanetary empire over the Koprulu Sector. At the beginning of the game, the Terrans have claimed 13 worlds. The Confederacy's kleptocracy and oligarchy has angered many of its subjects, and some groups, such as the Sons of Korhal and Raynor's Raiders, have begun to demand greater liberty. When the rebels on Korhal proved victorious, the Confederacy annhilated glassed the planet's surface with nukes. All life on the surface was extinguished. However, as Episode 1 shows, the Confederacy's grip over its realms continues to collapse. For the rest of the storyline, you will have to play the game.

The Continuation of the Saga: BroodWar
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Blizzard now mysteriously Warps In the planet of Earth and its United Earth Directorate, along with the UED Expeditionary Force which begins its invasion of Koprulu, Aiur, Braxis, and Char in Episode 5. Meanwhile, the Protoss battle the Zerg on Shakuras and fulfill a Xel'Naga legacy, while the Zerg are torn between the Queen of Blades, UED Scientists' Psi Disruptor, and Daggoth's Overmind Cocoon. BroodWar continues the StarCraft saga with the intrigues of the Protoss, the invasions of the Terran, and the infestations of the Zerg. For the rest of the storyline, you will have to play the game.

Game Structure
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Players act as a military leader of one of the three species in each Episode and in the melee matches. In the Single Player missions, the player's race makes advancements but does not come close to crushing the other races. The Single Player missions serve as an introduction into the game, the melee missions provide entertainment for those who want to skip the Single Player campaigns, and the multiplayer missions provide the actual entertainment; the order of difficulty rises respectively, with the Single Player generally being the easiest and human opponents the hardest. Within each level or match, the player controls a subdivision of a race (and in some instances multiple factions or factions of multiple races), establishes a base, trains and creates armies, defends the base and any expansions, and either attacks or carries out a special mission; the mission objectives are provided in the briefing and are accessible during the game.

Single Player
In the 5-level Demo Version Episode, tutorial, six 10-level Episodes, the 6-level Enslavers campaign, and secret missions, the player immerses him/her-self in a world of dark fantasy where three races strive for domination. Since the strategies that the races use change constantly and may appear esoteric to the average player, Blizzard Entertainment has provided introductory briefings to each level explains how it fits in with the plot. Players may tackle the first of each of the above mission sets in any order, but can only progress to the next level after completing the mission immediately preceding it or by cheating.

The Single Player campaigns have a logical framework and reveal the strategies and intrigues that StarCraft has to offer in addition to the game itself. In producing the Single Player missions, Blizzard has hired fiction novel writers to inspire the storyline, making the StarCraft universe one of the most elaborate and believeable fictitional game worlds to date.

Melee
In Custom Games, players can choose to play Melee duels against up to seven computer opponents (playing any more than two can be particularly challenging). In these rounds, players will face multiple enemy factions, all of which have excellent start-of-game moves such as simultaneous commands, perfect coordination, and knowledge of the entire map and enemy forces. The AI is decent, though particularly good if considering what Blizzard had to work on when creating the AI before they released StarCraft. Later-game AI is okay, although the AI has many faults that conniving players may take advantage of, such as attacking an enemy main structure with a worker unit and destruction of the main causing the computer to "play dead". The AI is strong enough to be a good challenge against novice players, although experienced gamers ususally consider the computer to be no challenge.

Bases and Expansions
Players begin with a main base, which is usually the largest through the game because it is the first one that the player has and is thus the most readily accessible, easiest to defend, and earliest to enlarge. As the game progresses, players may also establish expansions, which are built primarily for economical reasons--in this case, Minerals and Vespene. Expansions allow players to enlarge their income and provide significant benefits to their controllers; hence, they must be well planned and carefully defended. Battles in StarCraft generally revolve around which player claims which resource node to establish an expansion, and the winning player is very often the one who gets the most expansions the fastest. However, expansions usually take an investment, the timing of which can be very tricky, especially with experienced players; the resources poured into constructing a self-sustainable expansion could be used instead on teching--expanding the technology tree available to the race--and gathering more units for an offensive attack.

Players who have a larger base/economy at the expense of military units are Economy-Oriented; they have a separate strategy from Military-Oriented players (see the section on Strategies).

Armies and Tactics
StarCraft sports an asymmetrical strategy system, first pioneered by Strategic Simulations' War Wind. Players must learn to use the unique units and their associated stats, descriptions, and spells of each race to gain an opponent over an advantage. This is markedly different from WarCraft 2; indeed, StarCraft's developers tried to avoid creating a product that would be called "WarCraft 2 in Space", eventually leading them to rewrite the entire program. Online snapshots of StarCraft Alpha show a game that looks almost identical to WarCraft 2 evolving over many distinct versions, including ones in which the Overlords could attack, the units had a "Mobility" rating, the Creep were bright purple, Spawning Pools actually had larvae, Nydus Spires in place of Spires, Templar instead of Dragoon, Marines that could Self Destruct, and units selected with a green contour glow.

Armies are best when mixed with various units to ensure flexibility and protection; however, at times a task force should have only one type of unit with a particular aspect, such as Cloaking, superfast-movement, detector, or transport. Strategies also change as the game progresses and as players duel over different maps and map sizes; StarCraft's strategies are many and varied. We hope that this book will be able to provide an in-depth analysis of units, structures, maps, and strategies to make the game a more exciting experience.

When producing armies, one must balance between sheer production of low-level units, production of higher-tech units, development of the base economy, obtaining technological advancements (teching), and expansions.

Additionally, the abilities of multitasking, doing two things at once; macromanaging, taking care of the bases and expanding when optimal; and micromanaging, using tactics and spells when most useful; help players gain the edge over others. Most professional players have outstanding performances in these three areas.

Players who have a larger army at the expense of their base economies are Military-Oriented; they have a separate strategy from Economy-Oriented players (see the section on Strategies).