The game also had custom maps that allowed for sandboxed programming / scripting.
A lot of very clever custom maps ("use map settings" / UMS) were made.
MOBA genere spawned from a Starcraft custom map called Aeon of strife. Starcraft also had a map called "the unknown" which is basically Among Us - made years ago.
There were "turret defense" maps, RPG maps, maps where you controlled one unit and tried to dodge things (bound maps) and many other maps that just changed the balance.
In the golden times players didnt have to play the cutthroat 1:1 all the timr - you could spend days playing custom maps (archives have tens of thousands of them), custom campaigns, modes with more players like 2v2, 3v3 or 4v4, or even 8 player everyone for themself.
Apart from "difficult" maps, there was a whole community playing maps with (nearly) unlimited resources - "fastest maps" and "big game hunters" (BGH). Those maps were easier so no "ladder anxiety" by having to play the best all the time.
Starcraft 1 gave a lot of freedom to have fun. You didnt have to participate in the incredibly difficult duels. You could play a custom map, or some 3v3 with your friends - where overall skill level was lower, but fun level was high.
Killing custom maps is in my opiniin one of the reasons why Starcraft 2 failed. Blizzard wanted to capitalize on them, but didnt know how.
In Starcraft Brood War there was this game list - you could select UMS mode and pick from probably 100 open games. In Starcraft 2 you could only play what blizzard wanted you to play.
I guess Blizzard was unhappy that Warcraft 3 spawned the whole DOTA game - which was also a custom map.
Regarding hacking - many people learned java writing bots for Diablo 2.
> In Starcraft 2 you could only play what blizzard wanted you to play.
5 years ago when I played SC2 for the first time there was plenty of (iirc) “Arcade” maps which were UMS, and I’m pretty sure, community made. Are you perhaps talking about early days of SC2 when that still wasn’t a thing or? One map I was most impressed by and had lots of fun playing it, was called “Assassins”. I won’t explain what it is, but if someone took it to develop a game based on it, I strongly believe(d) that it’d be another hit game that spawned from SC
Im talking about the early days when there wasnt a "game list" where you could see the maps hosted by actual players. So the list only showed maps open at a moment.
Last time I tried SC2 arcade there was a list o hundreds of maps with zero players inside and you had to pray that some other players wanted to play the same map as you. So you would have to coordinate by a forum or friendlist to even play a game. So arcade was an empty desert.
Killing the "currently open games list" was such a antipattern... does SC2 have it now?
as far as I know it does have it, and my experience doesn’t match yours-on EU there was 20ish open lobbies (hosted by people) for different custom maps/arcades at all times. but yeah if it was like you are saying it was, I agree with your point. also, check the other reply to your comment from someone who is more up to date
Yeah. He explained it as it was in the early days. Battle.net for Starcraft 2 really destroyed the game from getting popular. It's so sad that the Battle.net from 1998 was better than the Battle.net from 2012... They implemented chat several years after SC2 released. Clans even longer after.
They released it when the online connections were terrible, then everyone left before they got good.
They deliberately hindered the release of Starcraft 2 by releasing the online experience completely unfinished. No clans, no chat (at all), no PMing, no custom games. Nothing. It was like that for several years.
At that point, with 3 years of hype for the game, people came, played a bit of 1v1 then left. It was a botched job. Blizzard died with the release of SC2.
To be fair to the team, Tor (from PirateSoftware fame) reported that Blizzard made more money selling one horse in WoW than with the entire Wing of Liberty:
Well, the horse costs only 4x less than the game. WoW has an insanely larger market cap.
It's not crazy that people bought the horse in more $ amounts than SC2's first release. It's crazy that people spent $15 on a single cosmetic.
I don't fully trust piratesoftware guy, since he does do a lot of clickbait, and isn't exactly a well known body from Blizzard. But I do reckon that micro transactions for a larger game would well outsell an old purchase model on a smaller game.
And yeah. We can only blame gamers for the way video games are now. The good games rarely get acknowledged, but the bad games proliferate continuously.
They killed custom maps by killing the search mechanism. Not sure if they fixed it now, but on release it custom games were ranked by popularity… which just creates a feedback cycle where only already-popular games would show up anywhere on the top and get sufficient players to run. With no discovery, you ended up with the first acceptable maps, usually remakes of sc/wc3 maps, dominating the list and no way for new maps to compete.
The particularly stupid thing is the map editor for SC2 is ridiculously powerful, but afaik nothing interesting came out of SC2 custom map scene.
I played this custom map called "Assassins", and it was one of the best things I ever played, I'm not exaggerating. Idk if something similar already existed, or if it came out from SC2, but I was really hoping for someone to make a real game based on it. Everything I can find on the internet is just this one yt video, but it's an older version, I didn't play under 3.0 I think - https://www.youtube.com/watch?v=TX4hpQouvKA
> Regarding hacking - many people learned java writing bots for Diablo 2.
I remember it being Javascript, not Java. I forget the name of the tools involved, but I do remember creating a lot of Javascript bindings in C or C++, so that scripting engines would have interfaces to various bits of game engine code.
What? Starcraft 2 was a commercial and critical success, selling 6 million copies. It wasn't as successful as the original (11 million), but hardly a failure. It was the leading esports game before MOBAs took over.
The modding scene as we knew it is dead, also for the FPS genre. There are several explanations: games becoming technically more complex, commercial practices, cheating being taken more seriously, gameplay being more refined, with many of the good ideas having already being turned into their own games, the indie scene going for purpose made engines rather than mods, etc...
A lot of very clever custom maps ("use map settings" / UMS) were made.
MOBA genere spawned from a Starcraft custom map called Aeon of strife. Starcraft also had a map called "the unknown" which is basically Among Us - made years ago.
There were "turret defense" maps, RPG maps, maps where you controlled one unit and tried to dodge things (bound maps) and many other maps that just changed the balance.
In the golden times players didnt have to play the cutthroat 1:1 all the timr - you could spend days playing custom maps (archives have tens of thousands of them), custom campaigns, modes with more players like 2v2, 3v3 or 4v4, or even 8 player everyone for themself.
Apart from "difficult" maps, there was a whole community playing maps with (nearly) unlimited resources - "fastest maps" and "big game hunters" (BGH). Those maps were easier so no "ladder anxiety" by having to play the best all the time.
Starcraft 1 gave a lot of freedom to have fun. You didnt have to participate in the incredibly difficult duels. You could play a custom map, or some 3v3 with your friends - where overall skill level was lower, but fun level was high.
Killing custom maps is in my opiniin one of the reasons why Starcraft 2 failed. Blizzard wanted to capitalize on them, but didnt know how. In Starcraft Brood War there was this game list - you could select UMS mode and pick from probably 100 open games. In Starcraft 2 you could only play what blizzard wanted you to play.
I guess Blizzard was unhappy that Warcraft 3 spawned the whole DOTA game - which was also a custom map.
Regarding hacking - many people learned java writing bots for Diablo 2.