What Blizzard should have learned from Warcraft 3 – Part 2
Last time, we established that the majority of improvements between Starcraft 1 and Starcraft 2 were actually improvements from Starcraft 1 to Warcraft 3. From the basic 3D camera to the UI and control improvements, a lot of the credit Starcraft 2 has received for its advancement since the original is probably a tad overstated.
More puzzling, however, was the large number of RTS innovations included in Warcraft 3 that are absent in Starcraft 2. The previous article focused primarily on anti-cheesing measures built into each race’s infrastructure that decreased the rock-paper-scissors aspect of early game rushes. With them, Warcraft 3 managed to remove the majority of all-in cheese from the game without placing awkward terrain or time restrictions on players.
What else did Blizzard’s oldest RTS include in its newest offering? For one thing: dynamic environments.










