Warcraft 3 VS. Starcraft 2

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A continuacion una entrevista esclusiva de Gamespot con los developer de Blizzard donde describen las 5 mayores diferencia entre Warcraft 3 y Starcraft 2.


Top 5 differences between Starcraft 2 and Warcraft 3

Gamespot has a detailed interview with Blizzard’s top creative talent, including Rob Pardo.

Here’s some of the key points that have surfaced about Starcraft 2 gameplay:

1. Quantity vs. Quality

As opposed to Warcraft III where the player controls a few units with many different special abilities, Starcraft 2 will be a numbers game, says Pardo:

Starcraft 2 [units] will instead act as “movers and
shooters”–mostly autonomous forces that generally lack special
abilities, but will instead be used in large control groups to “do
their own thing” in battle, rather than requiring the micromanagement
of high-level Warcraft III play.

2. More emphasis on economic activity

Another
comparison to Warcraft III which had relatively little emphasis on the
economy, so players can focus on battles instead. Starcraft 2 will have its pronounced emphasis on bases and expansions as a means of achieving victory.

3. Rushing – strongly encouraged

Unlike Warcraft which
introduced neutral creeps to keep the players occupied, Starcraft 2
will put more emphasis on rushing. Engaging the enemy early and keeping
him occupied will distinguish good players from mediocre ones. Which
leads us to…

4. The good, the bad, and the GOSU

According to Pardo, Warcraft III was more forgiving to beginners
(and lamers!). In Starcraft 2, the gap in the level will be a lot more
evident. Pro players will be able to mow down their opponents in record
time by way of builds, multitasking, and quick expansions:

Starcraft 2 … will appeal to hardcore fans by being
geared toward “highly competitive, skill-based gameplay,” as well as by
efforts to “continue to drive new features onto Battle.net”.

5. Beyond rock-paper-scissors

Starcraft 2 units will introduce more and more subtle ways to
counter the opponent’s strategy. The key to good counters will be
timing, maneuverability, and position (there’s a brand new
implementation of higher ground – more damage, fog of war).

The protoss phoenix, a flying unit, has a special
“overload” ability that creates a damaging energy field around itself,
then renders it immobile and helpless shortly afterward. In a simulated
battle between a player with six phoenix units and another player with
only four, the player with six phoenixes apparently chokes and uses the
overload ability too early, allowing the other player to dodge out of
harm’s way, then arrange the four phoenixes around the now immobile six
in a loose formation and overload the six into oblivion.

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