Showing posts with label blizzard. Show all posts
Showing posts with label blizzard. Show all posts

Saturday, November 13, 2010

The Battle For StarCraft II

courtesy of Edge



It wasn’t meant to be like this. Not at all. Blizzard’s long-anticipated launch of StarCraft II was meant to be a dream – a triumphant return to the RTS genre that made the company’s name in 1997, when the first StarCraft revolutionised realtime strategy gaming. The centrepiece of the game’s launch? South Korea, the epicentre of world competitive gaming, where the low-specs original spread like a virus, hopping from the gamer fringe to become a mainstream sport within five years. Of the ten-million-plus copies of the original game sold worldwide, half were in South Korea. Two television channels sprang up to broadcast matches between the 12 Proleague teams, and fans flocked to see elite players face off against their rivals. The best players pulled in big money, earning up to £200,000 a year.

It’s no wonder that Blizzard looked to South Korea as the land of opportunity for the sequel. With so many players and fans still playing the original, with dedicated television channels running constant promotion, with an entire sport evolving from a single game, what could possibly go wrong?



Plenty, as it turns out. When Blizzard made the original StarCraft way back in 1998, in the early bloom of gaming as a massive entertainment industry, the company had no way of predicting the success of the game in Korea. The blossoming of the e-Sports industry there, spearheaded by StarCraft, took place in an ad-hoc, unregulated manner, and not a single dollar was paid to Blizzard by any of the Korean entities which grew up around the StarCraft phenomenon.

This time around, things have changed. Vivendi took part control of Blizzard in 2008 through its majority-owned company Activision, and a new, more commerce-focused slant became apparent despite Blizzard’s relative independence. Now there would be no chance that an entire sport would spring up unauthorised. This time, Blizzard was going to take control of its own intellectual property and control what was done with it. Stung by the experience of battling World Of Warcraft bots, task automators and gold farmers, the company took a hardline stance against KeSPA – the Korean e-Sports Players Association – and the two TV channels, MBC Game and OnGameNet.



In an open letter on May 27 – two months before the full release – Blizzard president Mike Morhaime laid it out in the open: “In 2007, we were shocked and disappointed to learn that KeSPA had illegally sold the broadcasting rights for StarCraft tournaments without our consent. With this clear violation of our intellectual property rights, we were forced to become more actively involved in the situation and make our voice be heard.”

Strong words indeed. Morhaime wrote that his company had tried hard to negotiate with KeSPA – which has the backing of the Korean government, the teams, and the TV channels – but had got nowhere, effectively forcing Blizzard to ditch KeSPA and give exclusive broadcast rights to SCII matches to a minnow of an operation, Gom TV. The announcement sent shockwaves through the Korean e-Sports establishment, and rippled out into the English-speaking world. To fend off the perception of a money-grab, Morhaime tackled the issue head on: “Unlike the negative rumours you might have heard, Blizzard’s intention towards e-Sports is not to ‘dominate’ it and create excessive profits from it. From the beginning of the negotiations up to now, the basic framework we have thought of is one where e-Sports can continue to grow, while we can protect our intellectual property rights.”

Why is Blizzard getting so hardline about broadcasting rights? After all, the 12 pro-gaming teams are sponsored by major Korean companies who regard the sport simply as a way to get young people interested in their brands. There’s no real money in broadcasting StarCraft – the large audience is nearly all teenage or in its early 20s, a group that in Korea does not have much disposal income, and attending a StarCraft stadium match costs nothing. As Jae-Gyoon Yi, one of the founders of professional StarCraft and the coach of the Woongjin Stars team, told us, when a company sponsors a pro-gaming team, it’s simply another marketing avenue for product exposure.

“In ten years, fans might choose their products instead of the competitors’. They will remember the name,” he says. A team costs up to £14m per year to run – small beer for a long-term branding operation. But the massive corporations will only stay loyal to their teams if fans keep coming to matches and watching them on TV. This battle over intellectual rights may in fact damage the very industry which Blizzard wants to run.

As Korean StarCraft commentator Milkis says, this offline battle is all about control. “Blizzard wanted a lot of control – ownership of pretty much everything – which KeSPA refused to give. The actual negotiations had little to do with money, but more about how much control each party has.”



Control seems to be increasingly important to Blizzard, as evidenced by its refusal to include the LAN play functionality which made the first game such a favourite. To play StarCraft II competitively at all, you have to go through the shinier but more restrictive Battle.net, without chatrooms and restricted to playing within the single region in which you purchased the game. Dig a little bit into Battle.net’s terms of use and you’ll find that it is forbidden to “use the Service for any ‘e-Sports’ or group competition sponsored, promoted or facilitated by any commercial or non-profit entity without Blizzard’s prior written consent”. In short, the unauthorised Korean scene is hereby put on notice: stop using Blizzard’s intellectual property, or be prepared to cough up for the privilege.

Blizzard’s hardball approach has left Koreans feeling sore. A KeSPA spokesman told us that he felt the Korean industry had effectively created the StarCraft phenomenon. In part, that’s true – the region’s fascination with all things Zerg, Terran and Protoss did wonders for Blizzard’s bottom line when it was a smaller company than it is today, and countless thousands more copies were sold once the big-name stars emerged on television.

“Our position is that we created the competitions. Korea is the home of StarCraft – it’s very big here. There are still lots of people playing an old game, but now I think Blizzard wants it to be here without KeSPA,” says the spokesman. “Blizzard wants Battle.net to be used in competitions, not LAN. And they want more money.”



Cutting out the old players seemed like a smart move for Blizzard as it prepared to launch a game it felt certain would update and refine its 1998 offering, guaranteeing years more pro-gaming. As critics began lining up to praise the slick graphics, refined gameplay and new tactics, surely no one would mind if it omitted LAN play – forcing all game traffic through Battle.net – and introduced regional licences for the game? Surely the devoted Korean fans wouldn’t mind if a new, more amenable player picked up the rights to broadcast competitions on television?

It seems, however, that Blizzard may have guessed wrong. In Korea, StarCraft II hasn’t bombed – but it hasn’t done as well as its maker was expecting. There’s been a 12-year gap between game instalments, and many players have either outgrown games or moved on to more novel pastures. StarCraft II is an updated StarCraft, not an entirely new game. Eager to ensure Koreans ditched their beloved original StarCraft for the revamped version, Blizzard offered the game to Korean WOW gamers for free.

Even so, the numbers playing in PC baangs (net cafes) have been lower than expected, with only two to three per cent of Korean gamers playing SCII in the month after it was released. It’s a tiny number given that Korea is perceived as StarCraft’s home market, that the game was released in time for the school holidays, and that it launched with a $30m ad campaign. In fact, StarCraft II’s three-million-plus sales have been mainly in the west.

But after months of tense negotiations, the future may be shifting Blizzard’s way once more. In recent weeks, one of the two main StarCraft: Brood War league organisers, MBC, has reluctantly made overtures to Gom TV for the rights to broadcast. It means that KeSPA – which is supposed to represent the entire e-Sports industry – is losing its grip. Since Gom TV owns the Korean rights to broadcast StarCraft II and the original game, Blizzard effectively has KeSPA, and Gom’s rival TV channels, over a barrel. Gom TV gave the two established StarCraft leagues until the end of August to finish their now-illegal matches. Since then, however, negotiations have been going badly.


Blizzard president Mike Morhaime at the TG-Intel STARCRAFT II Open Season1 tournament

“It’s hard to look at the one-sided and coercive demands as negotiations,” a KeSPA source said in late September. The pro team KT, which was involved in the negotiations, went further. “We once again confirmed that [Gom owner] Gretech does not have any desire to negotiate as they deny the existence of pro-game teams and the Proleague,” said its spokesman.

Despite – or perhaps because of – the pitched battle over broadcast rights, Korean pro-gamers are beginning to make the switch to StarCraft II. Jaedong, widely considered the best Zerg player in the original StarCraft at present, now says he will move over to StarCraft II. “I will definitely switch as I feel StarCraft II has a higher status than StarCraft: Brood War,” he told a Chinese game blog. “We will see more international tournaments in SCII compared to StarCraft: Brood War and this will make the change natural for me. I want to build my reputation abroad and reach out to the international audience.”

For pro-gamers, the case for switching between two similar games was given a boost by April’s match-fixing scandal, which engulfed some of the original StarCraft’s most highly paid players, including the legendary Zerg player sAviOr. Many players were forced to quietly resign or stay out of the limelight, while disgusted fans began abandoning the game, speeding up an existing trend away from StarCraft towards newer, Korean-made titles. As Milkis notes, Korean e-Sports has been shrinking recently: “People are growing up, getting into different kinds of games, and events like this [the Blizzard crackdown] and match fixing are drawing people away from the game.”



For now, Blizzard is pinning its hopes on StarCraft II pro-gaming taking off worldwide, rather than remaining in the Korean ghetto of ultra-high actions-per-minute and ten-hour-day practice sessions. To that end, Gom TV put on an open tournament in Seoul in early October, with prize money totalling £315,000. Despite being open to players from around the world, the tournament was largely Korean, and the Korean Zerg player FruitDealer sent in the Ultralisks to ensure ultimate victory.

He was one of the earliest pro-gamers to make the switch to StarCraft II, after he was forced to leave the original StarCraft scene and his team, eSTRO, to deal with a family emergency. Returning, he picked up the new game and proved himself the current master, pocketing £53,000. With his historic win, FruitDealer has staked a firm claim that Korean StarCraft gamers are still the world’s best. It’s a promising sign for Blizzard and Gom TV, but the future is not certain. We won’t know for some time if Blizzard’s tough tactics have damaged the StarCraft phenomenon in Korea beyond repair, or if it all merely boils down to transitional road bumps

Blizzard Offering A Week Of Free Time To Warcraft Apostates

Blizzard Offering A Week Of Free Time To Warcraft Apostates

Backsliders in the church of Warcraft are being coaxed back to the flock with an offer of seven free days of gameplay, to whet their appetite for the Cataclysm expansion due in December.

Notices are going out to lapsed subscribers now; they promise a week of game time, but the offer expires Dec. 1. World of Warcraft: Cataclysm, the MMO's third expansion, releases Dec. 7.

If you've let your account go on hiatus, check your inbox, trash folder or spam filter. It's a free seven days of MMO time. Provided you can say no thanks after it's all over.

Saturday, October 16, 2010

Blizzard Suing Starcraft II Cheat Makers

Blizzard Suing Starcraft II Cheat MakersRemember those 5000 people Blizzard busted for cheating in Starcraft II? Well the developer is going after those responsible with a vengeance, taking three men to court for creating the hacks those users employed.

"Just days after the release of Starcraft II, Defendants already had developed, marketed, and distributed to the public a variety of hacks and cheats designed to modify (and in fact destroy) the Starcraft II online game experience", the suit reads. "In fact, on the very day that Starcraft II was released, representatives of the hacks Web site advised members of the public that 'our staff is already planning new releases for this game.'"

The three men - "Permaphrost," "Cranix," and "Linuxawesome" - are being accused of "multiple counts of copyright infringement", with Blizzard seeking not just damages but also a cut of the money the three received selling the hacks. The first two are from Canada, the third, Peru.

They also stand accused of encouraging others to infringe upon Blizzard's copyright, because "When users of the Hacks download, install, and use the Hacks, they copy StarCraft II copyrighted content into their computer's RAM in excess of the scope of their limited license, as set forth in the EULA and ToU, and create derivative works of StarCraft II."

Despite the overseas location of the three men, the case will be heard in a Los Angeles US District Court, as stated in the game's Starcraft II's end-user license.

Blizzard sues Starcraft II hackers [GameSpot]

Friday, October 8, 2010

Warcraft movie pushed aside - Report

The World of Warcraft franchise has been a hot-ticket item for news this week. On Monday Blizzard Entertainment nailed down a December release date for the game’s third expansion, Cataclysm. And yesterday the publisher announced that the World of Warcraft subscriber base has climbed to a new high of 12 million. Now, franchise fans are getting some not so great news.

According to a Deadline report, the film set in the Warcraft universe won’t be released any time soon. When confirmed director Sam Raimi dropped out of his directorial position on Spider-Man 4, many expected that would free up time for him to work on the Warcraft film. However, according to the report, that’s not the case, and the director is instead working on Disney’s Wizard of Oz reboot.

Announced at the 2006 Electronic Entertainment Expo, the Warcraft project remains largely under wraps. Chief details known about the project include Raimi’s involvement and that Legendary Pictures, the production company behind The Dark Knight and the in-development Gears of War film, landed the project. Warner Bros. is slated to distribute.

The most recent mention of the flick came Raimi mouth in June. He said the film was moving forward, but its script still needed attention.

"We're still working on the story," Raimi said in June. "We have a 40-page document that needs a lot more work…we're finding the characters and through the characters we're finding the story…we're trying to create realistic characters that can live in the world of Warcraft, as though you were in the game itself."

In October 2009, Raimi revealed that Saving Private Ryan and The Patriot screenwriter Robert Rodat was on board with the project. The Internet Movie Database is listing the film as arriving in 2012, but no official date has been released by Warner Bros. and Legendary Pictures, the companies distributing and producing the film.

Raimi is the director of the multibillion-dollar-grossing Spider-Man films and the horror cult classics Evil Dead and Army of Darkness. His most recent effort was the recent Drag Me to Hell, a horror thriller that won critical acclaim despite a PG-13 rating and so-so box-office returns. The Warcraft film will be produced by Atlas Entertainment's Charles "Chuck" Roven, Legendary Pictures' Thomas Tull, and Raimi producing partner Joshua Donen. Blizzard Entertainment's senior vice president of creative development Chris Metzen will coproduce.

Next Starcraft II due early 2012?

Source: See below.

What we heard: Today at GDC Online in Austin, Texas, Battle.net project director Greg Canessa took the stage to talk about the future of the encompassing online service Battle.net. Following his presentation--a complete write-up of which can be found here--the former PopCap games executive took questions from the audience.

One inquiry may have led Canessa to tip Blizzard's hand about the release date of the first expansion to Stacraft II: Wings of Liberty, Heart of the Swarm. When discussing such future Battle.net features as trading replays, broadcasting replays, and upgrading profiles, he said they were "a main area of focus we're going to be seeing on the Starcraft [II] side over the next 18 months between now and Heart of the Swarm." (Emphasis added.)

Such a time frame would have the expansion arrive in either March or April, 2012. Heart of the Swarm is the second installment in the three-part Starcraft II saga, the first of which, Wings of Liberty, focused on the human faction. Heart of the Swarm will concentrate on the Zerg faction of the real-time strategy, while the third installment in the real-time strategy trilogy, Legacy of the Void, will focus on the sinister Protoss faction.

The official story: A Blizzard representative stressed to GameSpot that there is no announced released window for Heart of the Swarm. However, he did say that the game would not be featured as part of Blizzcon 2010, which will take place in Anaheim, California from October 22-23.

Bogus or not bogus?: Not bogus. Blizzard typically takes its time between expansions, as evidenced by the nearly two-year gaps between the World of Warcraft add-ons The Burning Crusade (January 2007), Wrath of the Lich King (November 2008), and Cataclysm (December 2010).

Thursday, September 16, 2010

Ban hammer ready for StarCraft II cheaters

Blizzard Entertainment issued a gentle reminder to Battle.net users that cheating in StarCraft II: Wings of Liberty multiplayer is an offense worthy of swift and irrevocable justice.

In a statement entitled "Cheating in StarCraft II," the company warned players foolhardy enough to use any type of altered game client or cheat that the ban hammer is ready for action.

"Blizzard Entertainment has always taken cheating in any form in Blizzard games very seriously, and that's no different for StarCraft II," Blizzard wrote. "If a StarCraft II player is found to be cheating or using hacks or modifications in any form, then as outlined in our end user license agreement, that player can be permanently banned from the game. This means that the player will be permanently unable to log in to Battle.net to play StarCraft II with his or her account.

Playing StarCraft II legitimately means playing with an unaltered game client Doing otherwise violates our policies for Battle.net, and it goes against the spirit of fair play that all of our games are based on. We strongly recommend that you avoid using any hack."

Update: Blizzard's Shon Damron told GamePro the following in an email: "We haven’t announced any specific details about the number of accounts that have been banned. As previously noted, we take cheating in our games very seriously. Our goal is to ensure a level playing field for our players and remove all forms of cheating. We want our players to have the best game experience possible and enjoy the content without having to worry about disingenuous individuals."

Reins of the Golden King Preview Video and How Archaeology Works

I figured this would be something fun to roll into the weekend with! The Reins of the Golden King is a new Bind on Account Alliance-only ground mount obtained through the new guild system. Once your guild has completed the Dungeon Diplomat guild achievement, you can purchase the mount with gold.

The white areas on the mount will be where your guild crest displays, so don't worry and think it's bugged because of that. It looks so much better in the game than it does in screenshots and model viewers.



The price may not be final because it seems like some (or all) of the prices are buggy at the moment.

Why the Diablo Series Reigns Supreme

diablo_title

With the phenomenal success of Starcraft 2, naturally gamers’ thoughts turn to the next big thing that will grace our screens from the Blizzard, games developer with the golden touch. With Diablo 3 eagerly anticipated, a review of the devilishly good classics that have defined the action RPG genre is in order.

I lived and breathed Diablo in freshman year of middle school. Even though it meant sleeping through classes, all-nighters were common: More time to spend at the computer. The game was simple, but addictive. When I clicked on things, they died–and I got rewarded.

Tristram captivated me with its haunting and memorable atmosphere. The graphics were unremarkable, even for the time, and the scenery looked sparse. The chilling background music still resonates with me today. In some ways, it was the music which made me fall in love in the first place.

It was years later that I heard the song again. This time, however, it wasn’t coming from a pair of cheap speakers: It was played by a guitarist, to a live audience, opening Blizzard’s Worldwide Invitational in 2008. Year after year, I had waited for Blizzard to announce Diablo 3, and every year, I was disappointed.

Things were different this time around. They finally announced Diablo 3, and I was ecstatic. With good reason too, feast your eyes on this sneak-peak cinematic:

Diablo was the first “action RPG”, an archetype on which countless games were later based. Some stood on their own, while others failed as unremarkable imitations. The strength of a game rested on its game mechanics. Every monster was a slot machine and every click brought you closer to riches.

Leveling up was just a means to more powerful items, which were in turn a means to fighting even tougher enemies. The tougher your enemies, the better the loot–and killing them was the only way to level up. The game dangled a carrot in front of your face and let you have a few bites every now and then.

Man, that carrot was tasty.

It wasn’t long before a game attempted to replicate Diablo’s success. Released in 1997, Nox was Westwood Studios’ answer to Blizzard. It took a different approach, offering more interactive combat while eschewing Diablo’s simplicity. While it tried to deliver a unique experience, it was largely ignored, disregarded as an imitation. In some ways, they were right–and there would be many more to come.

Many of the games which tried to spin gold from Diablo’s hay were inferior knock-offs. Attempting to feed off of its popularity, there were very few titles which genuinely innovated. Instead, gamers were met with a torrent of trite and spiritless action RPGs, giving rise to the term “Diablo clone”.

Among these were games like Darkstone, Revenant and Soulbringer: Unremarkable, and easily forgettable. After dipping a toe in the imitation water, I went back to Diablo and stayed there.

There were many pretenders to the throne, but only a Blizzard-developed sequel would be worthy of the crown. I had no choice but to wait for Diablo 2′s eventual release.

The turn of the millennium saw a sequel which took the best qualities of the original title and fleshed them out: Five distinct character classes, each with their own skills; expansive, randomly generated maps; an overhaul of the game’s multiplayer mode, which now allowed for 8 players to cooperate online, and a narrative vehicle that carried the player across the world of Sanctuary, and eventually into the depths of Hell. The genre had found its new poster child.

The renewed hype prompted even more copy-cats such as Throne of Darkness, Divine Divinity, Dungeon Siege and the Sacred series. Most of them sounded good in practice, but in reality it was like watering down a fine glass of scotch.

While Diablo 2 could provide you with an individual experience based on your class and immerse you in its exotic environments, these imitators could not.

The same could also be said of the recently released Torchlight. It’s a simple game which strives to take the principles of Diablo and beef them up where necessary, but it only serves to provide gamers with a momentary respite from the long and arduous wait for Diablo 3.

History has proven again and again that any aspirant to Diablo’s popularity is going to suffer unless it puts originality first. Those games which tried to copy the success of Blizzard’s title failed more often than not. They may be fun for a while, but gamers recognize them for what they are and yearn for the real thing.

Any popularity gained from replication is a shallow achievement: High production values must be paired with creativity if a title is going to topple the crown.

As for myself, being loyal to the king has served me excellently thus far, and I doubt any title will cause me to question my faith. At least, not for long.

Wednesday, August 18, 2010

World of Warcraft: Cataclysm Collector's Edition detailed

Blizzard Entertainment's third expansion to the ever-popular massively multiplayer online role-playing game doesn't yet have a release date, but that didn't stop its maker from announcing and detailing the $80 Collection's Edition for World of Warcraft: Cataclysm today.

In addition to the game disc, players will find a number of exclusive items in the collector's edition ranging from a Lil' Deathwing in-game pet to a behind-the-scenes DVD with more than an hour's worth of footage detailing the game's development.

The $80 World of Warcraft: Cataclysm Collector's Edition includes a 176-page art book, a Lil' Deathwing in-game pet, behind-the-scenes DVD, and a soundtrack CD. Additionally, the collector's edition will ship with a mousepad depicting Deathwing ravaging Azeroth and a 60-card WoW starter pack from the Wrathgate trading card series.

Blizzard Entertainment did not provide a release date for World of Warcraft: Cataclysm but did promise that more game details will arrive in the coming months. A beta for Cataclysm is currently underway, and those interested in getting in on the prerelease action can sign up using their Battle.net accounts.

For more on World of Warcraft: Cataclysm, check out GameSpot's most recent preview.

Friday, August 6, 2010

StarCraft 2: help us mourn the death of content freedom

StarCraft 2 comes with a powerful set of tools for making your own maps and game modifications, but there is no local storage; you have to upload your content to Battle.net and let users grab that content from Blizzard's servers. If your content is considered inappropriate or obscene, Blizzard can take it down. The story is making its way around the gaming press, but this shouldn't be a shock... gaming content has long fallen under the control of the company that created the tools.

Does this hurt us as gamers? Absolutely.

Because they can

Blizzard has slapped some serious limits on what we can do with user-created content. There's a 25MB limit on uploaded content, which means any extensive modding with custom graphics, music, or voice acting is impossible. You can't host a game from content stored locally on your computer, so it all has to go through Blizzard. In this way, the company can perfectly control the platform. So why is content being taken down?

"Because we can. Literally. We have a support department now of size and ability to enforce these types of things," Community Manager Bashiok said on the official forums. "It simply wasn't possible when our in-game support used to consist of approximately 20 technical support agents. We did, however, actually police Warcraft III maps to a small degree if they were reported. But it was a rather archaic process."

Blizzard has a list of what will get your content removed from its service, including trademarks, advertising, and offensive content.

"Keeping people from seeing your hate speech and obscene images on our private game service is not the same as relinquishing your constitutional freedoms in the hopes of increased personal/familial security," Bashiok continued. "Ben [Franklin] would tie you to a kite and let go of the string for making such comparisons."

There is also the matter of the rating: StarCraft 2 is rated Teen, and if Blizzard doesn't keep Mature-rated content out, there could be a serious backlash. Since the company hosts every file, it's on their head if something gets through. The advantage of allowing users to control the content files and download the content from any source online—which is what PC gamers from the good ol' days are used to—is that it gives Blizzard some cover. But by hosting every file and hoping for future monetization of this content, Blizzard is forced to tightly control it.

This is nothing new

LittleBigPlanet also allowed impressive content creation, and we saw content being removed there as well. Which is a shame, as the games based on other gaming content or existing properties were some of the best mods and levels made... not to mention some of the most creative. Being inspired by something you're passionate about, only to have your own content deleted is certainly depressing, though it's understandable from Sony's point of view. No one wants to open themselves up to liability.

By shutting down dedicated servers and not releasing any modding tools, Infinity Ward stopped modding dead in its tracks with Modern Warfare 2. Even if someone was able to create a map or a modification, there would be no way to play it online. That's the way publishers like it; Activision Blizzard recently announced that is has sold 20 million map packs for the various Call of Duty releases. Why allow users to create something just to give it away when there's so much money to be made?

Taking the political issue of game ratings out of the equation, I don't feel like we need to be protected from offensive content, and hate speech is easy to avoid; these people don't tend to be subtle (hint: avoid maps named "WHITE POWA"). If I see something I don't want to, I simply end the game. The trade off, which is the ability to download, host, and enjoy content at my own discretion, is well worth the risk of being minimally inconvenienced by bad words or naughty images.

Those of us who remember looking through Duke Nukem 3D fan pages for a new, great map to play and share with friends know what we've lost here, and, to put it bluntly, it sucks. Every now and again you'd trip over a swastika, but the Star Wars total conversions, the Predator sound packs, and the maps based on Star Trek ship layouts were always a good time. Those days are behind us.

New StarCraft II 1.02 patch now available


Developer Blizzard has just issued the second patch for its sci-fi RTS sequel StarCraft II since the game was released over a week ago. The 1.02 patch, available via the game' auto-updater, deals with a couple of single player campaign issues that have cropped up since the game was released.

One of the bugs that is fixed in the patch deals with campaign mission victories that were not being triggered properly. The other bug fix has squashed an issue where some players were unable to access the game's single player features. Blizzard has a known list of issues and bugs that the developer is still working to fix for StarCraft II.

Sunday, August 1, 2010

Hot Starcraft II is Frying Graphics Cards, Blizzard Issues Temporary Fix

courtesy of DailyTech.com

Starcraft II fans beware, your graphics card may get Zerg rushed


StarCraft II: Wings of Liberty, the first game in Blizzard's highly anticipated real-time strategy sequel trilogy launched on Tuesday. Unfortunately, the blockbuster PC title -- which is expected to sell 10 million copies or more -- had some bumps during its launch.

There were a number of minor bugs, but nothing show stopping at first. Then the reports of melting GPUs hit.

Among those affected was Adam Biessener of Game Informer whose card melted while he was live blogging about his game experience. He bemoaned, "Three hours of cursing later, I'm posting this from my wife's laptop because both my graphics card and my work laptop appear to be fried."

The problem appears to be located in the main menu, where an uncapped frame rate maxes out the GPU, in some cases pushing it to overheating and potentially permanent failure.

Blizzard has issued a response on its support site, acknowledging that it was aware of the issue, and offering a quick fix. The company writes:

Certain screens make your hardware work pretty hard

Screens that are light on detail may make your system overheat if cooling is overall insufficient. This is because the game has nothing to do so it is primarily just working on drawing the screen very quickly. A temporary workaround is to go to your Documents\StarCraft II Beta\variables.txt file and add these lines:

frameratecapglue=30

frameratecap=60

You may replace these numbers if you want to.

For eager customers who already lost a graphics card, though, that fix may prove too late. Blizzard has not announced any plans to replace the lost hardware of victims who experienced the bug.

Many customers are outraged at this. Writes one victim Lorsaire:

Why was this not addressed already before release, and why were there no breaking news warnings or updates to fix this before people started having damage done to their hardware? My Nvidia GeForce cost me more than $300 to get a good card that was great for gaming... Blizzard are you doing anything or have plans to compensate people for the damage you've created?

Of course some of the cards may be covered by manufacturer warranties. And while it does appear a bug (uncapped framerates) is partially to blame for killing off the cards, a card pushed to the max would generally not die instantly were it not for poorly engineered and/or defective cooling. It appears that the cards ultimately were done in by the double blow of both a software bug (in SC II) and hardware issues.

The game features intensely addictive multiplayer gaming between three diverse races -- the Zerg, the Protoss, and the Terrans. It also features a single player campaign in which you play a Terran rebel. Future titles -- Heart of the Swarm and Legacy of the Void will included Protoss and Zerg campaigns, and possibly deliver new multiplayer features as well. Just beware the uncapped framerates.

Thursday, July 29, 2010

How to Pick Your Race in StarCraft 2

How To Pick Your Race In StarCraft  II

Should you play as Terran, Protoss or Zerg in StarCraft II's multiplayer? Good thing there are experts who can break down the options...

StarCraft II player Duban has a great guide over at the official StarCraft II forums that begins with some welcome advice about which army to command.

First, his warning: "you shouldn't pick Terran because they are human, Protoss because they are cool and high tech, or zerg because of their monstrous appetite. Each race has a distinct play-style and/or play-styles unique to their race."

Some excerpts:

Terran

"Terran is an extremely defensive race. The race centers around creating an extremely heavily fortified position in the early game, usually by creating a front door wall with supply depots, barracks, and/or factories. The Terrans than build up a large force unopposed and move out when the time is right. Because Terran strategy is very straightforward and in the process of climbing the tech tree they unlock almost everything Terran is generally considered the "Easy" race.

Zerg

"Zerg gets a large number of extremely mobile units. Speed upgraded Zerglings are lightning fast, mutalisks are fast and flexible, Roaches and infesters can travel while burrowed. The Terran fight in a chokepoint, like near their base, and the Zerg fight in the open ground of the center of the map. The zerg win by out-producing, or out-macroing, their opponent... The zerg is often considered the "hard" race, BUT if you're willing to work with their play-style it can also give great results and be very rewarding at the same time."

Protoss

"The Protoss can put up a strong defense compared to the zerg, but not nearly as tough as the Terrans. The Protoss forces are more mobile than the Terrans but can expect to be outmaneuvered by the Zerg. The Protoss are strong against the zerg in a tight chokepoint, but should fight the Terrans on open ground. They can expand to a new base early, or live off of 1 base for some time...The Protoss doesn't really have a definite weakness, but it doesn't specialize either. Its better than zerg at things zerg is bad at and better than Terran at things Terran is good at."

For more on which race to pick, read D's Guide P1: Picking a Race. Then try D's Guide P2: Basic Rules to live by, D's Guide P3: Dictionary of SC2 terms and D's Guide P4: Build Orders.

Thank you, Duban. StarCraft II novices like me salute you!

Note to readers: Duban's Battle.net page indicates that he plays as Zerg. And is undefeated in league play.

Send an email to Stephen Totilo, the author of this post, at stephentotilo@kotaku.com.

Starcraft 2's Galaxy Editor is very versatile

Wednesday, June 30, 2010

Free-to-play World of Warcraft a possibility

courtesy of Gamespot

Blizzard Entertainment's World of Warcraft has largely cornered the massively multiplayer online role-playing market since its launch in November 2004, boasting a current paid subscriber base of some 11.5 million. However, a number of other MMORPGs have been able to carve out a spot by employing a free-to-play, microstransaction supported business model, including Dungeons & Dragons Online, The Lord of the Rings Online, and a wide variety of Asian titles.


So would Blizzard consider a free-to-play model for its already massively successful MMORPG? Maybe, according to WOW lead designer Tom Chilton. As part of an interview with PC Gamer magazine, the veteran game designer noted that having players pay for a $15 monthly pass might not always be the best option in terms of monetizing WOW. However, Chilton also said that the trend toward the free-to-play model isn't necessarily a reaction to WOW.

"I feel like they're doing that to compete with other games that are on a similar subscriber level to what they were at," he said. "I imagine that when one of them went free to play it cannibalized some of the other subscribers. I can definitely imagine that being the case with World of Warcraft. If another game comes along and blows us away it may not make sense for us to have a subscription fee. Or even further down the line, when we have another MMO out."

Though WOW remains a subscription-based game, Blizzard has already implemented a number of microtransaction features into WOW. In addition to in-game services ranging from server transfers for in-game characters to name and faction changes, the studio also sells in-game items such as the $25 Celestial Steed and $10 Lil' XT pet. Blizzard also offers gamers remote access to manage WOW's in-game auction house from a Web browser or mobile phone for an extra $3 a month.

Wednesday, May 12, 2010

StarCraft 2 for Consoles "Not on the Radar" But "Possible"

courtesy of 1up.com


Could StarCraft II eventually find a home on consoles? Lead designer Chris Sigaty hinted that Blizzard is growing more and more open to the idea as developers tinker with new methods for playing real-time strategy games using a controller.

"Console is not on the radar for us right now, but there have been a lot of interesting moves in that direction -- taking RTS to consoles -- and there's been some pretty cool things on the control side," the Blizzard designer said in an interview with CVG.

"I still think that at least from our perspective it feels like the mouse and keyboard just lends itself to this style -- but you know we're getting closer and closer all the time," he clarified. "So when we see that optimum moment I think it's certainly possible that we'll explore that junction as well. It's just not on the radar right now."

A Blizzard game reaching consoles wouldn't be totally unprecedented; it just hasn't happened in a very, very long time. Back in the early '90s, the company made a name for itself with games like The Lost Vikings, Blackthorne, and Rock N' Roll Racing -- all of which turned up on at least one of the 16-bit platforms. The PlayStation also played host to ports of Diablo and WarCraft II; even the original StarCraft released on the Nintendo 64 at one point.

Sunday, May 9, 2010

StarCraft II Does Bullet Hell Shooters Too

courtesy of kotaku



Blizzard's Galaxy Editor for StarCraft II does more than custom maps and Mario Kart-style mods, it does screen-filling bullet hell shooters too! Want proof? See how hellishly this Touhou-style shoot 'em up mod performs. [via GameSetWatch]

There Are No Blue Shells In Starcraft Kart

courtesy of kotaku


Starcraft II isn't just about strategy! It's also about...kart racing.

Everdraed, a participant in the game's beta, built this map and threw this little race together to put a little more Mario Kart into proceedings, going so far as to have in-race items and "sweet ass go-kart" units.

Blizzard's Starcraft II - normally a real-time strategy game - is currently in beta, and will be out later this year for the PC and Mac.

[thanks Robert!]