Raging Nerds and Taking Time: The Warcraft III Metagame Story and Its Impact on Starcraft II
I hold dual allegiance to Warcraft III and Starcraft. My beef with Starcraft has always been its community’s disdain for the role-playing strategy model. Ironically, their hatred is always cut from the same mold: “I played Reign of Chaos in 2002. Since bashing newbs was never as competitive as that Starcraft tournament I won money at, the game sucked.”
Yes, the impact of random items and the power of hero units were legitimate gripes. Warcraft III was not a perfect game and it had some particularly glaring issues. But since the dirt sheets claim Starcraft II is not a hoax, we need to clear something up: All of the gameplay issues that plagued Warcraft III’s early days will return to haunt Starcraft II. The question is whether Starcraft players will put aside their hatred for the Warcraft series and come to terms with that.
All the same arguments can be compared to Starcraft’s leap forward from Warcraft II: Dynamic balance between three factions? Didn’t know “Terrans can’t stop a six-food Spawning Pool build” and “Zealots can’t compete with Zergling mobility” were racial specialties. And way to bridge the gap between the elite and scrubs with your pointless interface upgrades. You may have a centralized gaming server to work with, but good luck being the competitive standard Warcraft II was.
Didn’t turn out that way. But just as it took several years for Boxer to demonstrate Vultures and Dropships weren’t useless pieces of metal, Moon and Grubby had to beat the crap out of each other to flesh out Warcraft’s fantastic metagame.
Several years back, I whipped up a tournament dedicated to Warcraft III’s greatest imbalances. Of the top-sixteen-ranked imbalances, seven had their roots in the opening year of Reign of Chaos. Of the remaining choices, six were confined to beta builds, and the other three (Undead Hero Nuking and a pair of “unstoppable” Two-Versus-Two Arranged Team builds) became an afterthought when players got better.
Apart from the moron who can’t afford The Frozen Throne, no Warcraft III player believes Reign of Chaos wasn’t frustrating. The majority of the game-breaking issues stemmed from Blizzard’s “we knew it was stupid at the time” decision to give caster units and Dryads the nowaday equivalent of medium armor. What could go wrong when spellcasters designed to counter melee units take additional damage only from melee attacks? Ironically, it ushered a “balanced” era in Warcraft, the epic struggle between walls of spellcasters and clumps of Ghouls. This clash of bullshit bottle-necked the available strategies and turned every game into a dash to rid the map of neutral monsters.

Pictured: The Human Army, circa patch 1.05.
Then in 2003, The Frozen Throne made the same leaps as Brood War. The experience system was tweaked to encourage player interaction and foster multitasking. Then neutral heroes were introduced, many filling niche roles and allowing players to accept that every hero did not have to be a viable choice in every matchup. Then “useless abilities” began to evolve. The Raider’s Ensnare ability became a highly valued asset, because hey, what’s it worth to get free kills in a game where half a dozen of those are the precursor to a rout? Then 2004’s Wind Walk changes simmered for three years before transforming the Blademaster into Wilt Chamberlain. In 2010, Humans counter the Blademaster by exploiting Orc’s lack of detection, employing Flamestrike and Blizzard harassment derided as a gimmick when ANGRY_KOREA_MAN popularized it in 2003.
It mattered none for Starcraft players. They already fell back on their sport. In their eyes, Warcraft III was a cookie-cutter strategy game. But I’ve watched the game grow since I lucked into the Reign of Chaos beta eight years ago. Warcraft III wasn’t a cookie-cutter game because it failed, it happened because humans are fucking stupid.
What, you think “stupid” is exclusive to one game community? Played on X-Box Live lately? In forging their non-existent self-esteem, gamers judge themselves on the merits of their record. (Yes, I’m aware of the irony that I wrote that.) Since these people have never had an intelligent thought in their lives, they conclude the strategies used at the highest level of competitive play are the “best strategies”. And without understanding the context for why competitive players create those units, they try to recreate the results and fail.
And this is supposed to change when Starcraft II makes it to retail? That the Starcraft game model is so superior to role-playing strategy that when millions of World of Warcraft players delve into what may be their second significant time-investment in a video game, they’re going to have an epiphany and become the tactician a decade of Starcraft molded its community into? Tell me how that turns out.


February 4th, 2010 at 5:33 am
I’m very afraid that Warcraft 3 will die as a unbalanced game.
I think it’s more important to fix Warcraft 3 than to release SC2, but if the latter happens before than the former, I don’t think it will ever happen.
Mostly because Blizzard isn’t that good at balancing. SC is balanced because it depends a lot of the map and Koreans could balance it only map-making.
But to truly balance WC3 you have to modify in-game data, and nobody seems interested to do it…
February 4th, 2010 at 10:37 am
Oh god WOW kiddies playing SC2…I’m licking my lips just thinking about it. I could probably 5-pool every game for laughs.
February 4th, 2010 at 1:53 pm
You know, grmnasasin0227, blocking the ramp is super easy now, and most noobs will just play terran and 8supply/rax (if that’s enough) or 8supply/rax 10supply. And then just turtle.
Yeah, it’ll be a pain. Even if you’re playing a noob he will last at least 8 minutes.
February 5th, 2010 at 3:52 am
I was horrible in RoC but I still remember orc casters and starfall were very overpowered. I loved them both.
February 5th, 2010 at 9:12 am
Starfall was only overpowered in the early days of Reign of Chaos because everyone was too stupid to understand “If I can’t stop the Priestess from using Starfall, I should back up and fight somewhere else.” It was ACTUALLY overpowered in the later days of the Reign of Chaos Beta, when Starfall dealt 75 damage a wave and full damage to buildings. Predictably, Elf players defended this.
February 6th, 2010 at 6:39 am
Shalafi, you’re assuming every map in SC2 will be exactly like the ICCup map, but that’s ridiculous. Blizzard would never do th…
Oh, wait.
=(