
The next great American novel won’t be inspired by a zerg rush, but Kerrigan and Raynor want their story to be told nonetheless.
For over a decade now, the StarCraft series has aspired to a daunting task. It’s tried to weave a compelling tale in the real-time strategy genre, attempting to break categorical confines and produce a memorable story in addition to gameplay. In some ways, it has succeeded, but it has generally failed. We still go to series like Mass Effect for our tales about outer space and few if any remember Arcturus Mengsk’s betrayal.
However, if we looked closer, we might see that StarCraft isn’t just a game known for its balanced design and contribution to competitive gaming. It also presents an engrossing story to its players, although it remains to be seen if any are listening.
StarCraft is largely disabled by its presentation. Even if people are listening, the words can be hard to hear when they are sandwiched between endless base-building missions and overshadowed by the multiplayer. Furthermore, the story reads better on paper; it shines in novelizations or wiki articles which give the universe depth and is clumsy when explained in the game. The protoss have multilayered intentions when they burn infested terran colonies, but the game’s missions fail to show this convincingly. And while Kerrigan is an antihero, we learn this from the cinematic instead of the actual game experience. We don’t control units as Sarah Kerrigan, playing instead from the perspective of a cerebrate she has severed from the Second Overmind to command the campaigns of Brood War. She is a unit on the battlefield and struggles to become more–despite her efforts, she doesn’t stand out and it’s hard to get into the character behind the armor. In contrast, she is full of depth in the end of the game’s conclusion video, saying of her decimation of the Dominion and protoss encampments as well as her depressing betrayal of Raynor: “I am the Queen of Blades, none shall even dispute my rule again.” She burns with a need for revenge, but it creates dissonance when captured as an afterthought rather than directly in-game in midst the carnage is unfolding.
Much like finding out the depth to which Raynor loved Kerrigan after her capture, the emotionally charged cinematic was too late to invoke the proper response in players.

A lot of the problem is, again, the genre. RTS is a really poor vehicle for delivery and it fails the series repeatedly; the two worlds are universes apart in the first game. The story is presented perhaps unintentionally as secondary to gameplay, and they clash when they finally do intertwine through mission briefs with short movies. It feels, at times, tacked on.
As polar opposites, the gameplay is ruled by logos and narrative by pathos. They do not meet in the middle, either. The ludic world is cold and calculating in nature, a place where players frantically count their mouse clicks per minute while surveying the terrain for tactical advantages. It is the very essence of competitive gaming, even when it’s single-player. We build up bases and we micromanage armies for nearly every part of the story to achieve hollow victories. In the final chapter of Brood War, players must build a successful base so they can lay siege to the terrans and protoss with their zerg armies. It is not much more different than loading up a match against a friend or playing against the computer in a skirmish–it certainly has no more emotion and no more depth than those two alternatives. It isn’t quite as climatic, even though it’s the pinnacle of Kerrigan’s descent into the arms of evil and rise to power. While it is a final battle, without direct control of its major players it becomes just another RTS match.
The story and the RTS gameplay do not mix organically so StarCraft tries to do it synthetically. It tries to force powerful imagery and compelling dialogue to bloom out of a barren genre whose previous titles are a slew of unimagined war games like the Command & Conquer series. To some extent, it does this. Rather than curtailing to absurdity and live-action presentations like C&C does, SC sticks to its guns. The movies and the dialogue alone are [mostly] serious (ignoring the oft amusing propaganda trailers) and engaging, even when they aren’t showcased quite right and risk becoming clunky interjections to the gameplay. With StarCraft 2 upon us, Blizzard released its extended trailer, and proved it is going to have an extremely personal and detailed story this time as well. The trailer even revisits past game defining moments and retells them with aplomb–showing betrayal and regret in a way rarely touched upon by the media of video games. It’s emotional. People were quick to comment that it was stunning and tremendous, regretting that it was “just a real-time strategy game” and not a “role-playing game.”
Judging SC2′s potential for storytelling from the first installment of the series is a mistake, but it’s an easy one to make–especially if you aren’t a fan of the genre. Still, we should remember it’s nearly twelve years old and what was told for the time period was very strong. Disregarding the first StarCraft’s story because of that context is unfair, to both the players and the game itself. It has a story and it is remarkable, it’s just not presented as well as it could be. Dismissing StarCraft 2′s future potential because of StarCraft’s shortcomings is also ridiculous. It’s very possible that it could defy the narrative barriers RTS instills through new technology and refined presentation.

After all, Kerrigan and Raynor’s stories are compelling–the first game alone proved this. It was memorable. Left behind on the planet in midst of an assault on the zerg capital, Kerrigan calls for help as she is pushed back by the swarms. Betrayed by Mengsk himself, her cries fall on deaf ears and she eventually is captured to become infested. Meanwhile, left in the wake, Raynor watches his second-in-command transform and become consumed by the swarm. From her grief and his grief, guilt and further conflict arises, and StarCraft does manage to tell this tale in the first game although somewhat muted through its buried narrative. It’s the sequel’s duty to grow this and cultivate it into something deeper. It shouldn’t be judged before it’s had a chance to show itself.
If it’s played right and Blizzard pulls off expanding StarCraft with the sequel, a lot more of us could fall in love with the world. As gamers, we’ve all done stranger things after all, like connecting with the entire cast of Team Fortress 2 including a ham sandwich solely thanks to Valve’s unique characterization.
It still remains to be seen if powerful plots are enough to break through the game presentation and its limitations. Real-time strategy is colder than a first person shooter, there is no denying that. This particular genre is a far higher hurdle to jump over than normal, one strong characterization alone can’t resolve. Impersonal and distanced, players control from above in an RTS game. They play God, or perhaps more aptly, they play a war general and they are detached. They set up the pins and then they knock them down. Positioning is key and there is no player agency. There is also no emotional impact; units are expendable, just numbers in a large math equation leading to victory. It is hard to truly identify with characters in a RTS simply because of how the game presents itself.
In an RTS, narrative is inherently subdued–there is always a fourth wall. You are always overseeing, rather than becoming. You are completely withdrawn.
You are looking down at the characters, not looking with them.

Blizzard’s own WarCraft 3 suffered from this distance less and that was encouraging. It offered some changes from StarCraft and its narrative expanded in result. This makes sense since it came out over five years later and was full of lessons that SC and previous WC games had taught developers. SC taught Blizzard how to make a good RTS game by mechanics, but WC3 taught them how to refine it and give it a heart.
The biggest added feature was hero classes. By introducing hero classes, it was easier to associate with a specific character. Heroes provided a degree of agency and countered the genre’s problem of distance. Rather than just controlling nameless forces on the battlefield, these special characters leveled up and grew–they were alive, stars of the conflict. In contrast, StarCraft presents named and important players as just slightly altered skins of already existing units with a bit more health. They weren’t usually put in the forefront of battles because if they died, the mission failed. They didn’t stand out much as a result and became inconsequential, like the entire narrative eventually started to become. While Raynor begins as a special marine unit, he becomes later a Vulture unit in one mission and a spaceship in another. Unfortunately, he’s still confined to the back of the line even if he switches vehicles, hoping to keep an errant Zergling from sinking its claws into his side and prematurely ending the mission. He doesn’t command the battlefield and inspire awe in fellow soldiers.
Hero classes, however, are independent in WC3. Frequently the opening mission layout requires the hero to go by his or her lonesome to explore an area before settling down into a base building mission. WarCraft 3 greatly expanded on previous RTS games by giving a strong face to a nameless army to draw the player into the narrative and force a connection.
While traveling, WC3′s heroes can also fulfill optional quests. In the second act, Arthas and his companions find themselves embroiled in a conflict with the Scourge. In the process of going to point A and B, Arthas has many chances to do other things that add to the story. Meeting up with Uther the Lightbringer, both Paladins set to save a village and then meet at an encampment. Instead of sending Arthas directly to that plot point, he has the ability explore the map and find a village in the southwest where he’s offered the chance to save Timmy who was taken by gnolls. Timmy is a farmer’s son and Arthas will be rewarded if he manages to save the boy in time. The boy will later be seen with his mother in the game, providing the player a chance to see his story’s end.

This specific quest’s subject would be revisited in World of Warcraft, where Timmy appears in Stormwind City to sell cats–bearing a striking resemblance to the WC3 character, so-called Lil Timmy walks the streets of the Human capital and remains a NPC with continuity. While Timmy isn’t real, he may as well have lived and breathed. His story became connected to the universe as a whole, and he was just an insignificant little boy in a grand cast of characters. As it was, WarCraft’s Timmy storyline was markedly different from StarCraft’s presentation of side quests. It was a large step forward and one that should be noted in the annals of real-time strategy’s evolution. It gave WarCraft depth and it generated a sense of agency from the avatar to the player.
In contrast, StarCraft had few optional quests. There were two secret missions released as Blizzard’s maps of the month–a form of early DLC–and there was also one preexisting in-game, unveiled if Episode VI’s ninth mission is beaten in twenty-five minutes or less. The bonus mission lets players play as Zeratul on a moon near Char. These missions are incredibly infrequent and sparse in detail compared to WarCraft 3′s missions, though. Unlike WC3, where an optional side quest (secret mission) could happen at any time and the maps felt open ended, SC was quite linear and confining. Exploring was possible–it was just unlikely one would find anything. The planets in StarCraft were covered in minerals and vespene gas, but had little else to see.
In StarCraft, optional quests didn’t offer much if anything at all to the story–they glimmered and then faded quickly. In WarCraft, they made the universe alive.
Of course, the two titles were years apart. This is largely why people should not judge prematurely. It’s been years since WarCraft 3 was released and StarCraft 2 will hopefully have lessons its learned from there. It will probably even have lessons from World of Warcraft put into its narrative.

The point is moreover that StarCraft 2 is coming–and this time around, people may want to realize it has a story. A good story at that. Kerrigan is no less compelling than Arthas and Jaina no stronger than Raynor. As a setting, Char is no less detailed than Azeroth. And the Scourge are no more menacing than the zerg who threaten to eliminate the terrans from the galaxy. Real-time strategy is indelibly a detractor from the narrative experience at times, but Blizzard is used to these barriers. In fact, they seem to prefer them. Blizzard has worked with the genre before to create impacting story arcs. There is no reason to presume that the genre of RTS as a whole can’t tell a good story nor to dismiss an entire game solely because it falls outside of a preferred gaming comfort zone.
StarCraft 2 will be a journey worth taking and I hope that will be in part thanks to its excellent world and narrative twists. Or rather, I hope that people will recognize that it’s in part due to the narrative–because it is there and as strong as ever, just as it was with the first game.
At any rate, watch the trailer a few more times and tell me that you aren’t at least compelled to know what happens to those characters even if they belong in an RTS world instead of an RPG world like you’d expect.
Let’s just hope this time the story stands taller amidst all the action.

I’ll be honest, when I first played StarCraft (didn’t finish it) I had no idea it had a decent story outside of the introduction and the cool looking factions. It was only years later that a friend of mine told me the entire plot in an afternoon’s conversation, and I was enthralled. But I couldn’t get back into the game by then, only playing the multiplayer. I hope SC2 starts off its story earlier (it most likely does).
What an extensive analysis of narrative in RTSs. It is something I have never really thought about as I play so few RTSs, so this was a really interesting read.
I have never played the first StarCraft in multiplayer. Well, I played it once and got rushed by zerglings before I had four marines built. I suck at competitive RTS play. I really, really admire it, but I suck at it.
So I really played StarCraft single-player, which means I probably had a greater commitment in the story than the average StarCraft player as the vast majority of my play-time was spent in the campaign missions.
Personally, I didn’t mind the polarised split between story and game. For me, the rich story and characters of StarCraft weren’t there to be explored and interacted with by the player. Rather, the non-interactive story as presented between missions was there to give more meaning to the generic RTS battlefields that the missions consisted off.
That is, the story allowed it to be more than generic space marines vs generic bug-ish aliens vs generic advanced alien race. The game didn’t so much try to involve a story in the gameplay as it did use the story for the sake of the gameplay.
Although it implemented the story into the gameplay no better than other RTSs of its time, perhaps Starcraft has survived for so long because of the bits of story that it did have were so much better than C&C, etc. Certain;y, the story was better explored in wikis and novels, but that story still allowed players to, when they came to the battlefield, to actually care for the terran and the zerg and the protos. The story gives the game’s fiction significance.
Personally, I am okay with a game not having an interactive story but exploiting a linear one to make the unrelated segments of gameplay feel more meaningful. However, it could just be that that is a lazy way out. If Starcraft 2 can indeed figure out how to better incorporate the story into the gameplay (or incorporate at all, rather), that would certainly be amazing.
When we played it, we got into the multiplayer–we being my friends and I. This means we basically memorized builds and rushes. I only played Terran, but I had a counter to almost everything in my memory banks. We only memorized a few professional maps, rather than everything. I will always remember Lost Temple as the pinnacle of “hardcore.” I knew how to survive a rush, how to SCV rush, and different builds to counter either protoss or zerg.
Unfortunately this meant my singleplayer experience was limited. I beat the original through SP, but wasn’t too into it. I liked Kerrigan, and felt her betrayal was so disheartening, but I didn’t feel a tangible sense of loss. I actually never played Brood War’s SP because we got it all for the MP–for the new units it offered. I think I played through the SP of Brood War right before WC3 came out.
I think SC2 will definitely be different. For me, it’s always been like RPG RTS has been Blizzard’s end goal. We saw that when WOW moved into a MMORPG, it became a RTS with a MMORPG sequel. It’s sort of different.
I mean, this is the same company that did leaps and bounds for Diablo and dungeon crawlers. They like to do different things. With any luck, RTS mode can still be competitive (though SC2 admittedly seemed easier) and also increasingly powerful for the narrative.
I think you reduced the game into the cold and boring genre yourself by going through the monotonous task of memorizing meaningless numbers and build orders in multi-player. If all you were doing was “memorizing builds and rushes” than you were not playing the game at all.
You feel that units are expendable and that you are merely striving for high APM in order to win matches, but you are missing the point of it being a strategy game. The game is challenging, fun, not repetitive, and most of all it’s Starcraft. I’m sorry that you had such a disconnected experience with the RTS genre, but but I think you constructed the problem when you misplayed the game.
I misplayed the game? Thanks for making laugh! I would hate to exist in a world where you can actually play games wrong–how full of yourself are you? :(
And I guess if I played the game wrong, then several million players also did–the Korean pros, the USA pros, and the dozens of us kids who wanted to be pro or admired the movement (I was decent, but not good enough to ever attempt to be pro).
My very definition of units would be strategy. You micro them in ways to minimize losses and control a point. If that isn’t detached, and if that isn’t STRATEGICAL, then I don’t know what is.
Really, I get it. I played the game differently from you. But that doesn’t mean I played it wrong–just like how the few people who really played it solely for story weren’t wrong, either. People enjoy different things or play for different reasons. Much like how opinion pieces are, well, opinion pieces…meaning my opinion probably won’t match yours.
I have no problem with dissent, but dissent that misses the mark will make me laugh. Saying I played it wrong indeed (and unfortunately) misses the mark. Try next time, if you want to make a point someone will listen to, saying I may have missed how deep it can be when I went straight into the strategy side.
[...] analysis in RTS games (Hellmode) by Dylan Martin on July 24, 2010 Ashelia of Hellmode.com wrote an excellent piece about Starcraft’s underutilized storyline and…t. Many of us may know that Starcraft is a great game, but a lot of us don’t realize how epic [...]
This is an interesting analysis, though you still say that the RTS genre has higher barriers than most. So even if they pull it off well, wouldn’t it be reasonable to assume they’d pull it off even better in another genre?
Not that the story wouldn’t be interesting on its own merits. Admittedly, I’ve not played an RTS since the first Starcraft, so I have a harder time than most imagining the genre gracefully blending narrative with gameplay. Sadly it’ll be on PC so I won’t be able to play it, but I’ll be interested what your final take is on it upon release.
Thanks for the comment. As to answer your rhetorical question because I do things like that–it’s true, in a RPG I think StarCraft’s story would just be fucking incredible. But this is Blizzard. They do wild and different things. So I’d sort of argue that, while yes, SC may be better in an RPG, we don’t NEED Mass Effect Craft really. And I’d like to see the RTS genre become somewhat of what the FPS genre has become–a hybrid.
I mean, there are competitive FPS games or even third person shooters. But I’d like to see RTS be known for its stories like those certain FPS games are, like Half-Life 2 has a great story arc.
Basically, I’d take average story in an amazing technical RTS over superior story in a RPG these days. Simply because I’d like to see it done–I’d like to see RTS evolve :)
My first reaction to that is “ew.” I am NOT a fan of they hybridization of genres. RPGs used to be the story tellers, but we realized dudes like to shoot things, so now our RPGs are FPSs. That’s not too big of a jump. But what was the last FPS you bought just for the story that DIDN’T come out of Valve?
Now we have leveling up in our FPS games thanks to Infinity Ward. Instead of an arena you can test their tools against other people, essentially gaining skill instead of levels, we know have a reward system based on hours played and time spent. That is an RPG.
I’m all for narrative. In fact, most of the games I keep in my library are single player and I come back to them for the story. But first you’ve said SC would be better as an RPG, now you’re saying FPS games are better as RPGs. Go play RPGs! Or read a book. Diversity in a medium is a good thing.
i’m looking forward to Starcraft 2. Got my preorder going. I hope the story works better – nice article.
One of my fondest experiences in the late 90s came from playing Starcraft late into the night, on the first day of its release. I was never very good at the multiplayer portion of the game, and so I spent a lot of my time running through the single player.
Thanks for writing this up. It made me totally nostalgic.
Very well written, in-depth article :) I feel as I’ve gotten older, the Story in StarCraft seems to be much more appealing to actually understand. Ahh the bloodlust of youth…
I have to say – it was the storyline that really caught me in Starcraft’s web when I originally played it. It was engaging, exciting and it seemed to me to die directly into the missions I was playing (as compared to other RTS games at the time).
So I think you’re on the ball, but seen at the time, the plot and story may have been missed by many… but I suspect a great number also noticed it and enjoyed it.
And those animations really helped bring the world to life, so that when you were playing the RTS game, you could call up in your mind the super-awesome it was supposed to look like on the ground.
So I’m looking forward to SC2 primarily for that story stuff and how they managed to carry it this time!
THanks for the comment. I agree–it seems like a lot of us missed it, some people didn’t. For Warcraft, for some reason, I didn’t miss it there. The story was alive. Actually in WC3, I didn’t even like the multiplayer professionally. Lots of cheap (IMO, of course) multiplayer moves especially for Night Elf players. Heroes were part of why I didn’t like competitive WC3.
But in SC, I learned about the story way later. I watched multiplayer, climbed up Battle.net’s ranks, and really loved StarCraft–just not for the story whatsoever. LAter on, right before WC3 was released, I would actually play through the game and learn the naunces. It was one of those moments. I basically sat back and was like, “Wow, this has an AMAZING story,” and then wondered why I never saw it before. A lot of this is, I feel, presentation.
Maybe two parts presentation, one part my youth and multiplayer/competitive gaming obsession.
I have to disagree with some of this article. I don’t think Warcraft 3 presented a step forward in storytelling at all. I was less engaged in the wc3 story than any previous blizzard product. Yes that even includes the barebones story you find in Orcs + Humans.
You ARE with the players and not merely watching over them in Starcraft. You are considered a character in the overall story. You’re a commander working with each of the three factions during the course of the campaigns. Your tasks begin as menial but rise quickly as you prove your worth as a commander. You defect WITH Raynor when he goes rogue. Warcraft 3 and Starcraft 2 lack this element completely. You are no longer part of story, you are outside of it looking down. In that sense, warcraft 3 suffered MORE from that distance, not less. SC2 will suffer in the same way.
In wc3, and from what I can tell in sc2, the story no longer contains an epic feel to it. Your player character no longer is just one commander of many, your tasks aren’t just one objective to complete in a large war, you are controlling Raynor, and everything he does is SUPER IMPORTANT TO THE GALAXY. This is not epic storytelling, this is a hero tale. Don’t confuse a switch in narrative style with progress.
All that aside, I never saw the original starcraft or RTS in general as poor story-telling agents. Even ones with very little narrative like Orcs + Humans were enough to allow my imagination to fill in the blanks. You think maybe you just don’t enjoy the genre enough?
As someone who has played every Blizzard RTS–I enjoy the genre quite a bit. Alleria is my favorite character in any game. But SC I found under compelling in the narrative, and I thought WarCraft did it better.
I also am drawn to multiplayer modes for RTS games. I play them over and over again with PEOPLE, but tend to not play the storyline completely full (until years later, anyway). WC2 was the only one whose story I actually was into, mostly because of the heroes there. SC’s story I devoured in wikia’s later on and novelizations for some reason. I find it weird you’d think I hated the genre even though I probably played equal to you of the games and would, if I could review games and believed reviews were helpful, review them with very high marks.
To me, it sounds like RTS games worked for story for you. For me, and many others, they don’t. They may work in other ways for people like us–again, for me, I absolutely LOVE a good multiplayer match. I watch competitive SC matches, obsess over their Mutalisk micro. But for the story, the plot: They need work to be able to rival a RPG’s presentation.
I have to say I completely disagree about the story not coming across well in the original SC. I may be an outlier but as I played, trying to keep certain characters alive, completing different objectives, and hearing the little spats between characters on the battlefield I felt it added as much to the story as the cinematics did. And it’s a little obvious that WC3 would have been better, being made so many years later.
You mean like I said in my article, multiple times?
Hey Ashelia,
This article is fascinating and well composed. I am glad to know the epic tale of Lil Timmy. Thanks for Sharing.
Yeah if you replay SC1 in 2010 12 years after release the game isn’t going to suck you in, but if you played it and followed the story in 98′ maybe you would have understood that it was one of the greatest single player campaigns ever, besides maybe Wing Commander 3.
TERRIBLE ARTICLE. Don’t doubt Blizzard games, they’ve proven to be excellent time and time again.
I approved your comment for one reason: I make it pretty clear I did play the game back in 1998, very basic reading comprehension shows that. I replayed them again before WC3 came out as well. Not only that, I made it clear people shouldn’t doubt Blizzard in this article, if you’d only read. It’s actually extraordinarily for Blizzard, as they are one of my favorite video game companies over the past decade.
The thing is, blind fanboyism will never get you anywhere in life. Neither will trolling. :)
I couldn’t be happier to see more serious analysis of game story structure. I find that frequently games of all genres must make serious trade-offs to balance an enjoyable gameplay with an engrossing plot, and it’s often difficult to find a happy medium. This problem is further exacerbated when you consider the wide variety of customers who will be playing that game; while some will find the story-driven elements fascinating, others will be chomping at the bit for more hack-n-slash and wouldn’t notice a storyline if it beat them with a brick. What you say is true: this equilibrium is immensely difficult to strike in an RTS, but I doubt it is impossible. We can see a clear progression of better and better storytelling from Starcraft to Brood War, to Reign of Chaos and Frozen Throne. If any company can pull off such a feat, it is Blizzard.
I’m not that into RTS games. But I would love to play it for the cut scenes (not for the full price though). Sometimes, when I’m alone at home, I put my Diablo 2 Bonus DVD into the DVD-Player and dream away, hoping they will produce a full cgi movie, someday. ;-)
I agree. RTSs are a lot more colder when it comes to the emotional relationship to the Hero/Persona on the battlefield. But I don’t think there is a good solution for this problem.
Some developers tried to discard the distant map view by letting the player switch into a first person view. In my opinion these attempts failed miserably in the past.
[...] trailer and StarCraft's story–and if the RTS genre helps or hinders it in presentation.Source:http://hellmode.com/2010/07/24/theres-narrative-in-my-rts-starcraft-told-a-story-will-the-sequel-mak… Posted by Frank Denison at 04:47 Labels: few days, narrative, rts [...]
[...] and StarCraft's story--and if the RTS genre helps or hinders it in presentation.Source:http://hellmode.com/2010/07/24/theres-narrative-in-my-rts-starcraft-told-a-story-will-the-sequel-mak… ( Leave a comment [...]
[...] As StarCraft 2 is just a few days away from release, Hellmode analyzes the recent trailer and StarCraft's story--and if the RTS genre helps or hinders it in presentation.Source:http://hellmode.com/2010/07/24/theres-narrative-in-my-rts-starcraft-told-a-story-will-the-sequel-mak… [...]
[...] First, a great post by Ashelia on Hellmode about the narrative of Starcraft. [...]
Let me begin by stating that I’ve never played Starcraft, Starcraft II and so on. Warcraft was also an RTS that I missed out on.
Blizzard meant Diablo to me, then Diablo 2 and later still World of Warcraft.
The RTS genre, in my little world, was defined by Westwood Studios. I was a C&C nerd. Local multiplayer only, typically, but maybe that actually helped color my experience.
Maybe it was the cheesy live-action numbers. Maybe it was Tim Curry. Whatever it was, something about Red Alert 2 always spoke to me.
Then again, maybe it was Yuri.
I played through the campaign, both sides, multiple times and then played Yuri’s Revenge over and over. To me, it wasn’t just the scenes with the live actors that sold it. It helped, of course, that Tanya resembled the Tanya unit, but it was just as important that they had the same voice actor even when she was just running around on the map.
The little things that the units would say are probably what sealed the deal for me and made the whole ridiculous thing work. Sometimes when I think about it, my immediate thought is “I’m gone…” with a certain inflection.
But that follows to the Chronosphere, to Einstein, to Yuri and the whole narrative surrounding the game.
I’d say that’s the definition of a success.
Great article. I’m a sucker for this stuff, thanks to Kotaku for the link. I’ll definitely be back.
As an article that came out before the game did, I think you’re on to something. As a commenter who’s seen the final cinematic on SC2, I think Blizzard thought along the same lines as you did, and it didn’t work out.
Something that Blizzard must have learned from SC1 is that you have to take into account the gameplay when you are trying to present something compelling. I definitely agree with your remark that the story is better on a Wiki; when they pitched the idea I’m certain it was on paper. I’ve briefed a lot of fellow gamers who are jumping into this universe with SC2 and it sounds amazing because you get to gloss over the talking heads and the long periods of gameplay between developments in the narrative. An FPS gets you much closer, it lets YOU affect the story, instead of you telling someone else to do it. You can see Blizzard struggled with that by having you play a nameless lieutenant instead of a character. And they fix that in SC2. You play as Raynor in Wings of Liberty, you get to make choices outside of the game, explore the character’s relationships, the environment, etc.
So is SC2 a step forward in terms of narrative? I’m going to say no, it didn’t. My biggest complaint is that they learned too MUCH from their previous successes. I’m not about to post anything plot specific three days after release, but it feels a LOT like Warcraft until very much later in the game. Zeratul might as well be a Night Elf in Azeroth.
So now you get to play as Raynor (sort’ve.) Unfortunately, this develops him into exactly what you’d expect from a backwater marshal. All you get to deal with in SC1 is his passion for human life. There isn’t a lot of dialog, and what there is short and sweet. You can’t have drivel if you’ve only got 20 seconds before a mission loads. Now we get the glory of 3D drivel between every mission, and frankly, there’s not a lot under the hood. Another flaw with this is that it appears it’s just one crew fighting the Dominion and then fighting the rest of the universe. “Raynor’s Raiders” sounds like a clan of teen agers on Bnet, not a force for justice in the cold world of Starcraft.
The thought “if only it was an RPG” bugs me. Yes, the closer you get to the game the easier it is to connect with the story. And yes, as a story being told through a game and not a novel, there are certain levels of connection that interactivity affords you which should be embraced if you are going for a compelling work. Obviously, if we had a game where you literally experienced a different world through a different body, where you you just had to think for there to be action, where the line between reality and game disappeared, then we’d have reached the perfect connection between game and player. But we don’t have this yet, and, more importantly, that game would not be an RTS. SC2 forgot that. Besides the fan favourites from the first go, I couldn’t care less about anyone else. We’re either told we have a connection to them or they don’t stick around for long. If the only connection we had with them was as a faceless commander, I wouldn’t care. But we’re given this whole new way of meeting people and it comes off less than when they were just heads. I’d rather think of Raynor as an idealistic commander, detached from everyone so he can get the job done, working to get back the one person he got close to. In SC2 I’m not even sure WHY he’s going after Kerrigan. To get back at Mengsk? Does he still love and miss her? Or does he just want to fix a mistake? Or is he just guilty? I knew the answer after the first game and now I don’t know.
Well this has obviously gone on long enough. Maybe it was because I played the first game when I was in elementary school and the second one in the last leg of university, but I thought the story in the first game was miles a head of this one. Granted, it’s only a third of the story, merely a set up for what is next, so I hesitate to pass judgement. And it’s not that I didn’t enjoy the story. I definitely cheered a few times and the ending surprised me, but only because I was already a bit wary of the story so far. It’s on par with what you’d expect from Blizzard. These guys aren’t narrative geniuses, they make games. In terms of gameplay I think they moved mountains in the campaign. The story was just over where my non-excited expectations set it and I am definitely looking forward to how the story will unfold from here. But at the end of the day, I’d prefer the way SC1 was done. Yes it was limited by the genre, but those limits shaped the story. They tried to make it into an RPG but they will of course never succeed with that as long as it’s an RTS. Embrace those limits and run with them, don’t do a half assed job.
Mr Norton above is onto something and articulated my vague sense of dissatisfication upon completion of the campaign.
I completely agree that the connections with the new characters were forced. Character development was superficial and uninteresting. Mission-by-mission selection stymied the flow and coherence of a single storyline. Achievements, albeit fun for a completionist, really detractet attention from the plot.
By the end of the campaign, I have to say, that I did not feel I experienced a story that was as deep as in Brood War. My biggest gripe is the lack of meaningful dialogue. No one spoke much about anything. There were random times in the game where arguments would ensue but felt awkwardly implemented as if the writers/directors said, “ok, we need some form of argument here” and it was thus inserted.
I believe the game would have been a lot better if it was all centred around the very last 4-5 missions of the campaign, and they fleshed that part out. =(
After playing through the campaign twice, I felt I had to return here to announce that SC2 has utterly crushed my previous optimism. Whatever tendrils of plot from Brood War were yearning to blossom into a full-blown storyline were trampled underfoot in this sequel, and it’s largely due to my age-old RTS nemesis: the meta-campaign. For those of you unfamiliar, this is a more and more frequent “innovation” in RTSs in which missions are compartmentalized and nonsequential – think of the Dark Crusade and Soulstorm expansions for Dawn of War. The inherent problem with this is that nonsequential missions can have only the most tenuous ties to any sort of sequential story, lest they be played out of proper order; as such, scenarios become more and more homogenized and lose their sense of imminence.
Starcraft II had all the makings of an earnest plot, but I can only assume that Metzen et al. dropped the ball on this one. Brood War was by no means a majesty of plot and characterization, but consider the robust cast of characters that it brought to the fore. In contrast, SC2 produces only a few new movers-and-shakers (Valerian, Warfield, and Tychus), and even they are given rather insignificant roles. Lastly, what few plot developments Blizzard managed to produce seem shamefully upbeat and clumsy when compared to the dour atmosphere of previous installments; those who have completed the Protoss mini-campaign or the entire Terran campaign will know to what I refer.
TL;DR – SC2′s plot is dreadful. Blizz should make the campaign more linear, like Brood War’s.
I find myself stuck between two answers to the above responses. I definitely agree with the problem of the “meta-campaign.” But at the same time, I applaud the gameplay. While I was thinking about the story or lack thereof I had to stop myself. In terms of gameplay, the campaign is FUN! Each mission is a unique experience, drawing on different skill sets and objectives. In that regard the campaign is great. Yes the narrative is lacking, but what is the first job of the game, fun or story? And with an RTS no less? I’m not trying to make excuses. I guess I am saying that I forgive Blizzard for their story.