Tag Archives: Blizzard

Is the Virtual World Really An Escape from Reality? (Part 2)

On September 17th, Blizzard announced that they would be removing the auction houses in Diablo 3. For gamers, this may seem like a very strange move. It is very rare that a company will remove a significant feature of a game, especially when there is no stated replacement plan.

Real World Finances

But from a sociological perspective, this is a very interesting move that signifies a reaction to the merging of the virtual and real worlds. It seems like the warnings from Jesse Schell in 2010 are manifesting. Last year, Diablo 3 launched with two widespread auction houses, allowing players to trade their virtual items. The gold auction house used in-game currency, while the real money auction house used… real money. Real US dollars. And other worldwide currencies.

The Diablo 3 Real Money Auction House. The $250 max buyout is the limit.
The Diablo 3 Real Money Auction House. The $250 max buyout is the limit.

As I said in part 1, the virtual world, used to be an escape from reality:

One of the strongest effects of these games was to cause players to disregard socioeconomic stratification that existed in the real world. In the virtual worlds of RPG’s, everyone starts equal and has the same opportunities.

From an extensive CNN report on gaming:

A professor: “…people do not feel they have the freedom and kind of  their own power to change their own social roles and their own identities. But in cyberspace, people do not remember… your wealth.”

However, Facebook (among others, though Facebook arguably had the largest effect) changed this with microtransactions that allowed players with more wealth in real life, or more willingness to use the wealth, to translate it to in-game wealth. Schell’s talk has a lot more on how Facebook changed gaming.

But despite the influence of Facebook, many gamers stayed on non-FB games. It took Diablo 3 to have a large enough impact on affecting socioeconomics within a game. To some degree, those who were wealthier in real life were wealthier in the game. And to some degree, it was impossible to progress forward unless one was already wealthy.

In one sense, Blizzard’s removal of the auction houses signifies a break from the trend of the ever increasingly tangled web of real and imaginary.

An Efficiency Problem

Of course, we cannot discount Blizzard’s stated reasons for removing the auction houses:

When we initially designed and implemented the auction houses, the driving goal was to provide a convenient and secure system for trades. But as we’ve mentioned on different occasions, it became increasingly clear that despite the benefits of the AH system and the fact that many players around the world use it, it ultimately undermines Diablo’s core game play: kill monsters to get cool loot.

Indeed, the problem was that there was too much trading and the system became too efficient. I actually wrote a lengthy post about this on the Diablo 3 forums last year, called “Why the Auction House is the Main Problem,” which was also mathematically oriented. This article was highly rated and was spread around the interwebs.

Basically, the problem was that the increased market efficiency from the auction houses allowed the average player to obtain much better items than they otherwise would, thereby short-circuiting the actual game.

Although it seems fairly obvious now as to what happened, the sentiment at the time was that the real money auction house was causing the main problems, but that the gold auction house was fine. Before my thread, I don’t recall anyone making a coherent argument against the efficiency of the gold auction house.

The Future of Gaming

Thus it is not all that surprising that Blizzard is removing both auction houses. And even considering Blizzard’s official reason, it is interesting that the economic system in the game has so many analogs in real life.

A vision of the future virtual world, from part 1:

It will not be a place where we can set aside our real world and escape our problems for a few hours. It will not be a place where we have fun or meet people we would never see otherwise and talk about the little things in life without worrying about our financial position.

Instead, it will be an extension of the real world and everything in it. Those who are wealthier in the real world will have more options in the virtual world, and those who are poorer will remain poor. Ultimately, if virtual reality does not return to its roots as an escape from reality, people will end up escaping the virtual world as well.

So given the recent news, perhaps we are not quite as firmly on that road as we were last year—a wrench has been thrown in the works. But in the end, the real and virtual worlds are still on a collision course. We should definitely be prepared.

Starcraft II Editor — Second Look

Random fact: On the day of my last post, which was about a short story considered a brilliant piece of American literature, my blog received its lowest daily view count in more than three months (130 views). I guess the Internet is just that antagonistic towards American literature.

Today’s topic is much different: the StarCraft II map editor. Four months ago, during the beta, I was able to play around with the editor very basically, and wrote up a post comparing the SC2 editor to the SC1 and WC3 editors.

Recently I was able to mess around with the editor again, this time trying to create the basic gameplay for an AoS-type map. After all, I had plenty of experience with the WC3 editor, and the SC2 editor, as I mentioned in the linked post, is very similar.

That turns out less true than I thought. The truth is, the SC2 editor is not only far more powerful, as I had mentioned, but also far, far more complicated. Of course, diving into any new thing takes a while of getting used to, but on the SC2 editor, I spent eight hours just trying to make a hero system and setting up the map and triggers for an AoS, and didn’t even succeed in creating items or an inventory. To change even a single stat on a weapon took me a couple minutes of messing around the first time.

My new argument: While the WC3 editor and the SC2 editor look very much alike, the WC3 editor is in fact more like the SC1 editor than the SC2 editor. Actually, there is an important caveat here: I’m talking only about the Object/Data editor. For Terrain and Triggers, it still stands that WC3 and SC2 are closer.

The object editor in WC3 is essentially the unit editor of SC1 with significantly more fields, and also more tabs (not only units, but also abilities, items, doodads, destructibles, buffs). Suppose I wanted to change the damage of a Marine/Footman. In SC1 I would go to the Marine unit, and change the damage field from 6 to whatever I wanted it to be. For the WC3 Footman, the process is exactly the same.

SC2, on the other hand, is modular. So, to change the damage of the Marine, you can’t just go to the Marine unit. From the Marine, you have to find the link to the weapon, which in turn has a link to the damage. Once you’re at the damage, you can modify it.

Alright, it takes two more steps—so what? Well, this makes multi-object things WAY more complicated. Letsay I wanted to create an item that adds an aura in WC3. I would need an Item, Ability, and Buff. The Ability must known which Buff the aura uses, and the Item must know what Ability it is supposed to carry. Nice and simple. In SC2… let’s just say I haven’t figured it out yet.

Even supposing I could create an item, I would also need the inventory, which is incredibly difficult to make, at least without a very careful and detailed tutorial. Even looking at the source of another map (which was an excellent way to learn the WC3 editor) seemed to not help, because there were several inter-object links that I did not know how to make.

Anyway, I’m not saying the SC2 editor sucks or anything—I’m just saying it’s far, far more complicated than what I’m used to, and it will most likely have a long adaptation time. Even figuring out the basics is a challenging task. Right now, the editor just seems far more complex than it needs to be, but we’ll see.

Starcraft II: Wings of Liberty

StarCraft II

Starcraft II: Wings of Liberty is a real-time strategy game and yet another impressive gem from Blizzard.

Overview

This post is a review in all but the usual sense. I’m not here to assign the game a number from 1 to 10 (though if I were, it would be very high); instead, I am going for a “review” in a more academic sense—a study of the game.

Which means I’m not trying to praise or condemn the game, but rather, to gain an almost artistic appreciation for it, like I would of a film or book.

Gameplay Background

The real-time strategy genre is a type of chess where you can move all your pieces at once and you don’t take turns. What the original Starcraft (1998) did was create totally different factions. Instead of each side’s army consisting of a king, a queen, two rooks, two bishops, two knights, and eight pawns, one side could have four pieces that moved like knights and pawns, another two like rooks with limited range, two more like bishops that could jump over pieces, and a piece that could teleport to another unoccupied square within two rows, but only once every three turns.

Call the standard 16-piece setup A, and this new 9-piece setup B. Each piece in B might be more powerful than in A, but B has less pieces. In Starcraft, if the Terran (humans) are A, then the Protoss (an alien race) would be B, for they use smaller numbers of stronger and costlier units.

The Zerg (the other aliens) are the opposite of the Protoss. Perhaps their chess setup would have 16 pawns, four pieces that moved like kings (but don’t obey the rules of check), four knights, and a queen. This is a total of 25 pieces.  This allows swarming with larger numbers of weaker and cheaper units.

Of course this is a drastic oversimplification of the game style (I’ve left out important things as resource collecting, production buildings, scouting, etc.), but that covers it essentially. Starcraft II continues the same gameplay, just with different units.

Plot Background

In Starcraft II’s single-player campaign, you follow the actions of Jim Raynor, a rebel leader against the Terran Dominion and its evil leader Arcturus Mengsk. You learn that Raynor is a friend of many Protoss factions, and that he is especially on good terms with the dark templar Zeratul. And the Zerg are led by Kerrigan, the Queen of Blades.

This alignment did not occur from accident.

Starcraft: The Terran Confederacy in the Koprulu sector in the Milky Way suddenly encounter technologically advanced Protoss warships that incinerate some Terran fringe colonies. They find that the Protoss have done so to prevent the spread of a parasitic race called the Zerg.

At this point, Jim Raynor is a Marshall on the planet Mar Sara, which is attacked by the Zerg. The Confederacy is slow to help, so Raynor puts himself in charge of saving as many colonists as he can. When he destroys a structure that has been infested by the Zerg, the Confederacy arrests him, and to evade arrest, Raynor has no choice but to join the Sons of Korhal, a terrorist group led by Arcturus Mengsk.

To overthrow the Confederate capital world of Tarsonis, Mengsk sends his second-in-command, psionic agent Sarah Kerrigan to place a psi-emitter on the planet. This device lures the Zerg, who will overrun the human population on Tarsonis. When the Protoss under Tassadar come to destroy the Zerg, Mengsk orders Kerrigan to stop the Protoss, but when she does so, Mengsk abandons her on the planet to the Zerg. Raynor, disgusted by the betrayal of Kerrigan, defects from Mengsk, and in the fall of Tarsonis and the Confederacy, Mengsk creates the Dominion and crowns himself Emperor.

The Overmind, ruler of the Zerg, had actually decided not to kill Kerrigan. She was instead infested to be an agent of the Zerg Swarm. The Protoss dark templar Zeratul assassinates the Zerg Cerebrate Zasz, but this act reveals to the Overmind the location of Aiur, the Protoss homeworld. The Overmind quickly mounts a direct assault, and embeds itself into the planet.

Even as the Zerg take over Aiur, the Protoss Conclave insists on conventional, honorable fighting against the Zerg, even though the Protoss are hopelessly outnumbered. The Conclave also seeks to arrest the high templar Tassadar, who has tried to free Zeratul—only dark templar energy could defeat the Overmind. After a brief Protoss civil war, the combined forces of the Protoss under Tassadar and Zeratul, and Raynor’s rebel group, defeat the Zerg, and Tassadar sacrifices himself to slay the Overmind.

Brood War: Not terribly important to the storyline of Starcraft II, except that Kerrigan becomes the sole leader of the Zerg.

Story and Storytelling: The Single-Player Campaign

Blizzard has come a long way in storytelling. In Starcraft, the plot unfolds in-game as well as in mission briefings. Key cinematics also illustrate critical points. The plot was linear, meaning one mission directly followed another.

The campaign of Starcraft II is, by contrast, nonlinear. You often have different missions to select from (though you end up playing through most or all of them anyways), and have choices to make in upgrades and research. Three times in the campaign, you will have to make a binary choice that either affects the plot or what you’ll face the next mission. These choice selections were very interesting, and lead to interesting replay options.

In one choice, you must decide whether to help Tosh break out a group of Specters or help Nova stop the Specter operation. If you help Tosh, you’ll have the ability to create Specters in later missions, whereas if you help Nova, you’ll have the ability to create Ghost. The two missions where you either help Tosh or Nova are my favorite in the campaign.

Besides the nonlinear story, the story itself was greatly enhanced by the various methods of storytelling. Besides mission briefings, in-game actions, and cinematics, the story takes place interactively on the Hyperion, Raynor’s ship. The most amusing method was the television broadcasts, which show Donny Vermillion and/or Kate Lockwell. Donny often cuts off Kate’s report of the real news, reporting his own biased information.

As always, the story is full of surprises and plot twists. The most shocking part of the story was Zeratul’s appearance on the Hyperion, and his visions that Raynor later viewed. It turns out the Overmind in Starcraft was more than it had seemed.

To soften the overall serious tones of alien invasion and saving the universe, Blizzard added plenty of references and humorous dialog. My favorite is the part when Tychus jokes to Raynor that using the Xel’Naga artifact could destroy the space-time continuum, to which Raynor responds, “This isn’t science fiction!”

Favorite Mission: “Ghost of a Chance”

This one is intense on micromanagement. You control no base, only Nova and a few reinforcements. The positioning of units and usage of abilities is key. The mission is like an epic version of “The Dylarian Shipyards” from Brood War.

Next Favorite Mission: “Breakout”

Essentially an Aeon of Strife game, like DotA. You control only one unit, Tosh, and try to control the tide of a battle. As in “Ghost of a Chance,” the key is positioning and using abilities. It is similar to the mission “The Search for Illidan” in Warcraft III: The Frozen Throne. Also, the parts where Raynor constructs bases in areas you capture is the opposite of “Twilight of the Gods” in Warcraft III, where the enemy Archimonde constructs bases in areas that he conquers.

Battle.net and Multi-Player

Also a great improvement. Battle.net is a state-of-the-art online system, and the lack of LAN is not a big issue. This is because the new Battle.net has very little lag, and whatever use for LAN can be done on Battle.net.

Besides that, the gameplay is excellent and well polished. The only qualm I have is that the Terran and Protoss seem more fun to play than the Zerg. Note that I’m not saying they’re imbalanced or easier to play; they just seem to have so many more options. Protoss with their Warp Gates are extremely fun.

Favorite Protoss Unit: Stalker

An very flexible unit that can hit air and ground. It is extremely mobile with its blink ability, and the option to use Warp Gates to warp in many of them at once is amazing. Massed stalkers with upgrades seem to be very effective.

Terran Favorite Unit: Viking

It has a very long-range air-to-air attack that is perfect against capital ships or Overlord hunting, and it can transform to ground mode, making it a viable ground-to-ground mech fighter. The ship upgrades work for both modes.

Zerg Favorite Unit: Baneling

There’s nothing more satisfying than watching your opponent’s army decimated by a massive blob of rolling green spheres.

Balance

As an amateur player I cannot speak much about this, but Starcraft II seems very well balanced. Each race has a distinct feel, but together they are matched up quite well. The game has come a long way from the early days of the beta (in which I did play), when several cheap strategies could win consistently. Even now, the Void Ray rush is super effective, at least at lower levels.

Achievements

How do you enhance the replay value of any game? Add achievements. I’m not sure whether this is new for the real-time strategy genre, but Blizzard certainly has success with the achievement system in its World of Warcraft. I’ve read an article somewhere about how achievements scientifically make a game addicting. But Starcraft 2 doesn’t even need the psychological effect.

For example, in the campaign missions, there are two bonus achievements, and it can sometimes be difficult if not nearly impossible to grab both awards in one play of the mission. One achievement might be to kill every last structure on the map, while the other might be to finish the mission in under 20 minutes. You’d have to play the mission at least twice, once to get the first achievement, another to get the second. Plus, there are de facto achievements such as finding research points on the field that can be used for valuable upgrades for later use in the campaign.

This system is very addicting for perfectionists like myself. Even without achievements, I would search every corner of a map for hidden stuff (e.g., in Warcraft III, especially the expansion, there were secret items and tomes everywhere if you looked for them). The achievement system makes you want to do this even more.

Graphics

While I don’t consider graphics to be the most important part of a game, I am fairly impressed by the graphics of Starcraft II, mostly the ability to generate in-game cutscenes and rendered movies in the campaign. Also, the real movies are in much higher resolution and detail than those in previous Blizzard titles such as Warcraft III.

Map Making

Blizzard’s map editors have been incredible, and during the beta I have already discussed the basics of the Starcraft II map editor. I haven’t found time to really experiment with it yet, but when I do, I’ll keep you updated.

The Fun Factor

To be honest, Starcraft II is one of the funnest games I have ever played, if not the most. It is because they made it much more than a game—they made it an environment, and a very immersive one at that. My only real concern here is that it might be too immersive, and be another World of Warcraft, a very addictive game due to its fun factor. World of Warcraft is what happens when you make a game too good.

Then again, there is no monthly subscription fee for Starcraft II, so Blizzard needs not make it as addicting. But once you get the game, it will be very hard to put down, at least for a while.

Concluding Remarks

Starcraft II is incredibly polished and incredibly fun, and it proves that the real-time strategy genre is not dead—it just needed another kick. And Blizzard gave it this kick.

Plot Similarities in Blizzard Games

Blizzard Entertainment

With StarCraft II just released, and from recently the playing of the original StarCraft and WarCraft III campaigns, I’ve noticed that, between the plots, there are quite a few similarities. Blizzard’s creative department is very good at this. The list of Blizzard games [abbreviations] I’ll be using in this post:

  • StarCraft [SC1]
  • StarCraft: Brood War [SCBW] (expansion)
  • WarCraft III: Reign of Chaos [WC3]
  • WarCraft III: The Frozen Throne [WC3: TFT] (expansion)
  • StarCraft II: Wings of Liberty [SC2]

Well, I don’t own WOW, and I don’t know the plots of the first two WarCraft games. Therefore my comparisons will mostly run between StarCraft and WarCraft III, including expansions.

SPOILER ALERT

The Hero Becomes the Villain

Diablo (!):

  • At the very end, the hero defeats Diablo but tries to contain Diablo’s soul within himself. This fails, because Diablo takes control of the hero’s body. In Diablo II, the Diablo you face is the hero of the first game.

SC1:

  • In the first campaign (Terran), mission 9: “New Gettysburg,” Arcturus Mengsk abandons ghost agent Sarah Kerrigan to the Zerg. She is infested. In the next campaign you can use Infested Kerrigan, a Zerg unit. By the end of SCBW, she has become the “Queen of Blades,” the ruler of the sector, and the primary antagonist.
    • BUT, in SC2 we learn that she is the prophecized savior of the universe, and she is de-infested at the end.
  • Also in the first campaign, Arcturus Mengsk himself is initially a hero, trying to overthrow the evil Terran Confederacy. When he takes power, he crowns himself Emperor of the new Terran Dominion, but his government ends up being just as oppressive as the Confederacy that he overthrew.

WC3:

  • In the first campaign (Human), mission 9: “Frostmourne,” Arthas Menethil, a human paladin, is so blinded by vengeance that he would kill the dreadlord Mal’Ganis at any cost. Unfortunately this cost is the taking of the cursed blade Frostmourne, which essentially binds the wielder to the Lich King. By the next campaign you can use Arthas, an Undead Death Knight. He becomes the primary antagonist.
  • In the second campaign (Undead), mission 5: “The Fall of Silvermoon,” Arthas (now undead) defeats the high elf Sylvanas Windrunner and turns her into an undead banshee. She later becomes the Queen of the Forsaken.
  • In the third campaign (Orc), mission 5: “The Hunter of Shadows,” Grom Hellscream, in order to defeat the Night Elves, drinks from an enchanted well; however, this enchantment is from the blood of Mannoroth, a pit lord. Hellscream subsequently falls under demonic possession.
    • BUT, in mission 8: “By Demons Be Driven,” Thrall rescues Hellscream’s soul, and Hellscream redeems himself by slaying Mannoroth before dying.

WC3: TFT:

  • Throughout the first campaign (Sentinel), Maiev is trying to hunt down Illidan. By the end, Malfurion remarks that “[Maiev] has become vengeance itself.” Given Illidan’s intentions, however, it is arguable whether Maiev is a protagonist or antagonist.

The Villain Was Serving a Greater Power

SCBW:

  • In the secret mission “Dark Origins,” when Zeratul discovers Samir Duran‘s experimentation on Protoss/Zerg hybrids, Duran explains: “I am a servant of a far greater power.” Could he be referring to the Xel’Naga?

SC2:

  • Tassadar reveals that the Overmind from the first game was actually controlling the Zerg against its will (it was itself controlled by a more powerful force), and that it sought to infest Kerrigan so that someone else could control the Zerg.

WC3:

  • In the second campaign (Undead), Kel’Thuzad summons the demon Archimonde into the world. Archimonde, however, has no need for Arthas or Kel’Thuzad. Arthas becomes appalled, and Kel’Thuzad informs him that the Lich King has already foreseen this, and that he has plans for Arthas.

WC3: TFT:

  • In the first campaign (Sentinel), Illidan Stormrage appears to be using the Eye of Sargeras for himself. Later, at the end of the second campaign (Blood Elf/Human), we learn that Illidan was serving the demon Kil’Jaeden, who gave Illidan the task of destroying the Frozen Throne and subsequently the Lich King.

The Apparent Ally Is Actually an Enemy

SCBW:

  • In the first campaign (Protoss), Aldaris is initially reluctant but accepting of the need to go to Shakuras. He then incites a rebellion, and the player must defeat him in mission 7: “The Insurgent.”
    • BUT, later we learn that he was the good guy all along—see the next entry.
  • The dark templar matriarch Raszagal is a seeming ally of Zeratul throughout the entire game. But we learn in the third campaign, mission 9: “The Reckoning,” that Raszagal was a puppet of Kerrigan. Thus, Aldaris’s rebellion against Raszagal was justified.
  • In the second campaign (Terran), Samir Duran is a seeming ally, but during mission 7: “Patriot’s Blood,” we learn that he is actually working for Kerrigan and the Zerg.
    • Actually, in the secret mission “Dark Origins,” we learn that he is serving not Kerrigan, but an even greater power.
  • Also in the second campaign (Terran), Alexei Stukov is the vice-admiral of the United Earth Directorate, but after some suspicious activity, the player is sent on a mission to kill him in mission 7: “Patriot’s Blood.”
    • BUT, it turns out he was the good guy, and Duran was the bad guy. (See above.)

SC2:

  • Tychus Findlay is Raynor’s buddy for the entire game. But at the end, he reveals that he “made a deal with the devil,” Arcturus Mengsk. He would have to kill Kerrigan. But Raynor kills him first.

WC3:

  • In the fourth campaign (Night Elf), Tyrande Whisperwind frees Illidan Stormrage in order to help fight against the demonic invasion. Illidan later serves a demon, and is the first antagonist to appear in the expansion.

The Apparent Enemy Is Actually an Ally

SC1:

  • In the beginning of the third campaign (Protoss), both Tassadar and Zeratul are considered enemies, the first a traitor, the second a dangerous outcast. They eventually defeat the Zerg Overmind.

SCBW:

  • Kerrigan goes both ways. She is an enemy from the first game, but in the first campaign she helps the protoss Zeratul and Artanis recover the Uraj and Khalis crystals. In the third campaign she also helps Mengsk recover his Dominion capital of Korhal from the United Earth Directorate.
    • But, she turns on her allies, killing Duke and Fenix, revealing that she had used everyone as a part of her own plan to rule the sector alone.
      • BUT, at the end of SC2 she becomes uninfested, and it is hinted that she will be the hero again.

SC2:

  • Kerrigan. See above.
  • The Overmind from the first game. Tassadar says the Overmind had “courage.” See “The Villain Was Serving a Greater Power.”
  • Valerian Mengsk, the heir apparent to Arcturus Mengsk, seems at first to be another loyal Dominion agent. But it is revealed that he is the owner of the Moebius Foundation, that he can help Raynor rescue Kerrigan, and that he is against his father.

WC3:

  • In the third campaign (Orc), Grom Hellscream’s Orcs slay Cenarius, who was actually trying to prevent them from unleashing demonic powers from the Chaos Well. Hellscream drinks from the well and becomes corrupted.

WC3: TFT:

  • Actually uncertain for Illidan. He is at first the foe who brought into power the Naga, but he was actually trying to destroy the Lich King, though he was doing so albeit under Kil’Jaeden’s command. Then again, he does help Malfurion rescue Tyrande. At the final fight, it is Illidan versus Arthas, and neither can be said to be good.
  • Lady Vashj is apparently an enemy, but she and her Naga assist the player in the Alliance campaign.

The Grand Alliance

SC1:

  • In the final mission (Protoss mission 10) “Eye of the Storm,” the Protoss under Tassadar and Zeratul and the Terran under Raynor join together and defeat the Zerg Overmind.

SCBW:

  • The final mission (Zerg mission 10) “Omega” essentially inverts “Eye of the Storm.” Kerrigan‘s Zerg defeat the combined forces of Mengsk‘s Terran Dominion, DuGaulle‘s United Earth Directorate, and Artanis‘s Protoss fleet.

WC3:

  • In the final mission (Night Elf mission 7) “Twilight of the Gods,” the Night Elves under Malfurion Stormrage and Tyrande Whisperwind, the Humans under Jaina Proudmoore, and the Orcs under Thrall hold off a demonic invasion led by Archimonde against Mount Hyjal, the World Tree.
    • Well, eventually the invasion succeeds, but Archimonde falls into Malfurion’s trap upon reaching Mount Hyjal.

The Prophecy

WC3:

  • Medivh is THE Prophet. He foretells the invasion of the Burning Legion (making him a doomsday prophet), and ends up uniting the Humans, Orcs, and Night Elves to defeat Archimonde’s invasion.

SC2:

  • Zeratul becomes the prophetic character, telling Raynor that Kerrigan is the key. To some degree, Kerrigan is also prophetic. In SCBW, Duran could be considered prophetic.

The Guy that Nobody Believes (At First)

SC1:

  • None of the Protoss believe Tassadar at first when he says they must trust the Dark Templar, and they believe he has defected to the dark side. The Dark Templar end up being invaluable to the fight against the Zerg, and Tassadar ends up being the ultimate hero of the game.

WC3:

  • The humans initially laugh at Medivh‘s doomsday prophecies, but he ends up indirectly saving Azeroth.

One of the primary reasons there are so many twists, like the good guys becoming the bad guys or vice versa, is how the campaigns are structured. Each game involves a thread of campaigns that use different races. So when you’ve fought against a certain foe for an entire campaign, and then get to command them in the next, you immediately begin to ask moral questions, like whether what you did in the previous campaign was the right thing.

That’s really the genius of these games, that characters don’t have fixed allegiances. And with certain characters, specifically Kerrigan and Illidan, you really don’t know whether they’re ultimately good or evil until you know it for sure.