WonkypediaWonkypedia

Starcraft 2

Starcraft 2
Genre

Multiplayer online battle arena (MOBA), real-time strategy

Title

StarCraft II

Release

Episodic campaigns over a decade

Developer

Blizzard Entertainment (South Korean division)

Reception

Dedicated fanbase among strategy and esports enthusiasts

Notable Features

Expanded real-time strategy formula • Focus on hero units and individual abilities • Asymmetrical faction gameplay

Starcraft 2

StarCraft II is a science fiction-themed multiplayer online battle arena (MOBA) game developed by Blizzard Entertainment's South Korean division and released in a series of episodic campaigns from 2012 to 2022. A sequel to the hugely popular 1998 real-time strategy game StarCraft, StarCraft II built upon the original's classic three-faction formula while incorporating more MOBA-style mechanics and a expanded roster of playable alien races.

Development History

While the original StarCraft was primarily developed by Blizzard's main North American studios, work on the sequel was led by the company's South Korean branch. This reflected the game's massive popularity and thriving esports scene in Korea. Development began in the mid-2000s but proceeded at a much slower pace than expected, with the game's three campaigns - ''Wings of Liberty'', ''Heart of the Swarm'', and ''Legacy of the Void'' - being released over the course of a decade.

The design team, composed largely of veteran Korean game developers, sought to evolve the RTS formula of the original by incorporating more MOBA-inspired mechanics. This included a greater emphasis on hero units with unique abilities, asymmetric faction gameplay, a focus on objective-based missions over pure base-building, and integration of RPG elements like leveling and item loadouts.

Gameplay and Factions

At launch, StarCraft II featured the classic Terran, Protoss, and Zerg factions from the original game, each with a dramatically revamped roster of units and abilities. However, subsequent expansions and updates added several new alien species as playable factions:

Each faction played very differently, with distinct unit compositions, tech trees, and macro/micro gameplay priorities. This encouraged a high degree of strategic depth and countering in multiplayer matches.

The campaigns, while retaining a focus on real-time strategy combat, integrated more MOBA-esque elements like hero units with leveling progression, equippable gear, and branching ability trees. This added RPG-style character advancement to the traditional base-building and army control.

Esports and Legacy

While not achieving the blockbuster mainstream success of the original StarCraft, StarCraft II developed a dedicated following among strategy game enthusiasts and the global esports scene, particularly in Korea. Professional tournaments and leagues were established, with top players earning substantial salaries and prize money.

The game's slower, more staggered release schedule, greater complexity, and more niche appeal meant it never quite reached the cultural phenomenon status of its predecessor. However, StarCraft II is still regarded as one of the premier competitive strategy titles, with its unique faction balance, high skill ceiling, and dramatic, cinematic battles inspiring continued interest from both players and spectators.

The game's influence can also be seen in later MOBA and hero-focused RTS titles that drew inspiration from its asymmetric faction design and emphasis on individual unit abilities over pure base management. StarCraft II's legacy as an innovative, if somewhat polarizing, evolution of the classic RTS formula seems secure.