StarCraft 2
It’s been a dozen years since Blizzard Entertainment’s blockbuster computer game StarCraft: Brood War took the world, well, by storm. The game sold more than 11 million copies, making it one of the top-selling PC games of all time. It defined the real-time strategy genre, in which players don’t take turns, but instead play continuously until the game is over.
Now, it looks like the game’s long-awaited sequel, StarCraft II: Wings of Liberty, could surpass its predecessor. Blizzard announced Tuesday that the game, released last week, sold more than 1.5 million copies in the first two days. (That’s faster than the iPad.) And the success of StarCraft II could help PC games — and specifically real-time strategy games — take back some ground from the massively multiplayer games (such as World of Warcraft, Blizzard’s online role-playing game) and console games that have been gaining popularity — and market share — in the last few years.
When it comes to Blizzard’s established franchises, such as Diablo and World of Warcraft, the company “can do no wrong,” says M2 Research analyst Billy Pidgeon. But it’s too soon to call StarCraft II a success, compared to the original game, he says, adding that sales need to continue at this pace, reaching 10s of millions of copies sold in the next six months, to qualify. And to continue its success in the long-term, the company will need to expand further into digital and online distribution, he says. Still, in the short term, Pidgeon says, “they’re doing great.”
Essentially, StarCraft players control an army of human space marines (the Terran), swarms of aliens (the Zerg), or a technologically advanced army of human-like psychics (the Protoss), while looking at the battle map from a bird’s-eye view. StarCraft players must collect resources to construct new buildings and train new soldiers, and then direct those soldiers into battle. It plays like a game of speed chess, but one in which you and your opponents constantly move pieces around the board instead of taking turns.
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