The Making of Warcraft 1: Origin of the series & creation of multi-unit select
codeofhonor.com
codeofhonor.com
> I believe that Warcraft was the first game to use this user-interface metaphor. When I first implemented the feature it was possible to select and control large numbers of units at a time; there was no upper limit on the number of units that could be selected.
I wonder if this wasn't a possible case of patent infringement given the current definitions folks are using to sue.
/agree
If the patent-standards for the 80's and 90's were as awful as today, I'm sure that some CAD company would have locked up the idea of drag-select, and the Macintosh WIMP interface (and hence MacDraw/MacDraft) would have been legally impossible to create.
On a related note, after Blizzard Entertainment was acquired along with Sierra Entertainment in a corporate merger, I got to meet one of the principal developers of some of the old Sierra-style adventure games. One of his first questions was about the Warcraft path-finding algorithm. When I explained how I had written the algorithm (which I invented independently -- never having done any reading on path-finding), he said (more or less) "yeah, Sierra has a patent on that, but we don't enforce it". Incidentally, the algorithm was awful but functional -- it's apparently known as "crash and turn", but was clever in using minimal CPU since it had to run on the limited computers of the day.
The fact that it was possible for Sierra to patent something that a junior programmer like myself (at that time, 3 years of professional experience) could invent from whole cloth shows how weak the patent system is for software engineering.
Damnation! Sometimes I would just build huge mobs for the fun of it, but trying to get them to attack at the same time was a pain.
Great game though, artistically I enjoyed it more than Warcraft II.
Select a group of units. Press Ctrl+# (where # is 1..4 or maybe 1..9; I can no longer remember) to bind that group of units to that number key. Then press the # key by itself to select that group.
For some evidence, back in May 2000 people on Slashdpt were up in arms about Microsoft nigh-unto patenting package management; the conversations were newer (Slashdot was maybe "Web 1.5"), but even back then I had to point out this wasn't really new: take any patent you don't like, start tracing back the references, and you realize IBM or Xerox probably patented the basics back in the 80s.
http://yro.slashdot.org/story/00/05/05/1033208/microsoft-pat...
That's so awesome and so very bad for my ego at the same time.
This seems a very important observation. Its interesting how most of the major pre-computer fantasy universes with big fan-bases (Battletech, Dungeons and Dragons, Warhammer, Star Wars etc.) never managed to really transition seriously into computer games (a few hits but lots of misses and certainly no dominant series like warcraft and starcraft). I think the licencers of these worlds have been guilty of being far too greedy over the years as a general rule, and hurt their own pockets through doing so...
Also - great article. I loved playing Warcraft 1, and despite the fact that the 'RTS race' soon exploded and left it in the rear-vision mirror, it was still incredibly important in defining the genre... (as a side note, most of the other Blizzard games around this time were great too - must have been a great team).
Don't think that is entirely accurate. Star Wars: The Old Republic is the fastest growing MMO ever, achieving 1 million users in 3 days. It might never be WOW but it is definitely a major game.
Star Wars has had its share of filler games, but also produced many truly great games. X-Wing/Tie Fighter were huge, and Dark Forces/Jedi Knight were pretty important in the early fps days. I've already mentioned KOTOR.
Nice to finally know the person behind the still-funny-in-my-head warcraft phrases - "Yes me lord", "Who me", "Uhuhuh"
http://www.youtube.com/watch?v=q_A1GNx0M9M
Another one that springs to mind is from Constructor; "Hello this is constructor are you receiving?" with that very distinct British accent.
This brings back so many memories. I had to find some Dune 2 gameplay on youtube... Hoping some people here will enjoy it too:
http://www.youtube.com/watch?v=EiJLOjeyDxs
Being a fan of Starcraft 2, I can't believe how painful it was to have to select each unit individually... Glad the mechanics of RTSes have evolved.
Ah nostalgia hit, thanks OP!
There's also a "Super Dune 2" somewhere on the net for more difficulty.
Update: Whoever down voted me, you never understand the game.
Total Annihilation is a good example of a game that had a super-powerful unit that didn't completely break gameplay. The problem with Warcraft 3 was that I could build a massive army, yet if my hero was more than a couple of levels lower than my enemy, he could destroy everything I made using only his hero.
Could someone provide more information on this? I'm guessing it had to do with the fact the serial interrupt could occur while some DOS system call was executing 16 bit code (or perhaps BIOS code)?
When running in real mode, if an interrupt arrived the processor would switch to protected mode, handle the interrupt, and return to real mode.
This real->protected->real switching process was so slow on the computers of the day that it was possible to lose data, so it was necessary to write both real and protected mode interrupt handlers to grab data off the serial port.
You can imagine how much fun this type of code would be to write without any debugging tools or an Internet filled with code-samples.
Search YouTube for "All Your History Are Belong To Us".
http://arstechnica.com/gaming/2008/03/patents-on-video-game-...
http://kotaku.com/5595453/youtube-easter-egg-lets-you-play-s...
"Work, work."
It was apparently Command & Conquer that added unlimited unit selection.
Dune II is the grandfather of all of modern RTS (for good and for bad, the genre hasn't changed that much). But the unlimited unit select wasn't there and starting/cancelling an attack when you had twenty or so units was a joke. I wasn't even a teenager at the time and I can remember desperately trying to get large groups of units off the sand when the sandword was inbound (some people will know what I am talking about).
What I find really interesting in the article is this:
> Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once.
This, this is probably the reason why Warcraft and Warcraft II (even Starcraft!) had this limitation. As a kid I could never figure out why this was the case when Westwood had no limits on unit selection from Command and Conquer and onwards.
Mass fanboy seppuku in 5, 4, 3...
Warcraft was heavily inspired by Tolkien and Warhammer, whereas Starcraft drew inspiration from basically every sci-fi series ever made, most particularly the Alien series (compare the Zerg Hydralisk to Giger's Alien) and of course from the art direction of Starship Troopers. But yeah, Warhammer 40K was inspirational too.
The artwork for the two alien races in Starcraft were each redone three separate times. The biggest challenge was that players couldn't easily (and quickly) grok the differences between the various units.
In Warcraft, you look at a lumber mill or barracks, and you have an idea what it is and what it might be used for. In Starcraft the difficulty was that -- upon initially playing the game -- it was tough to tell what any unit or building did for you.
Consequently making game units that looked visually familiar by including known sci-fi elements is useful in that -- when done well -- gives players a clue as to the function of a unit.
Or at least that's what we told ourselves when we ripped elements from other games & movies :)