30 Year Anniversary of WarCraft II: Tides of Darkness
Nostalgia & Personal Impact
- Many recall WarCraft II as their first RTS and a formative game: Christmas gifts, demos played hundreds of times, obsessively copying it via floppies, and sneaking late‑night sessions.
- Several say it nudged them toward software careers or learning hex editing.
- Mac players remember long waits for the port but also tight IRC communities and manual leaderboards.
Apex of RTS & Esports Debates
- Strong disagreement over the “apex” of RTS: candidates include WarCraft II, StarCraft: Brood War, StarCraft 2, WarCraft III: TFT, Dawn of War, Total Annihilation, Supreme Commander, and Dawn of War 2.
- Brood War is praised for deep balance, multiple asymmetric races, difficulty, and its Korean pro scene (team houses, TV channels, salaried players).
- Others credit Quake, Counter‑Strike, and earlier competitions for starting esports, with consensus that Brood War “started modern esports” at scale.
Game Design, Mechanics & Aesthetics
- WC2 is described as simpler, “purer,” and still fun, though some find it clunky, visually outdated, and overshadowed by StarCraft/WC3.
- Distinctive touches admired: unit personality (“zug zug,” sound bites), soundtrack (including Red Book audio), art and manuals, and the “soul” of the game.
- Mechanics people loved: naval combat and oil, buildings-as-walls, farm moats, exploiting building spawn push to hop terrain.
- Multiple commenters mourn the loss of naval combat in later RTS titles.
- Opinions diverge on remasters: some find them tasteful; others dislike cleaner fonts and subtle art changes that feel like AI upscaling.
Multiplayer, Networking & Communities
- Kali’s IPX-over-TCP bridge and dial‑up modem play are remembered as magical first online experiences, alongside Doom/Descent.
- AOL’s Engage partnership exposed many to WC2 but generated huge per‑minute bills; cheaper alternatives included MSN Gaming Zone and, later, Battle.net edition.
- Lockstep deterministic networking (fixed‑point math, int‑based logic) is noted as enabling smooth play over high latency.
- Clan cultures (AOL clans, Cases Ladder, comp‑stomps on Battle.net) left strong social memories.
Modding, Tools & Legacy Projects
- The map editor is called revolutionary and easy to use; custom maps and strategies flourished.
- A rich modding scene (e.g., WarDraft counterparts, PSX source tree) is fondly recalled, inspiring modern archival efforts like Jorsys.
- Total Annihilation’s lineage survives in FOSS projects like Spring, Recoil, and Beyond All Reason, which some now consider the best active RTS.
RTS Genre & Modern Industry Critique
- Many lament the decline of mainstream RTS: steep learning curves, low monetization, and publisher disinterest.
- Attempts to “simplify” RTS for mass appeal (e.g., sequels that chase console/MOBA trends) are widely criticized as ruining otherwise strong series.
- Some argue MOBAs (Dota, League) are RTS descendants and now dominate; others reject calling them RTS at all.
- Blizzard’s shift away from RTS, abandonment of SC2, and lack of support for community modding are seen as emblematic of broader industry changes.
- Commenters contrast WC2’s ~1‑year development cycle and “complete on CD” release with today’s long dev times, heavy focus on cosmetics, early access, and slower, more confusing UX despite better tools.