Sorry, this is going to be a big hijack…
[QUOTE=Sage Rat]
Warcraft III is nothing different from Warcraft I, and Blizzard is hailed as being one of the more innovative groups about.
[/QUOTE]
I agree with most of the rest of what you said, and I hate to be a nudge, but this just really bothered me. Because it’s a horrible example to use.
Warcraft 3 is nothing different from Warcraft I?
Okay, let’s see:
1.) Significantly more complex story writing, with an extensive new backstory set up to explain how the Orcs weren’t always evil, create a place in the lore for the Night Elves, set down specific concepts for what demons are and how they work, etc., etc., and tell a story with prominently featured characters who grow and change over the course of the campaigns.
2.) In-game story-telling; while not new for Blizzard, this was introduced in Starcraft, and then brought over for WC3, it’s not in the Warcraft franchise before that.
3.) RPG elements; yeah, the unit upgrades in WC2 were expressed as “levels” but WC3 had actual experience levels, equipment, and selectable skill learning for the Heroes, blending aspects of Diablo gameplay into an RTS game. This was a huge departure from any of Blizzard’s previous RTS games.
4.) Formations; WC3 finally gave your units sufficient AI to move (more or less) and fight in formations, drastically improving the utility of support units like casters and archers, at the cost of pulling in the scope of gameplay to smaller force sizes. This along with the RPG elements remain a fairly controversial move amongst the Blizzard fanbase, and up until the recent unvieling of Starcraft II’s development, fans would often express hopes of a return to large-scale army gameplay for any future RTS games from Bliz
5.) Neutral units: there were some in WC and WC2, but they were only employed for specific missions and settings. Here they exist on every map, and are used to create more of an organic world feel. Most especially, one should note the development of neutral services, like the item shops, zeppelins, ships, and mercenaries
6.) No mirror-armies; WC3 has 4 armies, with fairly radical differences in their capabilites. WC1 and WC2 both had armies that were only cosmetically different until you got to caster units, and even then they tended to be much more alike than 3. While the 4 armies is itself is more of the “more buttons” non-innovative variety, the extensive effort to differentiate them in terms of gameplay, while maintaining balance was a pretty big feat.
7.) Battlenet; the first WC to have it (integrated free online multiplayer hosting and matching service); though WC2 was later re-released with support for it.
8.) side campaigns; WC3’s expansion included an entire campaing that was in no way a part of the game’s regular progression. Plus, it doesn’t even follow traditional RTS gameplay, though it’s run in the basic game engine.
9.) sequential campaigns, rather than parallel; Unlike WC1 and 2, were the player could pick either side, and see two completely different outcomes, all of the factions campaigns are part of a sequence, telling a single story broken up into acts.
I could go on, but anything else is more of the nitpick variety, so yeah… my point is WC3 is pretty radically different.
PS. To be frank, I don’t really know that anyone hails Blizzard for innovation anyways. What people hail them for is the polish of their games, the creativity and vitality of their art, the stirring and compelling presentation of both the story in the game (and even the marketing before it’s release), and their ability to take all the best ideas other people have and build on it to create genre defining games. And that’s what I’d say most of their acclaim comes from; not some triumph of innovation, but the extremely high quality and craftsmanship of their products.