View Single Post
  #5  
Old 08-07-2018, 06:39 AM
BoxCrayonTales BoxCrayonTales is offline

Dryad
Join Date: Feb 2017
Posts: 150

Default

Quote:
Originally Posted by Cacofonix View Post
What went wrong with it is that it focused on the characters when it should have focused on the world. Instead it, like Warcraft, became a soap opera about Kerrigan and whoever's relevant to her.
Putting it that way is excessively reductionist, but that is essentially what my complaints boil down to. The SC1 manual introduces the Confederacy, pirate militias, zerg broods, and protoss tribes and set ups a multifaceted conflict over the fate of Koprulu and ultimately the galaxy. Then QoB takes over the plot of Episode 2, then the plot of Brood War and every subsequent game until she defeats Satan in a deus ex machina.

Meanwhile, the plot we should have had is completely forgotten. If you listen to people on the Blizzard forums, they want to have a sequel that takes place thousands of years in the future instead of a reboot. Rather than reboot back to basics and write the story we should have gotten, those fanboys want Blizzard to write absolutely everything from scratch.

I think the distant sequel concept is pointless and that a reboot is the best choice. I do not trust Blizzard to write anything decent and the factions in the SC1 manual are still emblematic elements of the franchise even if they have been eclipsed in importance by the boring gimmick factions in the sequels.

Here is a more detailed explanation:

Terran politics
Terran politics are divided between four major power blocs and unnumbered independent colonies. The four blocs are the Confederacy, Umojan Protectorate, Kel-Morian Combine and Sons of Korhal. The latter three all have important reasons to be at odds with the Confederacy. The Umojan Protectorate is a democratic utopia that disagrees with the Confederacy's oligarchy and their massive human rights violations. The Kel-Morian Combine was stripped of its resources and forcibly inducted as a client state of the Confederacy. The Sons of Korhal want revenge for the numerous human rights violations committed by the Confederacy, such as the genocide of Korhal.

The zerg and protoss complicate things. While you might think they give the terrans a reason to unite, in truth they prove to be an opportunity in the internecine strife. The Confederacy wants to enslave the zerg and unleash against their own people. The Umojans want to ally with the protoss in order to learn from them. Etc.

Zerg politics
Although zerg all shared a single unified will and drive, as represented by the Overmind, this is not to say they are devoid of politics. The Overmind seeks to marry the strengths of unity and diversity, so to this end it gave the broods distinct personalities and these personalities can bicker just like any family. An efficient yet dysfunctional family. The manual explicitly states that Zasz, master of Garm and cleverest of cerebrates, is considered whiny and unstable by his peers. The Surtur brood is so violent that they need to be restrained when not unleashed upon enemies of the swarm, and even in battle they cause collateral damage to fellow broods despite lacking any ill intent towards their kin.

Although the zerg are normally unified (as dysfunctional as that may be in practice), targeting the hive mind connection will disrupt this unity. Whether this is the result of unintentional madness or deliberate attack, the result is the same: the brood turns against the swarm. The natural behavior of the zerg is to viciously expand and consume all in their path that isn't part of their hive mind. A brood may even be enslaved by terrans or protoss, although this is almost certainly a matter of mental trickery. The logical extreme of this is severing the connection between all the broods, leading to "brood wars" as they fight to become the new Overmind.

Protoss politics
Although composed of numerous different ethnic groups, the protoss are able to build a communist utopia by using the Khala to force a civilization-wide empathy. Even so, this does not restrict their free will and tribes like the Ara and Akilae came into conflict over the fate of the terrans. For example, an impatient and genocidal Judicator Syndrea started a civil war against the forces of the compassionate Executor Andraxxus and this mistake allowed the zerg to claim Brontes IV.

Ethnic groups that are not part of the Khala, such as the dark templar and other groups dating back to the Aeon of Strife, introduce further elements of conflict. For example, Ulrezaj sought revenge against the Khalai for exiling his people all those millennia ago and to this end he allied with terran pirates, tal'darim cultists and enslaved zerg. The terran pirate militias are even known to employ protoss "shadow pirates" among their numbers.

We had so much room for morally grey scifi warfare and it is a true shame that we never got what we deserved.
Reply With Quote