Originally posted by: EvilComputer92
Originally posted by: skace
Originally posted by: Inspector Jihad
TA owns starcraft in every way possible
Not even close. Not in game play, not in the number of people who played it, not in balance, not in art, not in game polish, not in story.
TA was great for it's time, but comparing it to Starcraft is asking for it to lose.
The only ones I can concede to Starcraft are number of people who played it and story. Gameplay, balance, and polish were all done far better by TA. I can't even begin to list the innovations that TA brought to RTS. 3D gameplay, a unique resource system, battles on a scale previously unheard of and a massive unit and structure count which allowed hundreds of strategies, all of which could be countered.
I concur; we also have to remember that TA was released a full year before SC, yet it had many features that Starcraft did not. Let's go over some of those
- Why do all units in SC need to stop before they can fire? Even air units had to stop in midair in order to do anything. TA allowed any unit to fire at any time, so long as its torso can twist toward the enemy. And those Phoenix bombers were probably the first (and only) bomber-type aircraft that has been done right in any RTS
- Spider tanks. Enough said
- Sea battles. Enough said
- Terrain features that are not only deformable, but are actually useful! If you need a quick boost of energy or metal, you can send out a builder to gather metal from nearby rocks or energy from nearby foliage. You could also choose to destroy these resources if they provided a better path to your enemy, or perhaps if you just wanted to deprive your opponent of these luxuries. Starcraft had no terrain features that were useful or usable in any way except for its archaic resource gathering scheme.
- Superweapons were done better in TA. You have nukes and the Big Bertha style cannons. Both sides get them. For whatever reason only the Terrans had nuclear weapons, and they were extremely limited. Neither of the other sides really had any sort of equivalent... I'm not saying this is a balance issue, but I am suggesting that superweapons have helped to define the RTS genre, and they provide a sort of extra last resort type of fun (woot Iron Curtain, woot Ion Cannon).
- I'm of the firm opinion that the Zerg have always been overpowered with respect to the other factions, but maybe that's just me. If you take two opponents of perfectly equal tactical skill and micromanagement ability and make one a Zerg and the other a Terran/Protoss on any sort of map (limited or infinite resources), the Zerg player should come out ahead on average. The units are weaker, but there's something seriously screwed up about being able to always, indefinitely out build your opponent. Also, hydralisks were way overpowered back when I played Starcraft (for the 3 or so years after it came out). They were cheap as hell but did a good deal of damage and had great range. Three hydralisks could take out one battlecruiser. Chew on that for a second, and consider the difference in cost/resource cap
- TA did away with the archaic system of annoying harvester resource collection. Somehow this system has persisted to this day in all of Blizzard's titles. Tactical location resource management (a la Total Annihilation and the Dawn of War series) makes a lot more sense and is a lot more fun. I guess that's just opinion though - I believe a Starcraft with resource points instead of ridiculous harvesting operations would have been a better game.
- The art was definitely better. Graphically it was a more impressive game despite being a year older.
- The engine was approximately the same as far as stability goes - Starcraft artificially enforced a maximum unit cap for each map so that its engine could never see huge loads. The only time I ever found the TA engine to lag was with a full sized map using one of the big 3rd party unit packs that included missile launchers that effectively covered the screen in projectiles. The only time I got the TA engine to hiccup was during a particularly big battle with numerous nuclear missiles and full fleets of bombers attacking each base (in addition to several Vulcans going off, the multi-cannon Big Berthas) while a full land war was being fought in the middle of the map. Such a scenario is literally impossible in Starcraft - you'll find that each map has a maximum number of units that is applied to ALL PLAYERS (it's in the 100s at least). When I played it was rare to reach this cap, but it was certainly annoying.
- I'm not sure how you can argue that TA is less balanced than Starcraft. As you've pointed out, each side is nearly identical. You can't get more balanced than that. That is the definition of balance. It provides less variety, but it is one way to achieve balance.
- As for polish, the game was released in a near-perfect state. It required very few updates, and the fanbase wasn't required for any of this. In fact, the only contribution made by the fanbase was an unlimited number of different maps and unit packs. The same can't be said of Starcraft, which is now on 1.15.2 as of January 2008. Also, while the map editor of Starcraft was fairly useful and straightforward to use, Total Annihilation was much easier to mod (I have worked on both)
The problem TA had was multiplayer - the multiplayer it had was poor, and then Cavedog went bankrupt, thus leaving multiplayer to services like Microsoft Gaming Zone, which wasn't a good alternative. I suspect this was a major contribution to the game's unpopularity. Otherwise, it stands alongside Starcraft as having weathered the test of time.
The Starcraft story was definitely better than TA. There was a lot of potential for the TA storyline to be incredible, but alas it was only average.
That said, Supreme Commander sucked and I'm really looking forward to Starcraft 2, which I will love regardless of any other factors because it will continue one of my favorite storylines in modern media.