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Classic Games

StarCraft

Asymmetric RTS perfection

StarCraft delivered three radically different factions in perfect balance, creating an esports phenomenon that dominated competitive gaming for over a decade.

pc strategyrtsblizzard 1998

Overview

Three races. Completely different. Perfectly balanced. StarCraft’s asymmetric design seemed impossible—how could swarming Zerg, technological Protoss, and versatile Terran achieve competitive equilibrium? Blizzard managed it, creating not just a great game but a competitive sport that became South Korea’s national pastime.

Fast facts

  • Developer: Blizzard Entertainment.
  • Innovation: Asymmetric faction balance.
  • Esports: South Korean phenomenon.
  • Expansion: Brood War (1998).

Faction design

RacePhilosophy
TerranVersatile, mobile
ZergSwarm, evolution
ProtossExpensive, powerful

Asymmetric balance

RaceEconomyUnitsBuildings
TerranStandardInfantry, mechConstruct anywhere
ZergFast expandMutating swarmCreep required
ProtossTech-heavyElite unitsPylon power

Competitive scene

RegionImpact
South KoreaNational sport
Professional leaguesOSL, MSL, GSL
Prize moneyMillions
ViewershipTV broadcasts

Strategic depth

ElementComplexity
Build ordersPrecise timing
Micro controlIndividual unit commands
Macro managementEconomy scaling
ScoutingInformation warfare

Brood War expansion

AdditionImpact
New unitsMeta expansion
New campaignStory continuation
Balance changesCompetitive refinement
LongevityDecade of relevance

Cultural impact

ManifestationSignificance
Pro gamingCareer path
Celebrity playersBoxer, Flash, Jaedong
TerminologyAPM, all-in, timing push

See also