
Condor, a company formed by Dave Brevik along with Max Schaefer and his brother Erich Schaefer, was given a budget of only $1.2 million - ridiculously small even in those days. Diablo, a role-playing game being developed by Condor Studios in Redwood City California, was in need of additional help. Yeah - I wouldn’t play it either.īut a higher priority project overshadowed StarCraft and stole its developers one by one. StarCraft as it appeared in June 1996 at the Electronic Entertainment Expo. A picture from around the time of the E3 game show in Q2 1996 shows the path the game team originally chose: Given a short timeframe and limited staff, the StarCraft team’s goal was to implement a modest game - something that could best be described as “Orcs in space”. While Blizzard’s early games had been far more successful than expected, that just raised expectations for future growth. The decision to rush the game’s development seems ludicrous in retrospect, but Allen Adham, the company’s president, was under pressure to grow revenue.

Part 2: How we could have fixed the most common causes.


This post: Why StarCraft crashed frequently during development.

I’ll be posting the latter parts over the next several days. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code.
