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Chapter 763 - Chapter 760: Warcraft II

For the average user, this was a great convenience.

But for game developers who had long been rooted in the DOS environment, it was a painful migration.

The DOS system allowed game programs to directly access the computer's underlying hardware, squeezing out every drop of performance.

Win95, however, added an operating system shell between the program and the hardware, and its early versions were not friendly to game support.

Many long-established game companies were still waiting and watching, trying to squeeze some residual value out of the DOS platform.

But Blizzard Entertainment's sense of smell was exceptionally sharp.

Time returned to two months ago in Irvine, California, at Blizzard Entertainment's headquarters.

Allen Adham sat behind his desk, looking at several industry analysis reports on the table.

Game sales on the DOS platform were shrinking, and players' attention was beginning to shift toward Win95.

Blizzard's "Warcraft II: Tides of Darkness," released at the end of last year, had achieved huge commercial success on the DOS platform.

But if they didn't get on the Win95 train as soon as possible, the game's life cycle would be significantly shortened.

"The refactoring of the underlying code is nearing completion," Mike Morhaime said, handing over a progress report. "With the help of Win95's DirectDraw interface, the game's high-resolution SVGA graphics are running more stably. The memory addressing limitations have also been lifted, allowing us to handle more units and special effects on the same screen."

"What about the expansion, Warcraft II: Beyond the Dark Portal?" Alan Adham asked, looking up.

"It will be gold-mastered and released simultaneously with the Win95 version of the base game," Mike Morhaime replied. "Bill Roper's team is performing the final balance testing."

In the testing department's office area, the sound of keyboard clicking was as dense as a rainstorm.

Bill Roper stood behind a tester, observing the match on the screen.

The tester's left hand moved rapidly across the left side of the keyboard, while his right hand precisely clicked with the mouse.

On the screen, the human troops marched, changed formations, and cast spells; the command operations were extremely smooth.

This brand-new hotkey scheme was the biggest underlying change in the Win95 version of Warcraft: Orcs & Humans and its expansion.

This brand-new shortcut key system was the biggest underlying change to the Windows 95 version and expansion pack of "Warcraft: Orcs & Humans".

Before this, the shortcut key design of RTS games followed the simple "first letter principle." For example, B for Build, A for Attack, K for Knight, and P for Peasant.

The starting point of this design was to make it easy for players to remember, but it became a disaster in actual operation.

Players' left hands had to constantly span across the wide keyboard, moving from the A key on the far left to the P key on the far right.

In fast-paced battles, this large-span physical movement not only easily led to miskeying, but also greatly exhausted the player's stamina.

A few months ago, the Vice President of Sega of America led a team to visit the Blizzard headquarters in Irvine.

The two sides discussed potential cooperation in the field of PC game publishing in the future.

When the meeting ended, the Sega representative handed over a technical memorandum from the Tokyo Headquarters.

The memorandum was personally drafted by Takuya Nakayama, the Executive Managing Director of Sega.

It did not involve any underlying game code architecture, nor did it interfere with the art style; it simply contained a few simple UI interaction sketches.

The core of the sketches was a shortcut key scheme known as "Left-Hand Grid Mapping."

Takuya Nakayama's scheme was extremely simple and crude: completely abandon the first-letter mnemonic method and adopt physical position mapping.

The above didn't involve any of the game's underlying code architecture, nor did it interfere with the art style; it was just a few simple UI interaction sketches.

The core of the sketch was a shortcut key scheme known as "Left-Hand Grid Mapping."

Takuya Nakayama's scheme was extremely simple and brutal: it completely abandoned mnemonic initial-based keybinds in favor of physical positional mapping.

The command panel in the bottom-right corner of the screen is a grid. The keys in the left-hand area of the keyboard—QWER, ASDF, ZXCV—also form a grid. The positions of the icons on the command panel correspond one-to-one with the positions of the keys in the left-hand area of the keyboard. The top-left icon is always Q, and the top-right icon is always R.

Players don't need to memorize the spelling of words; they only need to use muscle memory to remember the position of the keys.

By keeping the heel of the left hand fixed at the bottom-left corner of the keyboard, all commands can be executed with only slight finger movements.

This is WYSIWYG (What You See Is What You Get).

Initially, some Blizzard designers opposed it, arguing that it violated traditional interaction logic and that players would not adapt to it.

But Bill Roper overruled the objections and insisted on implementing this scheme in the beta version.

The result was obvious.

After an adaptation period of one to two days, the testers' operational efficiency saw a qualitative leap.

In the traditional key mode, players must frequently switch their gaze between the screen and the keyboard when performing multi-line operations.

With grid mapping, however, players can lock their gaze entirely on the screen.

In the traditional control scheme, players have to frequently switch their gaze between the screen and the keyboard when multitasking.

With grid mapping, however, players can keep their eyes locked on the screen at all times.

As soon as their peripheral vision catches a skill icon on the command panel—say, in the second row, third column—their left hand instinctively presses the corresponding key on the keyboard.

This eliminates the cumbersome process of the brain translating a skill name into a letter and then locating its physical position on the keyboard.

It directly establishes a conditioned reflex from visual position to finger movement.

Beyond the reconfiguration of hotkeys, the expansion Beyond the Dark Portal also took a crucial step forward in the design of its single-player campaign.

During the era of Warcraft: Orcs & Humans, the campaign mode was somewhat immature in its storytelling.

Players felt more like detached observers, commanding nameless pixelated units to hack at each other.

By Warcraft II: Tides of Darkness, the world-building had been significantly expanded, yet the campaign still lacked immersion.

Bill Roper decided to change this status quo in Beyond the Dark Portal.

He introduced the concept of "Hero units."

In the conference room, the narrative designer was presenting concept art for the new units.

Turalyon, Khadgar, Alleria.

On the Orc side, there were Grommash Hellscream and Kargath Bladefist.

These heroes not only possessed significantly higher health and attack power than standard units but also had unique voice lines and custom character models.

"Numerical values alone are not enough," Bill Roper said, tapping the table. "When players play RPGs, they develop an emotional connection to the protagonist because the protagonist's survival determines the game's progress. We need to achieve that in our RTS as well."

He proposed a hard rule: in campaign missions, if a core hero died, the mission would be an instant failure.

"Isn't that a bit too harsh?" a level designer objected. "RTS battlefields are chaotic. It's very easy for players to lose track of their hero's health while managing multiple fronts. If the computer focuses fire and kills them instantly, all the effort from the last half-hour of base building goes to waste."

"That's exactly the pressure we need," Bill Roper insisted. "Only when a hero's life and death are directly tied to victory or defeat will players truly value them. Players will group heroes into separate control squads, carefully manage their positioning, and use their abilities at the most critical moments. This will transform the campaign experience from simply massing units to push forward, into a combination of tactical command and role-playing."

By the end of April, software retailers in major North American cities were entering their peak sales season.

Outside an EB Games store on Fifth Avenue in New York, a long line had already formed just past nine in the morning.

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