Some info about Starcraft for the uninformed:
StarCraft's use of three distinct races is often credited for having revolutionized the real-time strategy genre.
[citation needed] GameSpot described StarCraft as "The defining game of its genre. It is the standard by which all real-time strategy games are judged."[5] IGN stated that
StarCraft "is hands down one of the best, if not the best, real-time strategy games ever created."
[83] StarCraft is frequently included in the industry's best games rankings, for example it ranked 37 in
Edge's top 100 games of all time.
[3] StarCraft has even been taken into space, as
Daniel Barry took a copy of the game with him on the
Space Shuttle mission
STS-96 in 1999.
[85] StarCraft's popularity resulted in
Guinness World Records awarding the game four world records, including "Best Selling PC Strategy Game," "Largest Income in Professional Gaming," and "Largest Audience for a Game Competition" when
120,000 fans turned out to watch the final of the SKY proleague season 2005 in
Busan, South Korea.
[86] Researchers have shown that the audience for watching
StarCraft games is diverse and that
StarCraft uses instances of
information asymmetry to make the game more entertaining for spectators.
[87] In addition,
StarCraft has been the subject of an academic course;
UC Berkeley offered a student-run introductory course on theory and strategy in spring 2009.
[88][89] The verb "to rush" has entered general usage as a gaming term to refer to the tactic of zerg
rushing an opponent with a very large force of weak units.
[90]
After its release,
StarCraft rapidly grew in popularity in
South Korea, eventually making its way to become the country's national e-sport after establishing a successful pro-gaming scene.
[91] Professional gamers in South Korea are media celebrities, and
StarCraft games are broadcast over three television channels dedicated to the professional gaming scene.
[92] Professional gamers in South Korea have gained television contracts, sponsorships, and tournament prizes, allowing one of the most famous players,
Lim Yo-Hwan,
[93] to gain a fan club of over half a million people.
[9] One player,
Lee Yun-Yeol, reported earnings in 2005 of US$200,000 ($235,100 in 2013).
[80]
StarCraft was part of the US Air Force's Aerospace Basic Course, used to teach newly active officers about crisis planning under stress and joint service teamwork.
[94] Other efforts to make more 'realistic' current-day battle software led to distractions when simulated hardware didn't align with the real hardware active duty officers knew about. The science fiction setting allowed students to focus on the battle tactics.
Note that they had 120,000 fans show up for a Starcraft event.