Starcraft spent over four years in development being made by a team of passionate, talented individuals who didn't balk at the idea of spending most of those four years in crunch.
What you were left with was a game that looked crisp, looked good even on aged computers, an online service that set the standard for online play (Microsoft specifically listed Warcraft 3's B.net
as the system to beat with the 360's online service, and WC3's B.net
system finds it's core in what SC created) and game play that was at once easy to pick up but provided a great deal of depth along with three races that more or less nailed asymmetrical design. You look at Starcraft's patch history and it's impressive how few times it actually needed balance changes. As much as I love Company of Heroes, Relic had no fucking idea how to balance it.>>132425>>132437
Uh, no. I mean, they're not going to balk at the money they made of SC, but if the aim was just 'warcraft in space' they would have ignored the initial round of criticism and shipped the game when it was ready with it's original WC2-spun engine.
You don't spend most of a 4 year development cycle, most of which being spent in perpetual crunch, to make a cash grab. Instead they did a bunch of stuff you'd never see a corporate-minded developer doing like taking Starcraft through 3 unique game engines and at least two additional iterations on those three engines, and keeping Starcraft in the tank for four whole years if your goal is a soulless cash grab.