魔兽争霸II:黑暗之潮 30周年纪念
30 Year Anniversary of WarCraft II: Tides of Darkness

原始链接: https://www.jorsys.org/archive/december_2025.html#newsitem_2025-12-09T07:42:19Z

《魔兽争霸II:黑暗之潮》于1995年12月发布,在初代《魔兽:兽族与人类》的基础上进行了扩展,并显著推动了即时战略(RTS)游戏类型的发展。它引入了单位分组、右键命令、海军与空战、单位升级以及沉浸式的“战争迷雾”等关键特性。 尽管通过人类和兽族之间的镜像单位保持了阵营平衡(尽管兽族受益于强大的嗜血法术),《魔兽争霸II》展示了暴雪快速开发和不断演进的设计——最初融入了资源开采和奇幻冲突等元素。 该游戏经历了多次发布,包括扩展包(《黑暗之门之外》)、主机移植版(《黑暗传奇》)、用于在线游戏的《战网版》以及2024年的最新《重制版》。它广受好评,将暴雪推向了显赫地位,并与《命令与征服》一起推动了RTS游戏的繁荣。《魔兽争霸II》也孕育了一个充满活力的MOD社区,启发了War2xEd和Wardraft等工具,最终影响了暴雪在《星际争霸》和《魔兽争霸III》等未来游戏中加入强大的编辑器——甚至催生了《Dota》等游戏。

## 魔兽争霸II:黑暗之潮 - 30年后 最近的Hacker News讨论庆祝了《魔兽争霸II:黑暗之潮》30周年,回忆了它的影响和持久魅力。尽管被《星际争霸》的发布所掩盖,许多玩家仍然 fondly 回忆《魔兽争霸II》易于上手的游戏玩法、创新的地图编辑器以及涌现的策略——例如使用农场作为城墙。 对话强调了这款游戏在RTS类型中的重要性,它开创了现在司空见惯的功能。 许多评论员哀叹RTS游戏的衰落,认为其学习曲线陡峭和盈利模式面临挑战。 另一些人则指出像《星际争霸》和《最高指挥官》这样的成功游戏,以及MOBA作为该类型演变。 一个关键点是游戏通过早期互联网连接(如Kali和AOL)培养了强大的社区,从而实现了多人游戏体验。 许多人分享了关于拨号连接、软盘交换和专门在线社区的怀旧轶事。 尽管已经过时,《魔兽争霸II》仍然可以玩,并且受到那些体验过其创新精神和引人入胜的游戏玩法的人们的喜爱。
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原文

It has now been 30 years since WarCraft II: Tides of Darkness was released. After the great response to Warcraft: Orcs and Humans, released in November 1994, Blizzard began working on Warcraft II: Tides of Darkness. Development stared in the first months of 1995, and the game was released in North America and Australia on December 9, 1995.

While WarCraft: Orcs and Humans had laid the foundations of the series — arguably even for the RTS genre at a whole — it was really WarCraft II that took things to new heights. More units could be selected at once, the player could right-click to issue commands, naval and aerial combat was introduced, and buildings and units could be upgraded. The graphics were more vivid and visually appealing, and features like the Fog of War was introduced, where you could only see in the vicinity of your own units — unlike in the first game, where you could indefinitely see any area you had previously visited, you now had to continuously scout the map.

WarCraft II: Tides of Darkness

Many things still resembled the first game. The two factions — the Humans and the Orcs — were balanced through their similarites. For every unit and building of one faction, the other had one that was functionally equivalent, and so the sides largely mirrored each other. The only real differences lay in the spells available to their higher-level units. In that regard, the clear winners were the Orcs, who had a tremendous advantage thanks to the incredibly powerful and unbalanced Bloodlust spell of the Ogre-Magi.

It is quite impressive that Blizzard managed to release a title of such quality in such a short span of time, especially considering that the overall design and gameplay evolved during development. Originally, Blizzard’s concept blended modern and fantasy elements, such as fighter pilots being ambushed by a fire-breathing dragon. In the Alpha version (it is still probably floating around somewhere on the Internet) which was given to magazines for review shortly before the game's release, players could, for example mine rocks, which acted as an additional required resource.

Several versions and bundles of WarCraft II were released over the years:

  • WarCraft II: Tides of Darkness, originally written for DOS, though it had a Windows launch screen and ran well under Windows 95. A Macintosh version was also released. The DOS version supported multiplayer games via null modem cable, modem, or IPX, while Mac players could also play via TCP/IP or AppleTalk.
  • WarCraft II: Beyond the Dark Portal, the expansion, released in April 1996.
  • WarCraft: Battle Chest, released in 1996, was a bundle which included WarCraft: Orcs and Humans, WarCraft II: Tides of Darkness, and WarCraft II: Beyond the Dark Portal.
  • WarCraft II: The Dark Saga, released in 1997, was a port for the Sega Saturn and PlayStation consoles by Electronic Arts, including the campaigns from both Tides of Darkness and Beyond the Dark Portal.
  • WarCraft II: Battle.net Edition, released in 1999, ported the game's code to Microsoft Windows, fixed some minor bugs, and enabled multiplayer support via Blizzard's online service, Battle.net.
  • WarCraft II Battle Chest, released in 1999, included the Battle.net Edition and its official strategy guide.
  • WarCraft II: Remastered, released in November 2024, is modern remaster of Tides of Darkness and Beyond the Dark Portal, with improved graphics and updated controls.

WarCraft II: Tides of Darkness received enthusiastic reviews, elevating Blizzard to the top ranks alongside Westwood Studios, id Software, and LucasArts. The rivalry between Blizzard's series and Westwood Studios' Command and Conquer series helped fuel the RTS boom of the late 1990s. PC Gamer US named WarCraft II the best game of 1995, calling it an "easy" choice and writing that "Warcraft II stand[s] out — way out — as the most impressive, most entertaining, game of 1995". The editors also awarded it Best Multi-Player Game of 1995.

WarCraft II was notable for the large number of third-party utilities created for it. Quickly, Daniel Lemberg reverse-engineered and published the map file (*.pud) format and wrote the first third-party map editor, War2xEd, which could do multiple things that the bundled map editor could not, such as editing unit attributes. Blizzard apparently began using War2xEd internally, and it influenced their decision to later ship a feature-rich map editor with StarCraft.

Next, Alexander Cech and Daniel Lemberg reverse-engineered the game data format, the WAR archives. Alexander Cech went on to make a hugely important tool called Wardraft, which allowed users to browse and modify the contents of the WAR archives. This enabled extensive game modifications, known as "Total Conversions". Many such projects gained popularity and remained in development for a long time, notable examples being DeathCraft: Twilight of Demons, War of the Ring, Editor's Total Conversion, Funcraft and Rituals of Rebirth.

Most of these utilities and conversions have long since faded into obscurity, but their legacy lives on. They impacted Blizzard's desicion to bundle ever more powerful editors and trigger systems into StarCraft and later WarCraft III, which in turn later spawned entire games such as Dota (which began as a WarCraft III map). Hopefully, someday (soon?) we can host some of the Total Conversions here at Jorvik Systems.


As a personal anecdote, I vividly remember two defining moments related to the game. I was young when it came out, and my dad's friend had pirated it; somehow the game ended up on our computer. I was too young to speak English at the time, and the interface was confusing to me, so a relative helped me understand the basics — how to make peons construct buildings, how to control units, and how to navigate around the map. I hadn't played computer games much before then, but from that moment on, I was arguably obsessed.

A second strong memory came a few months later, at my friend Erik's house, on his Intel 486 PC. He was experimenting with the WarCraft II map editor, which I hadn't known existed, and I was blown away. I simply could not believe that Blizzard would ship such a tool with the game; to me, it meant that people could essentially create their own games by designing entirely new scenarios. It is quite possible that my fascination with modding was born in that very moment. We probably went outside to play shortly afterward, which I found incredibly lame — we had at our disposal the most powerful tool I could imagine, so why were we not inside using it?

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