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That sounds great. You do that. I will take a different path.
I do not like Kerry or Amon for several reasons: 1) they are too fantasy-esque and I prefer to write Starcraft as a gritty military scifi setting. 2) The Overmind (and the Confederacy, Conclave, etc) is pretty much the perfect villain already so I don't see the point of killing it off only to replace it right afterward.
The premise of the franchise is the three races fighting. The SC2 tutorial missions are THE perfect example of this. The backstory should be constructed to foster this. I imagine Starcraft universe as being a sandbox with every theatre of war having its own story within that greater context. In order to justify prolonged alien presence in Koprulu, I have to jump through a lot of hoops regarding logistics.
The zerg are the first movers of the conflict. They are a hierarchy of hive minds and genetic memories with the overarching goal to chase perfection by consuming the strongest species in the universe. They want to assimilate the protoss but need lots of counters to the protoss' reality-warping tech and powers (not to mention their galactic empire and fleets of death stars). So they are in Koprulu to harvest humans, since about two centuries prior the number of psychics was >0.1% but that has undoubtedly increased since the terrans practice all sorts of transhumanism. Not only that, psychic abilities are not made equal and thus the zerg need to cast a wide net.
For example, Maltair IV is the origin of a unique psychic ability "quiet voice" that allows the psychic to spoof zerg IFF signals to avoid notice. Clearly, this was used to develop the changeling seen in the SC2 zerg tech tree. (This isn't a canon connection, but it really should be.)
The assimilated terran breeds have huge room for imagination. They don't need to closely resemble human beings at all. One fanfic outline I read suggested zerg zealot counterparts, siamese triplet psychic creep colonies, and giant brains created from fusing hundreds or thousands of psychic human brains. I can imagine several more, such as floating artilery similar to the tyranid zoanthrope.
But I get ahead of myself. I'm still writing the antebellum period prior to the Battle of Chau Sara, which sets up a lot of the plot hooks in future scenarios. One of the oddities in canon is that this period is very poorly explained and sometimes contradictory. So I have my work cut out for me.
Writing the Khala with proper respect is very difficult. I can understand why Blizzard ignored it except as a ham fisted mind control plot device.
Note that my Brood War + SC2 ideas are assuming that I need to use SC1 as it exists as a jumping off point. If I were to redo the entire thing from scratch, well...
I definitely would avoid the trap of having a small handful of named characters be the only ones who matter. At best, this growing tendency in the Starcraft series slowly warped it into a more heroic fantasy genre story as you said, and left the milsci premise behind. At worst, it got downright psychopathic with how the named characters - including ones meant to be heroic - became completely blase to the deaths of their own mooks (the worst example of this I can think of offhand was in Wings of Liberty, when Valerian let Raynor board his battlecruiser and let him fight and kill his way to the stateroom before telling him he came in peace, seemingly just for the lulz).
That said, I think I would still end the first game with the death of the Overmind. Perhaps just a temporary death in this case, but at the very least it should be a transformative event for the Overmind. It either learns a lesson from its defeat, or it comes back angrier, or its permadead and the zerg gain a new and different source of direction. I think that one decently long game should be enough screentime to explore the zerg in their original familial-theo-communist-maybe-utopian state of being, and major villains do need to be defeated from time to time in order to allow the story to progress and give meaning to the heroes' struggles.
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