StarCraft improved upon its predecessor Warcraft II, which showcased two pretty identical playable factions, by introducing asymmetry concerning the models and systems available to its three races (Protoss, Terran, and Zerg). This asymmetry was similar to that pioneered in the lesser-recognised 1996 SSI launch War Wind. The device varieties available to each race determine its racial id. The Protoss can discipline potent and expensive warriors and equipment, when the Zerg rely on sheer numbers and velocity to overwhelm their opponents.
We realized that our Terrans have been likely to be rough 헬스케어 and soiled. We knew we preferred the Protoss beingnot savage, specifically, but primal, and potent. And we realized we required the Zerg to swarm."