Game Modes
War Wind is strongly focused on single player play. The player can choose one of four campaigns (one for each race). Each campaign has seven battles, and advances the story through cut-scenes and in-game dialog. Each race has a notably different goal.
Each race also has different units, structures they can build and radically different abilities. While this became standard for the genre after StarCraft (released two years later), in 1996 this was something of an innovation. Earlier games (such as Dune II) had different sides with different attributes, but not to the dramatic extent found in War Wind.
Another innovation for the time was the ability to bring your upgraded units with you from mission to mission. Again, Blizzard seems to have taken a cue, as this same ability was added to Warcraft III. This ability to transfer a moded unit forced players to consider their choices, & put more stock into which modifications were used & keeping that character alive. This was in stark contrast to the idea that you could just "build" another one if s/he died.
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Famous quotes containing the words game and/or modes:
“Life is a game in which the rules are constantly changing; nothing spoils a game more than those who take it seriously. Adultery? Phooey! You should never subjugate yourself to another nor seek the subjugation of someone else to yourself. If you follow that Crispian principle you will be able to say Phooey, too, instead of reaching for your gun when you fancy yourself betrayed.”
—Quentin Crisp (b. 1908)
“The human condition is such that pain and effort are not just symptoms which can be removed without changing life itself; they are the modes in which life itself, together with the necessity to which it is bound, makes itself felt. For mortals, the easy life of the gods would be a lifeless life.”
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