The game sold very well, impressed reviewers and scoopeed up three awards as well as being a finalist for three more. This eventually spawned a sequel named Warcraft II: Tides of Darkness which became the main rival to the incredibly succesful RTS series Command & Conquer from Westwood Studios and this created a boom in RTS games made in the late 1990s.
Even though it wasn't Warcraft: Orcs and Humans that introduced multiplayer to the genre it was the game that persuaded gamers that multiplayer was essential in all future RTS games. It introduced innovations in mission design and gameplay which were later adopted by major RTS developers.
The game emphasises the skillfull management of medium sized forces and on the development of characterization and storyline within games that are played in the same universe.
Warcraft: Orcs and Humans is a real-time strategy or RTS game. One player would represent the humans of Azeroth and the other would control the invading orc forces. Each side would try to destroy each other by collecting rescources and building up a large army. As well as having to fight each other the palyers also have to fend off wild monsters or capture them and use the monsters as troops on the battlefield.
The game is played in as medieval setting with both sides having melee units, ranged units and also spellcasting units.
Warcraft: Orcs and Humans expanded on Dune II's "build a base, build an army and destroy your enemy" gameplay mechanic by introducing several new modes of gameplay. They introduced several new mission types including conquering rebels of your race, rescuing and then rebuilding towns that have been besieged by your enemy, rescuing friendly forces from enemy camps and missions where the amount of troops you can have is limited to the ones you get initially. In one of the missions the player had to kill the Orc chieftans daughter to win.
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