



It had six planned races and a slated release date of "late 2000". It had smaller, potent parties of heroes and troops in a dynamic world of living towns, wandering monsters, characters and quests, with players simultaneously having to devise strategies to defeat their enemies. The game originally started as a "Role-Playing Strategy" experience: a strategy game set heavily within a role-playing environment. When Mike Morhaime pulled the trigger on that concept and wanted the game to come back to its RTS roots, those developers moved away to create the Guild Wars franchise instead. The developers who left had the concept of a client-server, online and very instanced game, with an over-the-shoulder camera and full 3D. Eventually, the game morphed into a more traditional RTS, but retained the element of heroes, after a change of team leads halfway through development. It was a squad-based tactical combat game, thus departing from the type of traditional RTS games that Blizzard had already released earlier for both the Warcraft and StarCraft universes. Originally, Warcraft III started out as a game called Heroes of Warcraft. In the case of the latter, it was the origin of the hero and RPG elements that would be retained in the final version of Warcraft III. In the case of the former, this took the form of bringing Thrall over. Warcraft III has roots in two cancelled Warcraft games- Warcraft Adventures: Lord of the Clans, and Warcraft Legends. Role-Playing Strategy to Real-Time Strategy 1 Role-Playing Strategy to Real-Time Strategy.
