A talk about certain story elements that it's time to move on from, upward and onward to new things.
Everyone you thought was evil was good everyone you thought was good was evil
This is just getting silly. First we had bloodthirsty orcs turning out to be really swell guys who were just being controlled by demons from space. Then we had noble humans turning out to be a-holes who were being controlled by underground sleeping dragons. Next up was the rotting corpses of the undead turning out to be isolationists who were being controlled by the frozen spirit of an orc (who was controlling a human prince) who was being controlled by demons from space.
Long before Starcraft 2 came out, I jokingly predicted that it would turn out the zerg were really good guys who were just forced to be evil by some big mean space demon. This turned out to be the actual plot.
Come on, guys. At this rate, Diablo 3 is going to teach us that Diablo and his brothers are really Santa Claus and his elves being controlled by evil Lard Golems from the 9th dimension and Tyrael was really working for an evil race of phantom termites.
Let's let this thing go. Not every plot point has to be a switcheroo!
Kerrigan goes from good to evil to pretend good tricking the heroes back to evil back to good again and I'm going to scream if Jim is stupid enough to be tricked a second time when she goes all genocidal bipolar again.
You know, Kerrigan is actually the least interesting aspect of the Starcraft story. Remember when the zerg campaign had you as a cerebrate working for the Overmind? That dude was cool! All hail the overmind!
Then he died, and we had to go work for some pretentious goth chick (not to be confused with the formerly good hero turned pretentious goth Arthus).
Remember the Borg from Star Trek? How the most terrifying thing about them was being assimilated into a soulless hive collective free of individuality? Remember how they were completely ruined by the introduction of a pretentious goth queen leading them? You see where I'm going with this?
I'd honestly be kind of psyched if this happened to Kerrigan in the intro:
Hang out at a rehab clinic
Do some research. See how real alcoholics act, because Jim Raynor is no haunted drunk.
If not possible, at least watch Saul Tigh on Battlestar Galactica and take some notes.
No Deus Ex Machina
Let's think up some fun, organic story element for the ending! We've done the "magical artifact comes out of nowhere and effortlessly kills the ultimate bad guy" for both Warcraft 3 and Starcraft 2.
Which, incidentally, completely erased any kind of dramatic tension from SC2. The dilemma was supposed to be if Raynor took the safe way out and killed Kerrigan, or (stupidly) try to redeem himself by taking a harder path to saving her. Kind of deflates the whole thing if there's a magical artifact that kills all the zerg AND turns her back to a human.
Climaxes are supposed to be all about dilemma. Story wise, it would have been more fitting for Raynor to have been presented with a choice: activate some artifact to eradicate all zerg from the planet, or take a chance and trust (the force) the prophecy that Kerrigan and the swarm needed to be spared to stop some future threat.
These are all very basic storytelling elements: climaxes need true dilemma, deus ex machina and prophecy are ancient outdated story devices, and twists only work once.