StarCraft II: Reasons For Trilogy, Single Player Tidbits
6:00 AM | Cord Kruse | Comment on this story
Giant Bomb has posted the results of an interview with Blizzard Entertainment's Dustin Browder, Chris Sigaty, and Bob Colaco about the upcoming StarCraft II. The three discuss a variety of topics related to the game including fan reaction to the trilogy announcement, and a brief description of some of the unique aspects of the single player campaign.
You guys had your big announcement, the three games, at BlizzCon. There was a reaction, you could say, from the fanbase. It was mixed, but there was definitely a negative component to it. Did you expect that at all, going into the announcement, and how do you answer the critics of your decision?Head over to the site listed below to read the rest of the Q&A.
Giant Bomb: The StarCraft II Brain Trust
Dustin Browder:There's a lot of folks out there who think that we're just trying to split it up into multiple boxes, and that's just not the case. We're looking at the creative problem that we're dealing with, we're trying to do something new, it's sort of a first for us. It's a little bit of a first for any kind of major RTS to have this kind of choice going throughout a campaign, and it just wasn't possible for us to generate the necessary amount of content, to have 90 missions in one box. We just weren't going to be able to do that. And the other choice we had, of course, was to not do something cool and new, and we didn't think that was appropriate either.
We definitely went with this choice and knew that there was going to be some confusion among the fans. But there was a little more confusion than I thought there [would be]. We had Rob Pardo get up there and do his presentation and really try to show the fans exactly what we're trying to accomplish. But I think a lot of guys on the Internet just saw the headline and just assumed that this meant "Oh my God, I have to buy three different boxes and they're probably all going to ship at the same time, and they're just trying to milk me for money." And that's just not the case. These things are going to be a trilogy; it's chapters of a story. They're going to be months or years apart as we work on them--obviously, closer to months, we hope. [laughs]
Bob Colayco: Minimum, a year between each.
How about on the racial design side for the three different factions? You've got your RPG elements--what you're calling the metagame--between the missions. Is that going to be distinctly different between the three? Some of the Terran concepts, with the economy and the technology, don't necessarily map to the Zerg or Protoss.
DB:Absolutely. That's definitely the goal. When we were looking at it we were running into that as well. It's really developing a lot more than we've ever done before for a real-time strategy game. We do want to have this metagame for the Terrans, but then the Protoss and the Zerg will be completely different stuff. It needs to be a whole different problem set. We don't know exactly what we're going to do with those.
We've talked about Kerrigan evolving herself personally. Raynor is not the kind of guy who can leap to the front of the battlefield and take a Yamato shot to the chin and survive. That doesn't make a lot of sense for him. He would be somebody who's more of a commander, like a real general in a modern army. But Kerrigan, she's a monster of legend. This is a character who could potentially survive a fight with a battlecruiser--or several battlecruisers, possibly--so she may be more about evolving her own personal abilities, as well as evolving her forces, as she controls more and more Zerg creatures.
The Protoss are a whole different thing entirely, and that's the least fleshed out at this point. The Protoss are something we're looking at as, you know, this is a dying race that's struggling to unite under the threat of all the terrible forces in the Starcraft galaxy. They're really struggling to survive. The dark Protoss and light Protoss have split apart, and now they're back together on Shakuras and they're trying to reunite their tribes. As a player, you're going to have to figure out how to work these factions to make a coherent, effective force that can keep the Protoss alive. But those are obviously not developed at this point.
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