Blizzard's Andy Chambers Delves Into SC 2 Single Player
6:00 AM | Cord Kruse | Comment on this story
Joystiq recently posted a new interview with Blizzard Entertainment's Andy Chambers. The creative director for the anticipated StarCraft II: Wings of Liberty discussed the single player aspect of the game, which introduces a level of choice and interaction not seen in the original StarCraft and its expansion Brood War.
Dustin (Browder) was saying this morning in the theater that eventually there are moments where you're faced with a choice and you have to do A or B. And once you decide that, that affects your game and B will no longer be available to you once you choose A. And I imagine that changes the story, although he did say there's a beginning and an end, but the middle part has a lot of multiple paths.Visit the site below for the full article.
Joystiq: StarCraft II Single Player Q&A
The way we always describe it is being football shaped. So it has one origin point, it has one termination point, but that bit in the middle and how you get there is kind of up to you as the player. You know, we'll present you with choices all the time, and excepting in that one instance when there's an A/B choice, we won't take those choices away. So if you have five missions and you leave one of them until doomsday, we wont take it off your plate.
There's a lot of attention to detail now that we never had in the first game. Like, in the bar, the bits on the bulletin board, when he's in the cantina, on the ship, the Hyperion -- lots of detailed stuff that we'd never seen before in the Starcraft universe. What was that like? Getting all that stuff together and fleshing out those characters?
It was actually quite a lot of fun. A lot of those things are in there again for players who are coming into the universe fairly cold, so that they've got little artifacts they can pick up on and find a little bit more about. So some of it just came down to what would make interesting little objects, both in terms of what they were in themselves and what the characters might say or feel about them in particular. So, yeah that was quite a lot of fun.
There's been a few casualties along the way. It started out being a lot less character focused than it is now. But that's part of having done playthroughs and stuff and being responsive to, "Uh, I don't get this character, I need to know more about him." Alright, well we'll stick a wanted poster up about him, how's that? Actually, the wanted poster was in there from the start, but that is an example of the things where it's like, well, for the people who want to explore and find out more, then we can secrete all these little clues all over the place. It's been a lot of fun.
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