Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Wednesday, May 30, 2007

Can Blizzard top itself with 'StarCraft 2?'

Rob Pardo talks about long development cycles — and keeping secrets

[source: MSNBC]

By Kristin Kalning
Games editor
MSNBC

Blizzard Entertainment is one of the most successful game developers in the world, with an unbroken string of hit games including “World of Warcraft,” the “Diablo” franchise, the “Warcraft” series and “StarCraft.”

The only hitch? The company famously will ship no game before its time, which means fans often have a long wait between new releases.

Ask any game fan which Blizzard sequel they’d most like to see and the answer will inevitably be “StarCraft 2,” even from the most hardcore “World of Warcraft” addict. Released in 1998, the real-time strategy game about a war between three galactic species is considered one of the greatest games of all time. "StarCraft," and the expansion “Brood Wars,” have sold nearly 10 million units.

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What took so long? The first “StarCraft” shipped nine years ago. Why has it taken so long to circle back to this franchise?

Mainly because we make our decisions on what game we’re going to work on from a creative standpoint. The team that worked on the original “StarCraft” wanted to revisit the “Warcraft” universe, and they went on to work on “Warcraft 3.” When that game finished up [in 2002,] they were excited to go back and work on the “StarCraft” universe.

We did break ground on “StarCraft 2” in 2003, but wasn’t in full production for another year or so.

How’d you manage to keep it secret for so long?

Well, Penny Arcade figured it out!

We keep games under code names and we teach developers to refer to games by their code name. And we’re just really careful about talking about the game internally. We don’t bring external folks through unannounced product areas. But I think even I’m surprised that we were able to keep it under wraps all the way to the end.

Speaking of secrets, what is your timeline for release for “StarCraft 2?”

It’s a secret! I can give you the old Blizzard mantra of: “It’ll ship when it’s ready,” but it’s something that historically, we’ve learned to keep release dates really close to the vest. I think all game developers are extremely optimistic, and we used to give optimistic dates and we’d disappoint our fans when we didn’t hit them. So now, I think we’ve just gotten more gun shy. The only thing I can give you [that’s] concrete is it’s not going to be this year. Some people were hoping, because of how advanced the game looks, that we’d have it out by Christmas, but that’s definitely not happening.

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Are all of the key roles filled on the “StarCraft 2” team? And what’s the size of the team now that it’s in full production?

All the key roles are filled, and we’re running approximately 40 people.

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“StarCraft 2”s biggest competitor probably is “StarCraft.” How will you top that game and convince players that this isn’t just “StarCraft” in 3-D?

That’s a really good question. It’s not so much beating “StarCraft” that’s the problem, it’s beating people’s perception and nostalgia of “StarCraft.” “StarCraft” was and is a great game, but it’s certainly an older game. Across the board, “StarCraft 2” is a better game in a lot of ways.

Will it live up to that nostalgia? Time will tell.

What new technologies can players expect to see in “StarCraft 2?”

The first one is an enormous graphical improvement by going to 3-D.

We’ve also added things like a physics system in the game…we’re not really utilizing it for gameplay as much as for graphical improvement. Like, you’ll see things like debris that will actually fall apart, which adds more immersion and a lot more realism.

Online, we’ve learned a lot. In the original “StarCraft,” there was no online matchmaking system. That’s going to be huge…for “StarCraft 2.” In “Warcraft 3,” you had to press the “play game” button and it’d put you in a game with similarly skilled people. We’re going to do yet another improvement on that system for “StarCraft 2,” which is going to be huge for the online market — especially broad market users.

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Given the popularity of “WoW,” do you have any plans to go to subscription model with “StarCraft 2” or any subsequent releases?

We’re going to do what’s right for the game. We made “WoW” to be a subscription game from the very beginning. With “StarCraft 2” it’s probably going to follow more of a box model. But we’ll decide more of that stuff down the line.

Battle.net is pretty expensive to maintain, isn’t it?

It’s not as expensive as “WoW” to maintain! (Laughs)

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But no fourth race?

No fourth race. We talked a lot about it. We ultimately decided we wanted to focus on the three races we had.

Will Blizzard remain a PC developer?

I don’t know. If you talk to our biz guys, they like the PC for a lot of reasons, but we don’t make our decisions based entirely on business or even primarily on business. We make our decisions based on the games we want to make. After that point, we make the decision on [what system] that game is going to live. And up to this point, the games we wanted to make worked best on the PC.


Read full article: Can Blizzard top itself with 'StarCraft 2?'



Friday, May 25, 2007

Starcraft: Dark Templar Trilogy - Book One

Firstborn Q&A with Christie Golden

[source: blizzplanet.com]

Blizzard Entertainment and Pocket Star Books - a division of Simon & Schuster, inc., A Viacom Company - bring you Starcraft: The Dark Templar, a trilogy novel series written by Award-winning Christie Golden. She has a track record of over a million books in print sold, fascinating sci-fi and fantasy readers. Among her outstanding twenty-five novels and several short stories in the fields of science fiction, fantasy and horror are Steven Spielberg's novelization of Invasion America, TSR Ravenloft line (1991) with her first novel, the highly successful Vampire of the Mists; Star Trek novels: "The Murdered Sun", "Marooned", "Seven of Nine", and "The Dark Matters Trilogy," "Cloak and Dagger", "Ghost Dance", "Shadow of Heaven" and "VOYAGER: HOMECOMING" among others.

In the Blizzard Entertainment universes, Christie Golden has given us Warcraft: Lord of the Clans, and World of Warcraft: Rise of the Horde ... novels that have influenced canon content in the MMORPG.

The questions of this interview have mostly been provided by fans of the Starcraft Community. Find out more about Starcraft: The Dark Templar trilogy -- which immerses fans into the Protoss history, showing us a glimpse of what to expect in the Starcraft 2 storyline.

Will we see protoss characters we have been previously introduced to, such as Raszagal, Zeratul, Adun, Tassadar and Artanis? Will there be terrans such as Raynor, General Edmund Duke, Arcturus Mengsk, Dan Liberty or other characters from previous novels or from the game? What role will they play?

Christie: Yes, you will see all kinds of familiar faces throughout the series. Since this is set after Brood War, though, no Duke I'm afraid. Don't want to give too much away, but this is a very big and important series and many of the main players in the game will make appearances. Some of them have very significant roles indeed! It's been very exciting to be able to use well-established characters in addition to creating my own. I hope the readers enjoy it!



What timeframe is the Starcraft: The Dark Templar novel trilogy based on?

Christie: Post Brood War, about four years on. Many things have changed …and some things remain the same.



Will the novel trilogy fathom into when, where, and why the templars broke away from the other protoss, becoming the dark templar and Adun's involvement? How much of the protoss history and culture will be covered?

Christie: You're going to get to see a lot of protoss history revealed in this series and you'll meet some major historical figures. Some of the most important moments in their development will be portrayed. Again, I don't want to give too much away, but you'll learn some things that will, I hope, be exciting and fresh. It was very fun for me to be able to address these moments in history and be the author who got to bring them to life. I find the protoss fascinating and I've really enjoyed getting to go in depth with them, their culture, and their history.



Will we read about the Xel'naga, hybrid experiments, abandoned temples and such?

Christie: The Dark Templar Trilogy is going to touch on many, many things that have been mentioned, hinted at, or left unexplored. While on the one hand it is a very intimate story, focusing on three primary characters, it's also rather universal in scale as well. Big things are happening in the StarCraft world, and this series will reflect it. There is indeed a temple, with something unique inside it that our main character will discover.



What locations and planets will the story take place in throughout the trilogy?

Christie: Hmm ... well, there are few backwater planets that many events occur on. But we'll also travel to places that have great meaning to the protoss, like Aiur and Shakuras. As I haven't yet started Book 3 … who knows where else we'll go?



How much will Firstborn vary from the plot of the game and the manual?

Christie: Since it's not a direct novelization of any segment of the game, hopefully it won't vary at all! I want to keep the flavor of the game—dark and gritty and rough around the edges — and augment it at the same time. My hope is that this will be a great addition to the game.



What is the basic plot of the trilogy? Who is Jake Ramsey, what Terran faction he works for, and what is his role?

Christie: Ah, my poor Jacob Jefferson Ramsey. He's no superhero, just a rather ordinary guy with a few extraordinary traits who's gotten caught up in the whirlwind of a desperate moment in the galaxy's history. Jake is an archeologist, a very good one…known for some rather outrageous theories and for having a mind that has a knack for puzzle-solving. He's been given the task of getting inside one of the Xel'naga temples by a benefactor known as Mr. V. Eventually, of course, he figures it out … but what he finds there is completely unexpected and changes his life—and those of everyone he touches—irrevocably. He's our main point-of-view character, a sort of Everyman who is much more special and unique than he first appears. He's a wonderful character to explore this storyline with.



Where is this Xel'naga temple located at? Is it the same temple from StarCraft: Shadow of the Xel'Naga book?

Christie: No. It seems as though new temples are, more and more, coming to light….



Did you play Starcraft and its expansion: Broodwar to research info about the dark templars for the creation of this trilogy?

Christie: My husband played it through while we were abroad for six months. I watched over his shoulder and got a pretty good understanding of it, as well as the chance to see all the cut scenes. I understand why StarCraft fans are so die-hard in their admiration of the game.



Did Chris Metzen give you an outline of how the trilogy should start and end, and most of its plot? How much freedom do you have when writing Starcraft: The Dark Templar? Have you been given specific guidelines in terms of story elements and/or characters and then your job is to flesh things out, or can you come up with pretty much anything you want and hope that Blizzard thinks it's a good idea and goes with it?

Christie: When I wrote Lord of the Clans, I definitely worked from a very well fleshed out outline. For Rise of the Horde of course, it covered a part of history that was already pretty well established. With this series there were a few things that Chris really wanted to see addressed, and we did a lot of back and forth about where we wanted to take the story. I also consulted with Andy Chambers and Evelyn Fredericksen, who have ended up being my chief points of contact. All are wonderful and creative people who are very excited about the game and the trilogy.



Since it is a trilogy, it is obvious you have a lot of time to get back and forth with Chris Metzen over the phone and email. How often do you both discuss details of the book? Does he check each chapter as they are written?

Christie: Chris, Andy and Evelyn are very "hands on" and accessible when I have questions, which is rare and wonderful in the world of tie-in fiction. Most of what we need to do is handled by email. Because of a time crunch for Book Two, "Shadow Hunters," they did start perusing the manuscript before it was finished, but they certainly don't look at it chapter by chapter.



Is the trilogy canon enough to impact, influence or carry-on into future StarCraft projects such as your Rise of the Horde did in World of Warcraft: Burning Crusade?

Christie: A good question. Rise of the Horde was truly a unique and wonderful experience. I was inspired by the story and the anticipation of the expansion, and Chris and the designers in turn were excited by some of the things I was developing. It was such a thrill to be invited to play-test and actually see some of the thing I had created come to life in the game. I'm currently grinding warbeads for a talbuk—hey, I gotta ride the thing I created, don't I? Considering the nature of some of the events that are portrayed, I can safely say that yes, Starcraft: The Dark Templar series is going to be considered canon.



How much of StarCraft Ghost: Nova plot will affect the trilogy?

Christie: To the best of my knowledge, the plot of StarCraft Ghost: Nova has been pretty completely novelized by Keith R.A. DeCandido. Some of the information about how things work in the government, though, particularly the structure of the ghost program, have found their way into the series.



I know writers are given freedom to an extent to write material of their own, specially in a trilogy. Lot of ground to fill in. Since you have played World of Warcraft and interact with the roleplaying community, I got to ask. Have you had contact with the starcraft community for feedback, read fanfic at starcraft.org, or heard community petitions that might be useful in your book to satisfy what fans want to read?

Christie: Actually, I did not, other than to understand that people were very hungry for more protoss. Other stories are being developed to tackle specific things Blizzard knows the readers want. This is more of an epic storyline that encompasses much of what it is to be protoss…oh, and a leeetle secret of galactic proportions.



Do you listen to the voice-acting in the game to learn the personality of the characters?

Christie: It's nice to be able to do so! Yes, I did. Blizzard always does a great job with the voices.



The book description says Jake Ramsey finds the remains of a dark templar and its spirit merges with Jake. This brings up an interesting thought. Tassadar learned to wield dark templar energies. Do you think Tassadar's spirit could be lingering on somewhere?

Christie: As you say, that is an interesting thought. Actually the being Jake finds is known as a preserver, a protoss who has all the memories of all protoss who have ever lived. And as I said…you're going to learn some things about key moments in protoss history. To say more might spoil things.



Will you write new Starcraft, Diablo or World of Warcraft novels after Starcraft: The Dark Templar? We hope you do =)

Christie: Why thank you! I hope so too. As many of you already know I am an avid fan of World of Warcraft, and I have thoroughly enjoyed writing both the books set in that game. I'd be thrilled to do more.



If Blizzard gave you the freedom to let you choose a timeframe or event set in the protoss or terran history for a new book or trilogy, which would it be and why?

Christie: Wow, excellent question…I think I'd love to get really in depth with more of protoss history. In this series, it's a subplot, though a major one. Doing it that way seemed to whet my appetite for exploring their past more thoroughly. They're a fascinating people.



Thank you, Christie for answering the community submited questions. And thanks to Chris Metzen and the folks over at Blizzard Entertainment. No hard feelings for the long wait. It is obvious the Q&A was held this long due to the massive, lovely and long-awaited announcement of Starcraft 2 at the Blizzard Worldwide Invitationals. For those wondering, this Q&A was pending approval from Blizzard Entertainment some two months. I have been waiting a year in the background, knowing this novel trilogy was on queue. it's been worth the wait. The local Library confirmed the first novel in the trilogy is on stock. Go grab your copy or order online Here.

Now that the Q&A is out, and you know what the novel trilogy is about, feel free to submit further questions. Christie is open and excited to discuss more details of the trilogy with the Starcraft Community. Visit the official Starcraft 2 website for features, screenshots, gameplay video and teaser trailer.



BOOK DESCRIPTION

Archeologist Jacob Ramsey has spent the last two years on a fruitless excavation. It seems like a miracle when he gets an invitation to join an elite group of archeologists in the excavation of one of the Xel'Naga artifacts that are suddenly appearing on various worlds. When Jake stumbles across a dying Protoss and attempts to revive him, the alien psychically and violently begins to "upload" its memories, essentially rewriting and rewiring Jake's human brain. Jake soon learns a terrible secret -- one so important that the dying alien was willing to pass it on to an enemy in order to ensure that the knowledge survives. And what Jakes decides to do with the information will seal the fate of worlds throughout the galaxy.

The marketing info provided by the catalog says the novel will be showcased at BlizzCon 2007. Hopefully that means Christie Golden will be at the Pocket Books booth, book signing.


ALTERNATE DESCRIPTION

"Jake Ramsey -- an unassuming, yet talented archaeologist -- has been given the chance of a lifetime. Hired to investigate a recently unearthed Xel'Naga temple, he knows this latest assignment will open up whole new possibilities for his career. Yet, when Jake discovers the remains of a long-dead protoss mystic, his hopes and dreams are irrevocably drowned in a flood of alien memories. Bonded to the spirit of the dead protoss, Jake has become the sole inheritor of the protoss's total history -- every event, every thought -- every feeling.

Struggling to maintain his own fragile identity amidst the raging psychic storm in his mind, Jake soon realizes that he has stumbled upon a secret so cataclysmic in magnitude -- that it will shake the very foundations of the universe."


Read full article: Starcraft: Dark Templar Trilogy - Book One



Wednesday, May 23, 2007

Blizzard outlines Starcraft II gameplay

Studio's top creative talent discusses Starcraft II gameplay details at a Worldwide Invitational panel discussion.

[source: gamespot.com]


Believe it or not, even though the Blizzard Worldwide Invitational 2007 event is home to music concerts and some of the biggest game tournaments in the world, one of the most intriguing activities is actually sitting quietly in a theater. Three of Blizzard's top creative talents--creative director Andy Chambers, senior game designer Dustin Browder, and vice president of game design Rob Pardo--sat on a panel to discuss gameplay details for the company's newly announced sequel, Starcraft II.

Pardo began the discussion by revisiting several of the studio's previous games, going back as far as Warcraft II, which the vice president cited as the first Blizzard game to garner a significant following as a competitive multiplayer game. Pardo explained that the original Starcraft arose from the team's desire to create a fast-paced real-time strategy game like Warcraft II, but in a different universe, then described how Blizzard's subsequent RTS project, 2002's Warcraft III, took a very different approach by offering slower-paced gameplay with smaller armies, hero units, and many units with activatable abilities to appeal to "the average gamer." Pardo suggested that the units in both the original Starcraft and in the sequel will instead act as "movers and shooters"--mostly autonomous forces that generally lack special abilties but will be used in large control groups to "do their own thing" in battle, rather than requiring the micromanagement of high-level Warcraft III play.

Pardo continued to contrast Warcraft III against Starcraft II, explaining that Warcraft III had less of an emphasis on economic buildup to allow more focus on battles. The 2002 game, suggested the VP, also was much less about early-game victories. While that game did introduce "creeps"--neutral creatures that could be fought to gain experience points for your hero units--early armies in Warcraft III were generally capable of only harrassing your enemies, not defeating them outright. Pardo suggested that "with Starcraft II, [Blizzard is] really going back to its roots to make a true sequel to Starcraft"--a sequel where resource management will be much more central to gameplay, with less micromanagement of different units with special abilities, and in which full-on early-game "rushing" (making an all-out assault at or near the beginning of a new game session) will be much more viable.

In fact, the VP went on to state that the game will probably offer more early "tech tree" options--different development paths players can take by building different structures and researching different upgrades--which will make early-game scouting more important, and will make early-game rushing a more diverse, deeper strategy.

Pardo also suggested that Warcraft III might have been a more forgiving game for beginners--differences in skill levels seemed less pronounced in that game. The VP said that in Starcraft II, there will be many more nuances that will separate highly skilled players from beginners, and good players from great ones. So in contrast to the sometimes-protracted matches of Warcraft III, Pardo expects the average Starcraft II multiplayer match to last about 20 minutes of real time, possibly even as little as 15 minutes when played by the pros. Pardo pointed out that there will be numerous subtleties added to the game that expert players will learn to use to their advantage, such as a revamped "high ground" system. In the previous Starcraft, ground units that had a height advantage by standing on high ground gained attack bonuses, but would also reveal themselves when attacking. In the sequel, units with high ground will still gain the attack bonuses but will remain concealed by the "fog of war" (the black shroud that covers unexplored areas)--a fact that can be used together with other line-of-signt nuances to your advantage.

Pardo ended his part of the talk by emphasizing that Blizzard remains committed to making the three factions distinct, and to making Starcraft II's gameplay true to the original game, but also different and new. For instance, the VP cited the new Protoss units and abilities that have been shown, such as the ability to "warp-in" to different locations, and the powerful mothership unit. Pardo said Blizzard could have also attempted to create a "Terran version" and a "Zerg version" of these new units and abilities, but the team did not. It is instead looking to balance the factions against one another while keeping them distinct.

Pardo suggested that Starcraft II will, like the original game, be a game about "hard counters"--how certain units can be directly "countered" (defeated decisively) by specific counterunits. As an example, Pardo showed a brief demonstration of Protoss templar units, which are the counterunit to zerglings, annihilating a swarm of the tiny Zerg infantry with their "psi storm" ability. Said Pardo: "Yes, [Starcraft II] will stil be fast-paced and have 'multitasking' for resources and combat, but it'll be a very different game."

The floor was then given to game designer Dustin Browder, who used his time to cite specific examples of different units in play. To begin with, Browder showed a demonstration of the Protoss stalker, a ground-based unit that can attack both air and ground enemies and isn't all that tough, but can "blink" (warp in and out) to any location to which they have line of sight. The obvious uses of this handy ability include pursuing fleeing units by constantly "blinking in" in front of them, but they can also apparently be used as powerful base raiders.

In addition, extremely skilled players will be able to defeat slower-moving melee enemies with stalkers by sticking and moving, repeatedly blinking in and out of range. The designer showed a demonstration of stalkers up against a group of Protoss zealots, somewhat slow melee units that simply weren't able to close in for a hit as the stalkers kept blinking away and firing constantly, eventually winning the battle.

Browder showed how the new units and new abilties for existing units will help diversify gameplay and work within the counterunit system. For instance, the Protoss immortal, a ground-based tank unit, is extremely tough, but slow. It can therefore be countered by quick-thinking players with enough resources to build up counterunits, and therefore is also unable to effectively flee from a losing battle. However, it does possess a powerful energy shield that is triggered only from heavy-duty fire. This makes the immortal a natural counterunit for the Terran siege tank, whose powerful cannons can't do much against the immortal's energy shield. However, the slow-moving immortals themselves can be easily countered by a large swarm of zerglings, which don't deal enough damage to trigger the immortals' shields, and are too quick for the tank to outrun.

Browder then showed an additional example of the kind of subtleties that will separate skilled players from unskilled players. The Protoss phoenix, a flying unit, has a special "overload" ability that creates a damaging energy field around itself, then renders it immobile and helpless shortly afterward. Browder showed a simulated battle between a player with six phoenix units and another player with only four. The player with six phoenixes choked and used the overload ability too early, allowing the other player to dodge out of harm's way; then the player arranged the four phoenixes around the now-immobile six in a loose formation and overloaded the six into oblivion, which suggests that sheer numbers won't always prevail in the face of high-level skill in Starcraft II.

Browder then showed a demonstration of Protoss warp-in technology, which can be used to mount a powerful surprise offense by summoning a large army seemingly out of nowhere. However, the same tech can apparently be used for base defense; the designer showed how an early zergling raid on a Protoss base went sour as the tiny Zerg suddenly found themselves boxed in between Protoss buildings and a small contingent of melee-attacking zealots, with immortal tanks lobbing fire from a distance. The designer closed by stating that the team's goals are to "recapture the magic of the original Starcraft, which was a wonderful, wonderful game," and to "make Starcraft II about these three unique races by generating new tactics and strategies."

The panel then took questions, which revealed some intriguing new details about the sequel. An audience question about future beta plans prompted Pardo to state that Starcraft II will likely have a "closed beta by invitation, similar to [Blizzard's] other products--though this time, [Blizzard] will also enlist the help of pro players to help test for balance."

When asked about the status of the Terrans (who were decimated at the end of the Brood War expansion pack for the original Starcraft), creative designer Andy Chambers explained that "the UED terran forces were destroyed by Kerrigan's Zerg armies (though a few surviving companies may still be around somewhere)," and that the Terran faction in Starcraft II will primarily consist of the "evil empire" of the Terran Dominion. When asked about the status of lead character Jim Raynor, Chambers replied that since Starcraft II takes place four years after Brood War, "Raynor has been having some adventures for sure," but he declined to comment further.

Chambers also suggested that the ancient Xel'Naga, which helped both the Protoss and Zerg races become what they are (but were later destroyed by the Zerg) will also figure into Starcraft II's story "in a rather epic tale." To cap the presentation, Browder fielded a final question that may come as a relief to some players: There are "no plans at this time for naval combat in Starcraft II."


Read full article: Blizzard outlines Starcraft II gameplay