browder_dustin

Gamasutra recently published a new interview with Blizzard Entertainment’s head game designer, Dustin Browder, for StarCraft II: Wings of Liberty. As most StarCraft fans know, Blizzard will release StarCraft II in three parts with first part being Wings of Liberty. Ben Browder talks about multiplayer vs single player experience as well as the story line of Wings of Liberty. He talks about the continuity of the story line from original story line. Also, the multiplayer experience will be vastly different from single player experience. Even for the people who are not familiar with StarCraft, StarCraft II will be accessible and intuitive.

Gamasutra: With StarCraft II, you've said you're trying to avoid making a game that is significantly more complex than StarCraft, even as many individual elements change. How do you make the call as to what stays and what goes?


DB:
It's just really tough. We have to make these calls on a daily basis. There were for a long time, and there's still a little bit of it, big debates on the team as to what is enough and what is not enough. What is too much?
We just walked the line, and we look at stuff that we sort of feel is core to the experience: "This is a defining element of the Zerg. We have to have the creep. It's defining." Or, "Siege tanks are a defining element for the Terrans." Then we look at elements where we'll say, "This was fun. We love these things. The fans have obviously been using them. Vultures and spider mines are huge -- but they're not defining elements. You could live without them. I can imagine the Terran army without these things."

So it's a combination of conceptual elements and mechanics. Where we think we can do better, we'll try do better. Stuff that we feel conceptually is not necessary, we'll remove. We've always felt that solo play and Battle.net were the areas where we could really do some stuff that was crazy, that was new and really interesting. And multiplayer really needed to harken to the game's legacy, while at the same time creating enough strategies so you don't think, "Well, I've played this game for ten years, guys. What are you giving me here?"

We want to have enough that it's still fresh. I think we're walking the line pretty well right now.

Visit Gamasutra for complete interview http://www.gamasutra.com/view/feature/4174/the_design_of_starcraft_ii.php