StarCraft 2's designer stands by tradition, promises updates 'soon'
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To hear Starcraft 2 designer Dustin Browder tell it, creating games at Blizzard takes years of fighting and yelling rather than coding or creating art -- every little decision is a "a three-week or longer holy war." Browder says that the controversial decision to release the RTS as three titles was made to get the game out faster -- after all that arguing, Blizzard figured that it needed to release something, and if that had been the whole game, we'd have been waiting even longer. As it was, he says, "we wanted to get a product into consumers' hands sometime before the end of the decade. Even that we didn't quite make, I guess, but it was still sooner!"
Browder answers fans' concerns about how closely the second game resembles the first by suggesting that adapting RTS competitors' innovations wouldn't have made the game more successful. "I haven't really seen another gameplay experience that's attracted millions of players with hundreds of thousands playing online," he says. "I have not seen someone else be successful by removing economy. I have not seen other RTSes be successful by removing micro."
And finally, he says to look for future updates coming to the game, both in the form of patches to Battle.net, and in the other versions. There's no timeline set yet for the paid user maps program, but Blizzard is working on more art for modders, and updates "for our fans to get more value out of Battle.net." As for what updates will be in the second retail title, Heart of the Swarm, Browder seems to hint that Blizzard just hasn't decided yet. They must still be throwing things and yelling down in Irvine.
Browder answers fans' concerns about how closely the second game resembles the first by suggesting that adapting RTS competitors' innovations wouldn't have made the game more successful. "I haven't really seen another gameplay experience that's attracted millions of players with hundreds of thousands playing online," he says. "I have not seen someone else be successful by removing economy. I have not seen other RTSes be successful by removing micro."
And finally, he says to look for future updates coming to the game, both in the form of patches to Battle.net, and in the other versions. There's no timeline set yet for the paid user maps program, but Blizzard is working on more art for modders, and updates "for our fans to get more value out of Battle.net." As for what updates will be in the second retail title, Heart of the Swarm, Browder seems to hint that Blizzard just hasn't decided yet. They must still be throwing things and yelling down in Irvine.
Reader Comments (31)
Posted: Sep 22nd 2010 9:11AM Sinth said
I just want my LAN support. I know it will probably never happen, but I would really like it. Just the other day about 8 of us were playing Starcraft 2 in my basement when comcast decided to die on me. We were booted out of the game (no internet) and couldn't play for the rest of the evening. Ahhhh!
Posted: Sep 22nd 2010 9:14AM Premature ejaculation man said
While the split to 3 games is still a little irksome to me (especially if each game is going to be full price/region) I still think the game is awesome despite being rather terrible at it.
Once patch 1.1 comes out here, it allows me to connect to American servers to play, so if you want to post your Battle.net details (password optional ;) I can note them down and add you later so I can lose in a very quick fashion!
Once patch 1.1 comes out here, it allows me to connect to American servers to play, so if you want to post your Battle.net details (password optional ;) I can note them down and add you later so I can lose in a very quick fashion!
Posted: Sep 22nd 2010 9:21AM That Burning Sensation said
"a three-week or longer holy war."
I think it may have been like many things, but a "holy war"? I think they are taking their jobs too seriously.
I think it may have been like many things, but a "holy war"? I think they are taking their jobs too seriously.
Posted: Sep 22nd 2010 9:26AM That Burning Sensation said
"I haven't really seen another gameplay experience that's attracted millions of players with hundreds of thousands playing online,"
Wait what? Yeah because Call of Duty and Halo only have modest following.
Wait what? Yeah because Call of Duty and Halo only have modest following.
Posted: Sep 22nd 2010 9:50AM glassfin said
that's not really solid reasoning for why the campaign sucks. or why micro management is great or not. but when you put together the campaign and the need for micromanagement, then the campaign maps start to show serious weaknesses, as the pathfinding sucks big time STILL. the hive mind emulator turned out to be a seriously wrong choice when it became apparent in the last mission that there was no time for micromanaging it. some bigger maps would have been nice too, with less obvious good base positions. and dropping cliche ghost missions would have been nice too, it's not a cannon fodder engine so why pretend it is(ok here's the reason: c&c had missions like that).
anyways, when I was finishing up on the last mission on the single player campaign, I seriously started to think that they didn't quite think it through - I ended up using bases as walls(bunkers were no good, bases you can repair from every edge). and it's no good when you have to think your tactics around artificial unit/supply limits just to pass to next level(unit limiting would imho have been better done by limiting the land available for building supply houses, or by just giving less resources, less resources would have necessiated the levels to be thought more cleverly too, instead of being just a rush-fest).
cutscenes were nicely done, but they feel quite disconnected from actual gameplay phases(the plot being seriously left hanging..). in gameplay I felt like the 1920x1200 resolution was wasting away since the zoom in the game is a joke, suitable only for zooming in for storytelling aspects(is it used like this in sc2? no, not really).
"we were afraid to do anything so it took a decade, cost a hundred mil and is sc ported to wc3 mod with professional but detached cutscenes"
(when are cutscenes not detached? interstate '76)
anyways, when I was finishing up on the last mission on the single player campaign, I seriously started to think that they didn't quite think it through - I ended up using bases as walls(bunkers were no good, bases you can repair from every edge). and it's no good when you have to think your tactics around artificial unit/supply limits just to pass to next level(unit limiting would imho have been better done by limiting the land available for building supply houses, or by just giving less resources, less resources would have necessiated the levels to be thought more cleverly too, instead of being just a rush-fest).
cutscenes were nicely done, but they feel quite disconnected from actual gameplay phases(the plot being seriously left hanging..). in gameplay I felt like the 1920x1200 resolution was wasting away since the zoom in the game is a joke, suitable only for zooming in for storytelling aspects(is it used like this in sc2? no, not really).
"we were afraid to do anything so it took a decade, cost a hundred mil and is sc ported to wc3 mod with professional but detached cutscenes"
(when are cutscenes not detached? interstate '76)
Posted: Sep 22nd 2010 9:58AM R Planteer said
"Adapting RTS competitors' innovations wouldn't have made the game more successful"
Yeah, because you certainly didnt copy any of Relics ideas that they used in the Dawn of War/Company of Heros series, such as the camera, campaign, and even the graphics style.
Yeah, because you certainly didnt copy any of Relics ideas that they used in the Dawn of War/Company of Heros series, such as the camera, campaign, and even the graphics style.
Posted: Sep 22nd 2010 2:51PM R Planteer said
@PedoJokerBear
Like hell they didnt. Branching campaign? Upgradable units? Story mode that plays different from online mode? Dynamic camera that can zoom in super close? And the art style is a DIRECT copy of the DoW series. Hell, even some of the reviews I read about SC2 stated similar things.
Im not saying SC2 is a bad game by any means, but give credit where its due.
Reply
Like hell they didnt. Branching campaign? Upgradable units? Story mode that plays different from online mode? Dynamic camera that can zoom in super close? And the art style is a DIRECT copy of the DoW series. Hell, even some of the reviews I read about SC2 stated similar things.
Im not saying SC2 is a bad game by any means, but give credit where its due.
Posted: Sep 22nd 2010 7:12PM darkinchworm said
@R Planteer Sorry guy, but you're m-m-m-mega daft if you think they stole any of that from Relic, or if you think Relic innovated in any of those fields - perhaps you should play the original Starcraft or Warcraft III, since evidently you either haven't or have completely forgotten everything about them. Sure, DoW did branching campaigns better at the time, but that aside you are very unfortunately misguided.
Reply
Posted: Sep 22nd 2010 9:27PM R Planteer said
@darkinchworm
Im happy to say I own and have completed both the orginal SC games and played a decent amount of Warcraft 3.
I stand by my opinions. Of course, given DoW 2 sales and the average mindset of a blizzard fanboy, its not much of a stretch to say im the only one in this thread to own DoW2, so the downvotes are not unexpected.
Reply
Im happy to say I own and have completed both the orginal SC games and played a decent amount of Warcraft 3.
I stand by my opinions. Of course, given DoW 2 sales and the average mindset of a blizzard fanboy, its not much of a stretch to say im the only one in this thread to own DoW2, so the downvotes are not unexpected.
Posted: Sep 23rd 2010 12:09AM darkinchworm said
@R Planteer Incorrect assumption about ownership of DoW2 - but I assumed you didn't play the other Blizzard RTS games, so it's a fair trade I suppose. I don't know... I really think you're making a huge stretch here with some of your comparisons. Is Blizzard really making any dire infringement by implementing something as rudimentary as a zooming camera? Along with virtually everything else you mentioned, I wouldn't consider that or those innovations, I would consider it natural stylistic progression of the genre over the whopping 12 years that have separated the original and its sequel.
I could be a dick and counter your argument by saying, oh, Relic totally abandoned Homeworld and moved toward more traditional RTS elements with DoW/CoH, but that would be contrary to the point I just tried to convey. Let's see if I can elaborate on what's running through my head (probably not well):
Blizzard - one of the pioneers of real-time strategy, mind you - has developed their own "playbook" of sorts when it comes to developing their strategy games. Each one has differing features, but a few core elements make them each stand out as a game distinctly Blizzard, with just enough variation between each to make them unique and interesting (Warcraft III varying the most, in my opinion). Similarly, the teams behind Command & Conquer over the years have been able to boast their own hallmark elements even throughout variation, notably in the way that buildings and units are produced, resources are collected, etc. Admittedly, Relic's games differ the most from one another - seems that way to me at least - but they too have a distinct Relic feel and design theory behind each.
Now, bearing all that in mind, you can definitely tell that these developers and other RTS studios have borrowed from one another and taken inspiration from new releases over the years. These people definitely play each others' games and remark over their strengths and weaknesses, but all the top-tier RTS developers are still more than capable of developing games that feel like distinct products of their own companies.
Do I make any sense here?
Along those lines, I highly doubt the quotes about the success of competitors' games and traits such as economy/micro were meant to insult the competition - it read to me as, "Millions of people bought and still love the original, and no one has rendered our style irrelevant, so why rewrite the formula when you've been at the top all this time?" Sure, that tune will probably change when/if a game comes along that blows Starcraft out of the water, but in the meantime he makes a valid point.
TL;DR:
They all rip off each other to some degree, but a Blizzard game is definitely a Blizzard game and the same can be said for Relic and other studios. You're looking too deeply into it, and I'm writing entirely too much about it.
Reply
I could be a dick and counter your argument by saying, oh, Relic totally abandoned Homeworld and moved toward more traditional RTS elements with DoW/CoH, but that would be contrary to the point I just tried to convey. Let's see if I can elaborate on what's running through my head (probably not well):
Blizzard - one of the pioneers of real-time strategy, mind you - has developed their own "playbook" of sorts when it comes to developing their strategy games. Each one has differing features, but a few core elements make them each stand out as a game distinctly Blizzard, with just enough variation between each to make them unique and interesting (Warcraft III varying the most, in my opinion). Similarly, the teams behind Command & Conquer over the years have been able to boast their own hallmark elements even throughout variation, notably in the way that buildings and units are produced, resources are collected, etc. Admittedly, Relic's games differ the most from one another - seems that way to me at least - but they too have a distinct Relic feel and design theory behind each.
Now, bearing all that in mind, you can definitely tell that these developers and other RTS studios have borrowed from one another and taken inspiration from new releases over the years. These people definitely play each others' games and remark over their strengths and weaknesses, but all the top-tier RTS developers are still more than capable of developing games that feel like distinct products of their own companies.
Do I make any sense here?
Along those lines, I highly doubt the quotes about the success of competitors' games and traits such as economy/micro were meant to insult the competition - it read to me as, "Millions of people bought and still love the original, and no one has rendered our style irrelevant, so why rewrite the formula when you've been at the top all this time?" Sure, that tune will probably change when/if a game comes along that blows Starcraft out of the water, but in the meantime he makes a valid point.
TL;DR:
They all rip off each other to some degree, but a Blizzard game is definitely a Blizzard game and the same can be said for Relic and other studios. You're looking too deeply into it, and I'm writing entirely too much about it.
Posted: Sep 23rd 2010 12:25AM R Planteer said
@darkinchworm
I dont disagree with any of your points, but that doesnt make mine false. Blizzard went 7 years without releasing a single RTS game.
"Innovation" is a very broad word to use. Halo CE didnt "innovate" regenerating health, but the gaming community at large points towards halo as the reason for the current trend of the regenerating hp system of todays shooters. RE4 certainly didnt innovate QTE events -Shenmue did that years early, and other rpgs even before that. But again, many people would agree with me in saying that RE4's success is the reason QTE are so popular in action games today.
Maybe im alone in this, but I was getting DoW flashbacks the whole time I played SC2.I dont know how anyone who has played both games can say with 100% certainty that Blizzard didnt get a bit of inspiration from Relic, at least in some way. But thats pretty much exactly what this guy is saying.
Like I said, it all probably comes down to interpertation. Am I saying Blizzard watched Relics progress for 5 years and then bum rushed SC2? No, especially if their "SC2 was in development for 10 years" is to be believed.
SC2 isnt a bad game by any means, (I do enjoy it), but I will say this: It sure as hell doesnt feel like one of the largest companies in gaming spent 10 years working on it.
Reply
I dont disagree with any of your points, but that doesnt make mine false. Blizzard went 7 years without releasing a single RTS game.
"Innovation" is a very broad word to use. Halo CE didnt "innovate" regenerating health, but the gaming community at large points towards halo as the reason for the current trend of the regenerating hp system of todays shooters. RE4 certainly didnt innovate QTE events -Shenmue did that years early, and other rpgs even before that. But again, many people would agree with me in saying that RE4's success is the reason QTE are so popular in action games today.
Maybe im alone in this, but I was getting DoW flashbacks the whole time I played SC2.I dont know how anyone who has played both games can say with 100% certainty that Blizzard didnt get a bit of inspiration from Relic, at least in some way. But thats pretty much exactly what this guy is saying.
Like I said, it all probably comes down to interpertation. Am I saying Blizzard watched Relics progress for 5 years and then bum rushed SC2? No, especially if their "SC2 was in development for 10 years" is to be believed.
SC2 isnt a bad game by any means, (I do enjoy it), but I will say this: It sure as hell doesnt feel like one of the largest companies in gaming spent 10 years working on it.
Posted: Sep 22nd 2010 10:34AM Scuffles said
If I've said it once I've said it a thousand times .... I'll kindly wait for a battle chest at a reasonable price that includes the whole game experience. So Blizzard won't see my money until most likely 2013ish.
Maybe never if Actavision doesn't start keeping its fool mouth shut.
Maybe never if Actavision doesn't start keeping its fool mouth shut.
Posted: Sep 29th 2010 11:07PM Zeratul said
@Scuffles
Trying times we live in when a polished, fleshed out, and elaborate single player mode with 20+ hours of content, choices(upgrades as well as some story), and excellent replayability can be included with a free addictive multiplayer mode complete with a huge dedicated community, unlockable bells and whistles like achievements and avatars, and a custom map creating tool promising huge support for highly creative and fun custom game modes is not a "whole game experience" for $60.
Reply
Trying times we live in when a polished, fleshed out, and elaborate single player mode with 20+ hours of content, choices(upgrades as well as some story), and excellent replayability can be included with a free addictive multiplayer mode complete with a huge dedicated community, unlockable bells and whistles like achievements and avatars, and a custom map creating tool promising huge support for highly creative and fun custom game modes is not a "whole game experience" for $60.
Posted: Sep 22nd 2010 10:49AM Anderjak said
... Actually, this is a pretty sober response to these kinds of questions. It's true, though; SC2 didn't need to be any more than SC1, as the core mechanics of SC1 were stellar to begin with. Sure, we could argue about balancing and all that, but it's one of the best RTSs to be released in... well, ever. I love me some massive RTS style games, like Sins of a Solar Empire, but SC works best in its current form: small number of units, not too many elements to micro, focusing purely on a handful of unit types to form strong strategies to wipe out your enemies. It fills its niche well, and for that, I'm thankful Blizzard doesn't forget what made SC1 so popular and (still to this day) an incredibly active game.
Posted: Sep 22nd 2010 11:37AM Alphathon said
I'm glad that Blizzard didn't incorporate said "innovations". The vast majority I've seen have either been some form of dumbing-down (especially in the economy) or extreme scale boost (such as with Supreme Commander). I enjoyed Supreme Commander a lot, but wouldn't have wanted SC2 to have been like that - it wouldn't have been a true sequel to SC1/BW and dumbing it down just seems like a kick in the teeth for the fans (i.e. who the sequel is aimed at). The simplified RTSs have their place, such as bringing new blood in, but they aren't for seasoned players.
Posted: Sep 22nd 2010 12:20PM bm111 said
"I have not seen someone else be successful by removing economy. I have not seen other RTSes be successful by removing micro."
Yes. Thank you. I'm glad there are at least some developers who realize that removing gameplay does not equal good innovation. This goes for any game genre out there. We seem to be drowning in exclusively in titles that contain less and less game, and ever more bullshit.
Yes. Thank you. I'm glad there are at least some developers who realize that removing gameplay does not equal good innovation. This goes for any game genre out there. We seem to be drowning in exclusively in titles that contain less and less game, and ever more bullshit.
Posted: Sep 22nd 2010 1:00PM Dizazter said
'creating games at Blizzard takes years of fighting and yelling rather than coding or creating art -- every little decision is a "a three-week or longer holy war." '
Wow - um it's amazing anything ever gets done over there. Is it like a some twisted exercise in inefficiency?
I really wonder if by the time the "expansions" come out if anyone will really care? I think they'll have to come up with some sort of trophy reward system or something, because by then
Wow - um it's amazing anything ever gets done over there. Is it like a some twisted exercise in inefficiency?
I really wonder if by the time the "expansions" come out if anyone will really care? I think they'll have to come up with some sort of trophy reward system or something, because by then
Posted: Sep 22nd 2010 7:19PM darkinchworm said
@Dizazter Two things are evident here, either:
a) you are completely unfamiliar with Blizzard's popularity in this sector, or
b) you are trolling hardcore
Look at the game's day-one sales figures and the sales for all Blizzard games ever, take a peek at the online community, and then try telling us no one will care. Please, present a compelling argument. I challenge you.
(by the way, there is an achievements system in-game)
Reply
a) you are completely unfamiliar with Blizzard's popularity in this sector, or
b) you are trolling hardcore
Look at the game's day-one sales figures and the sales for all Blizzard games ever, take a peek at the online community, and then try telling us no one will care. Please, present a compelling argument. I challenge you.
(by the way, there is an achievements system in-game)
Posted: Sep 22nd 2010 10:57PM Dizazter said
@darkinchworm
Man, I've never been into trolling, and I've been a fan of Blizzard's since Warcraft 2. I own the game, I'm aware of the "achievements" that are in it, I think they'll need some sort of more elaborate unlockables to get people into the expansions.
Oh I'm sure a sizable amount of people will buy the expansions blindly, I just don't think they'll see typical sales numbers. I think the concept of Blizzard turning a $50 game into a $140 game will not appeal to everyone's budget in this economy. Compelling enough?
But you have to acknowledge how sad it is that Blizzard's own employees proclaim that they have 3 week long holy wars over the tiniest of decisions. Can you imagine if every company operated that way?
Blizzard has done great things, it just really makes me sad to see them mired by this kind of conflict, taking 11 years to release games, and likely using 80% of their focus and resources on the cash cow, Wow, which is now in decline.
Reply
Man, I've never been into trolling, and I've been a fan of Blizzard's since Warcraft 2. I own the game, I'm aware of the "achievements" that are in it, I think they'll need some sort of more elaborate unlockables to get people into the expansions.
Oh I'm sure a sizable amount of people will buy the expansions blindly, I just don't think they'll see typical sales numbers. I think the concept of Blizzard turning a $50 game into a $140 game will not appeal to everyone's budget in this economy. Compelling enough?
But you have to acknowledge how sad it is that Blizzard's own employees proclaim that they have 3 week long holy wars over the tiniest of decisions. Can you imagine if every company operated that way?
Blizzard has done great things, it just really makes me sad to see them mired by this kind of conflict, taking 11 years to release games, and likely using 80% of their focus and resources on the cash cow, Wow, which is now in decline.
Posted: Sep 29th 2010 10:57PM Zeratul said
@Dizazter
I think blizzard has always used this attitude while developing games. Intense arguements are a sign that they care. You don't argue over major decisions for weeks if you're apathetic about your product, your fans, and your community.
And judging by the complete team working on WoW, the complete team working on SC2, and the complete team working on D3, I don't think "80%" of their effort is working on WoW...
Reply
I think blizzard has always used this attitude while developing games. Intense arguements are a sign that they care. You don't argue over major decisions for weeks if you're apathetic about your product, your fans, and your community.
And judging by the complete team working on WoW, the complete team working on SC2, and the complete team working on D3, I don't think "80%" of their effort is working on WoW...
Posted: Sep 22nd 2010 2:04PM ShadowXIII said
"Soon"?
*BLIZZARD*???!!!
You all will go grey first.
*BLIZZARD*???!!!
You all will go grey first.
Posted: Sep 22nd 2010 5:46PM 2late2die said
"I have not seen someone else be successful by removing economy. I have not seen other RTSes be successful by removing micro."
I'm sorry but that's just such elitist BS! Just because others didn't reach your level of success doesn't mean that everything they did was pointless.
I'm really starting to dislike Blizzard. It's like they're afraid of original ideas or something.
I'm sorry but that's just such elitist BS! Just because others didn't reach your level of success doesn't mean that everything they did was pointless.
I'm really starting to dislike Blizzard. It's like they're afraid of original ideas or something.
Posted: Sep 22nd 2010 7:18PM darkinchworm said
Two things are evident here, either:
a) you are completely unfamiliar with Blizzard's popularity in this sector, or
b) you are trolling hardcore
Look at the game's day-one sales figures and the sales for all Blizzard games ever, take a peek at the online community, and then try telling us no one will care. Please, present a compelling argument. I challenge you.
(by the way, there is an achievements system in-game)
a) you are completely unfamiliar with Blizzard's popularity in this sector, or
b) you are trolling hardcore
Look at the game's day-one sales figures and the sales for all Blizzard games ever, take a peek at the online community, and then try telling us no one will care. Please, present a compelling argument. I challenge you.
(by the way, there is an achievements system in-game)
Posted: Sep 22nd 2010 7:19PM darkinchworm said
@darkinchworm misplaced response, nothing to see here, move along.
Reply
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