SC:II Interview Preview

01.01.2009 by SCFreak

In a month otherwise void of StarCraft II news, 1UP has gotten another StarCraft II exclusive, discussing some of the features of the upcoming StarCraft II: Wings of Liberty game with Dustin Browder, lead designer of StarCraft II. It discusses some of the meta-game mechanics for the Zerg Heart of the Swarm and Protoss Legacy of the Void expansions:

1UP: Do you anticipate the production cycle for the StarCraft 2 trilogy to feel like making three separate games, or more like World of WarCraft and its expansions, where the bulk of the work is on the first installment, and subsequent ones are more about iterating and refining rather than inventing?

DB: Well that’s the hope; that a good amount of the hard work of designing gameplay mechanics and systems, as well as the internal tasks of creating tools and protocols to develop all this content, is mostly settled at this point as we get deeper into the creation of the core game. So once we ship the core game of StarCraft 2 and start delving into the expansions, we’ll have a great deal of that infrastructure under our belts and be able to concentrate primarily on content creation for the two expansion sets.

That said, we’re conscious of making sure we are providing new and compelling content for the expansions. The meta-aspects of the Zerg and Protoss campaigns, for example, will work a lot differently than how we’re doing things with the core StarCraft 2 game. It doesn’t make sense for Kerrigan to be flying around in a battlecruiser and picking out mercenary missions for cash, which is what you’ll be doing with Raynor in the core game’s campaign. So we’ll be doing something different with Kerrigan to get her to evolve and grow her Zerg army. Meanwhile, Zeratul’s Protoss campaign may require you to engage in diplomacy with the different Protoss tribes in order to gain access to different units and technologies.