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 StarCraft II Q&A - interview
(hx) 10:31 AM CET - Dec,31 2008
The chaps over at 1UP.com have posted a Q&A with Blizzard's lead designer Dustin Browder, as he talks about StarCraft II, their upcoming RTS game. Browder says that they are trying to make the game fun for both the casual gamer and the hardcore tournament oriented player. That will likely please the folks in South Korea where the original StarCraft turned into a massive pro gaming phenomenon. As previously reported StarCraft II is being designed as a trilogy, with each stand alone release concentrating its single player campaign on one of the game's three factions. The Terrans go up to bat first but the campaigns of the Protoss and Zerg are still in the embryonic stage. Browder states, "The other two campaigns are definitely not in a playable state. We've put by far, the most amount of work into the Terrans -- the other two campaigns are still in planning and concepting, which is where they'll stay until we're done with the core game."
1UP: There was mention of how the campaigns eventually grew too large to be encapsulated in a single title. Now that each race's campaign has more room, can you elaborate on things you could do in a 30 mission Terran campaign that you couldn't do in a 10 mission one?

DB: The primary thing we can do is structure the campaign in a non-linear fashion. Being able to focus on one race for 26 to 30 missions gives us the breathing room to give players meaningful choices as to which parts of the galaxy they want to explore first, and the ability to create side plots. It also gives us the leeway to introduce more characters, more locations, and allow us some room to explore those characters and settings in more depth. Trying to cram all of that into 10 missions at a time didn't seem feasible, and would have negatively impacted our design goals as well as our story presentation.

1UP: Okay, so that's "why" the campaign is longer. Now, StarCraft's classic "10 missions per race" structure is one that most modern RTS campaigns tend to stick to. With each campaign now being significantly longer, how will you guys make sure that each campaign doesn't start to feel stale after 12 or so missions?

DB: The key is ensuring that we offer lots of creative and interesting missions. We're not looking to throw 30 skirmish missions at players and call it a day. Each mission we create for the game is getting a lot of care and attention, and we're treating all of them like their own little mini-game. Our technology guys are giving us the tools to do some really cool things with scripting, and we hope players will enjoy the little twists and surprises that we're building into our missions.

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