Blizzard's Chris Metzen has talked about how writers working on StarCraft II took into consideration that while the instinct to write a deep, intensive storyline is always strong, they had to consider StarCraft II's existing 'retro' appeal:
Source: VG247
“Story [in games] can get a bit complicated. You don’t wanna clobber people, but you want the right amount and to include some immersion where it feels like there is something going on when you are playing. But at the same time, you don’t wanna drown people, which is one of the lessons we learned with Warcraft III."
“While I am very proud of the game, take five steps back and you see that it was cool, but a little dense. You are playing through these missions linearly and there’s all sorts of story playing out. It was almost too much, to the point where the really cool moments didn’t stand out because there was just so much to take in because I threw everything I could throw at it at the end of the day."
“This time around, I think, that’s why we went with story mode the way we did with StarCraft II. We wanted to see if there was way to kind of go retro with the core gameplay and just make it about the cleverness of the map and not necessarily with giant betrayals or drama playing out in your actual gameplay. To really find a way to take all those thematic and character components and construct a space where they can play out and you can choose to charge that or not.”
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