“We’re not trying to be innovative. We’re not trying to change for change’s sake. We’re just trying to make quality, and we definitely felt there were some things in the previous game that were high quality, that we weren’t super confident we could do much better.
“I don’t have a lot of enthusiasm to make Siege Tank 2.0. Siege Tank is good."
“It’s much the same for the guys who make Civilization or Team Fortress 2. They’re making iterative changes to a quality product to do something really, really great.”
“Our game is about dancing: advance, retreat, advance, using the choke points — until, ‘Oh no! The enemy went air, the choke is useless!’ It’s about give and take. For our game, [cover] was a disaster."
“We think each game has its own style and flavor. Each game has its own strengths and weaknesses. What works for us would never work for a Dawn of War, and what works for Dawn of War would never work for us. They’re different games, and that’s how it should be.”
“For the guys who say, ‘I just need something new,’ we’ve created a whole solo play experience which we feel really scratches that itch. It’s a brand-new experience."
“We have a very high-quality version of a non-linear experience in an RTS game, and we think that’s an area where players who are bored of [traditional] RTS will have a lot of fun.”
Monday, 26 April 2010
Dangerous words, but true and with a point from StarCraft II designer Dustin Browder who has stated the developer isn't trying to be innovative with StarCraft II. The game or rather developer has received criticism for not improving on the game's looks much, since the original 1998 version. Browder believes if it isn't broken, don't fix it: