Written by Asfastasican |
Friday, 23 July 2010 15:40
News -
StarCraft II
The Blizzard Insider has posted a brief interview with Dustin Browder, lead designer of StarCraft II, regarding his thoughts on his team's balance and design philosophies during the final stages of the balance test. The interview discusses old units returning in the sequel, ideas that didn't work out and methods they used to balance the game.
Blizzard Insider: StarCraft II introduces lots of new units and abilities that build on the gameplay of the original StarCraft. Can you discuss how a few of those ideas came about, and how they changed over the course of the beta test?
Dustin Browder: We’re always looking for ways to make the three races of StarCraft play as differently from one another as possible. One of the core things we’ve been trying to do is make the zerg feel more evil and biological -- like they're trying to get under your skin. One of the abilities we came up with a while ago was to “stun” structures with some kind of zerg slime, so that whenever you’re fighting the zerg, your buildings are often covered in ooze. This ability moved around from unit to unit during the beta test while we worked in other zerg abilities to make enemy units more vulnerable to attack. Disease, infestation, and disgusting biological attacks are all core to the zerg approach to warfare.
Click here to read the whole interview. Source: StarCraft2.com - StarCraft II Beta Retrospective



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