For sure, I think the energy translates quite a bit to the story-line of the games. To talk about StarCraft in particular, how did that particular story-line get started with you?
Chris Metzen: You know, it's funny. What a lot of people may not know is we were actually – Nick Carpenter and I, the cinematics director, we were developing, for Blizzard, we were the young Turks many years ago. After we had published Warcraft II. Nick and I spun off and were working on a science-fiction concept for a game that was actually more of an action shooter. It involved pretty gnarly stuff like space vampires, kind of clans of them, and this really cool sci-fi setting.
At the same time, a separate development team, or the main development team at the time was developing science-fiction RTS. We had done Warcraft II and now we're interested in trying to do the next RTS outing in science-fiction. And early ideas like ‘well, let's blend them together man, we can do this kind of space-vampire-clan-thing and real-time-strategy.' We talked about that for a while and ultimately, that game fell through and as momentum really started picking up on the science-fiction thing, the group response is like ‘well, let's simplify this, right. People, they understand space-ships. They understand creepy, spidery aliens. They understand psychic brain aliens, right? So let's just cut down to the core motifs that are really classic in science-fiction. That's where we should start.' So we kind of threw away the world concept we were cooking and ultimately StarCraft just kind of took shape over time. It starts with, the way you build a world, it starts with tanks and fighter jets and just cool-looking alien shapes and ultimately that starts growing into a setting. Who's this? Where's that vehicle from? Who pilots this? I think the StarCraft setting really started taking shape at that conceptual level.
It wasn't the story-line, specifically, the linear flow of events, the overthrow of the Confederacy, Kerrigan, Raynor, the Protoss, the destruction of their homeworld. A lot of that stuff wasn't clear from the get-go. We were just making the broadest science-fiction universe we could and trying to make sure it really resonated with people. It was only in constructing the single-player campaign that James and I really started laying out the broad strokes of how the universe would unfold and what this moment in time was really defined by: the Confederate fall and ultimately the invasion of Aiur. So it's funny, little ideas that weren't there from the beginning: the whole character of Kerrigan didn't really exist until the middle of our construction of that first campaign. We knew we had Ghosts and the joke was – I don't know if this is common knowledge but I think it was Command and Conquer that had a character named Tanya, back in the day. She was kind of like an assassin, a badass. And we just had this conversation one day using a Ghost character on a map, like ‘ha ha, how funny', the whole ice-skater debacle was going on with Tonya Harding and Nancy Kerrigan. ‘Haha, how funny, we'll make our super assassin named Kerrigan on this one map.' And it was a total throw-away character but as we started discussing it and really getting in to this character, we kept coming back to her; she had a lot of gravity. It really created a cool, kind of triangle of tension between Mensk and Raynor and this emergent Kerrigan character.
Ultimately, it was pretty late in the game when we decided that she would be betrayed and become the Queen of Blades. The Queen of Blades was never an original concept; it really came about just at that, kind of in the final stretch of that campaign. Just another testament to the fact that what we publish and what people really cling to isn't necessarily always defined from the beginning. You would think, looking at StarCraft, that that was one of the core concepts but actually it was kind of tacked in later. I think that's where we're strong as story-tellers; when you pop ideas like that in the middle of your plan, we tend to be able to jump on those ideas and weave them into the core plot and really make them feel like they've been there from the beginning. That's kind of the trick to it: can we flex fast enough with emergent ideas and really make them feel contiguous?