Karune:
Pretty awesome. To start off, our first question. How challenging is it to develop and manage the lore behind three very distinct franchises: Warcraft, StarCraft, and Diablo? Do you find it jarring when you switch between them or does the variety encourage creativity as you change gears from one to another?
On StarCraft, it's definitely taken that turn as well. I'm still very involved at the scripting level, at the story-telling level – figuring out how the game moves forward and how it interacts with the cinematics and the whole ultimate linear progression, how that takes shape. But we've got a really amazing team these days, it's absolutely not just a one-man show.
Karune:
I think it must have been really crazy, especially working with all the different teams and all the different franchises. How do you think it has been to switch gears between the two or to really…working with each different team, your schedule must be crazy every day.
Karune:
Do you find those ups and downs kind of influencing each other as far as inspiration?
Karune:
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?
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?
Karune:
Yeah, that stories kind of evolve into it rather than set things that you try to throw in. That's really awesome. I think that's different than how some other companies might handle it.
Karune:
So what do you think about the StarCraft II story coming many years now after you developed the StarCraft original story? What has kind of been the popping elements to get that back to the story?
With the Sin War as well, while we didn't want to get into ‘time-travel' or ‘character reliving history in his head' – it's more of a straight look at
ancient events – I think I may be roasted for this, it happened about a thousand years before Diablo I, and really, the Sin War trilogy was meant to take a
snapshot of the Diablo world as it was and really show you the events and characters that set in motion everything that plays out in the present day.
Nethaera:
Where does Magtheridon's Lair fit within the progression of boss encounters in Outland? We know that when you first enter into Hellfire Peninsula, that's the first thing that everybody sees when they go into Outland. So, where exactly will this fit?
Nethaera:
We've seen a little bit of evolution in this encounter and I wanted to discuss that with you a little bit before we delved into the changes that are in the Sunwell Plateau patch. In the Black Temple patch, we saw quite a few changes to the encounter which included easing up on the difficulty of the encounter with adjustments to damage output of Hellfire Warders, Hellfire Channelers, and the Burning Abyssals, as well as some loot table adjustments. Could you explain a little bit more about the design philosophy behind the changes at the time?
Nethaera:
As part of this evolution, we're making further changes in the patch to entice players back into this encounter and better allow players to experience facing down this infamous pit lord. Rather than just listing out the changes, I'd like to go through the encounter phase by phase to discuss how they are being changed with the patch.
Bornakk:
The question we have for you today is a bit of a two-parter. What planet is seen at the bottom of the page at starcraft2.com and what is happening at the planet's surface at the red dot? People are referring to it as ‘the explosion.'
The actual reason there's a little dot there goes back even further. Goes back to our career announcement. The world that you're actually seeing there is the same sort of brown ringed world that we saw in the announcement behind the space platform. As part of a test during that, some of our artists wanted to do plasma bombardments, little explosions going off all over the world all the time. So, when the guys in the Community Team got hold of this piece of art, they reshaded it into the green world you now see. But as part of that process, one of the little explosions carried over into the new image that you now see.
Bornakk:
Doing good. So, we have a couple of questions for you today. The first is, regarding Retribution Paladins, we've made some recent changes to the class that were very nice and they're wondering if we're going to update the Seal or the Judgement of Command with the new model that we were following.
Bornakk:
Awesome.