Latest / GameStar Podcast / So habt ihr StarCraft noch nie gesehen! – BlizzCon-Interview (Englisch)
Transcript
- 0:11Danke für die Zeit. Vielleicht können.
- 0:15Sie sich vorstellen und was ist Ihr Rolle in diesem neuen Spiel?
- 0:22Mein Name ist Annelie Hartling. Ich bin der Associate Manager von Development
- 0:27Operations auf dem Projekt.
- 0:30Und mein Name ist Dan Hay und ich bin der General Manager von StarCraft und
- 0:33der Creative Director auf dem Projekt. Das ist cool.
- 0:37All right, so wir haben nicht gehört viel über die Game yet.
- 0:42So das ist going to be interessant, wie viel ihr euch tatsächlich erzählt uns über das Game.
- 0:48Aber ja, mein erstes Frage ist, kann man ein bisschen Elaborate über was wir
- 0:55in diesem Game, Gameplay-wise, since all we know right now is it's an open-world shooter.
- 1:00Yeah, I think what we can talk about is just this idea that we want you to go
- 1:06out into the open world and we want you to be able to explore.
- 1:09So what that speaks to is the idea of, of course, we're going to have missions
- 1:13and of course we're going to have an earnest story and cool moments and put those all together.
- 1:18We also want you to be able to go into the open world and just sort of follow
- 1:20your nose, just explore.
- 1:22So we send you out into the world and you can explore, but as you look out there,
- 1:25you can start to realize, wait a minute, there's something that I can't describe
- 1:29right now yet to give it away, but there's something out there that I find interesting.
- 1:33And I go and I discover moments or I discover interactions with factions or those types of things.
- 1:39And I have those. And then what we want to be able to do is make sure that when
- 1:42you have those interactions, that there are disruptions.
- 1:45And this idea that as you step out into the world, the world pushes back in
- 1:49a way you're not exactly expecting.
- 1:51So, on the specificity of what you're doing, we look to the teaser to show you,
- 1:57it's most likely that you're a young Marine, it's most likely that you've got
- 2:00some armor, it's most likely that you've got this idea that you could conquer worlds.
- 2:04I love that you're saying it's most likely, so you're the guy I'm making.
- 2:08Yeah, well, I have to be careful, right? I have to be careful of the things I say.
- 2:11And so, we send you out, and I think, you know, Anneli talks about this a lot
- 2:14about the barracks, right? Tell us a little bit about the barracks. Yeah, the barracks.
- 2:19Coming from the StarCraft, you know, the universe of StarCraft,
- 2:23you've seen it from a completely different angle.
- 2:25You've seen it, you know, Ariel over, you know, looking over it and to see the
- 2:30barracks in action from the nostalgia of plane,
- 2:35in the StarCraft universe and to have it coming in and in its full,
- 2:39absolute glory, landing the power of that.
- 2:44Just that moment itself with a one tiny moment is impactful.
- 2:50You think it could be a little bit like it was with WoW back in the day because
- 2:53then you played the strategy games and you also stepped into Azeroth and you
- 2:57suddenly had this big, huge world and now it's going to be maybe a little like
- 3:02that for the StarCraft players.
- 3:03That's an interesting comparable when you think about making that sort of shift.
- 3:07I think WoW did it really, really well and I think that we aim to give you that
- 3:12same feeling of being able to go out and into the world.
- 3:15Yeah. And then build these moments, right? Build these things that you've been
- 3:17thinking about and wanting to discover. The thing is, it's got to feel authentic. Yeah.
- 3:23I think WoW did a great job of that. And we have to be thinking about,
- 3:26okay, how do we make it authentic? What are the hallmarks of StarCraft? It's a frontier.
- 3:32It's pretty lawless, right? It's pretty scary, pretty dangerous.
- 3:37And there are factions and they don't agree on anything.
- 3:41They fight each other. They fight each other with different weaponry,
- 3:43they fight each other with different tactics, they fight each other with different
- 3:46dogma that they believe in.
- 3:48And so if we provide an open world imperative like that and give you some choice
- 3:53as you go out into it and also provide a robust story that gives you faction
- 3:57play, I think that gets pretty spicy.
- 4:00Ja, ich meine, das Open-World-Aspekt und das Kombination mit der Space-Game,
- 4:06ich meine, das hat immer schon ein bisschen schwierig, zu sagen,
- 4:09weil, kann man ein bisschen auf die Scale des Spiel?
- 4:13Wie ist das eine eine-planet-Sache? Wie ist das vielleicht ein bisschen mit
- 4:21den Open-World-Aspekt? Oder wie es das alles zusammenhängen ist?
- 4:25Annelie weiß, dass ich will, diese Frage. Und Annelie weiß, dass ich nicht answer,
- 4:29diese Frage. So here's what I'll say is, you know that we want to be generous
- 4:33with the player and you know that we want, if the player wants to go somewhere,
- 4:36we want them to be able to do that.
- 4:38And that's what we want as players. We love that idea.
- 4:40We also want to make sure that it feels intimate. One of the things that a great
- 4:43value of bringing you down to boots on the ground is that there's moments where
- 4:47you're going to have to fight for your life and it's you against somebody or something else.
- 4:53And it feels like it's like you can almost smell it. It's right there and put you in that moment.
- 4:57So in terms of its scope and its gravitas, we need to have small intimate moments.
- 5:02We need to have moments of loss. We need to have moments of camaraderie.
- 5:05Then we got to have the big moments. We got to have moments where you're in
- 5:08full battle mode, where you are...
- 5:11How do I describe this without using larger words? I think the teaser probably
- 5:15did a very good job of showing you the very tip of the iceberg of that today.
- 5:21The character lands, they're being deployed, they come out of the barracks,
- 5:25and the door opens and you hear a huge sound.
- 5:29And the overlords are coming in and the Zerg are in the distance and you can see them coming across.
- 5:33And in the distance beyond that, you can see a little bit of architecture that
- 5:36nobody's picked up on yet, which is interesting.
- 5:39And you can feel the breadth of the scope of that standoff moment just imagine that en masse.
- 5:46What I was also wondering since with your previous game you have always sort
- 5:51of like you've been sort of like the creator of an archetype of an open world game that has been,
- 5:59influenced so many open world games and probably even what we think is an open
- 6:03world game at this time has your perspective changed What do you think,
- 6:10the next generation of open world games can do better or different than the
- 6:17sort of formula we've been having for so many years now?
- 6:22I think the first thing I would say about that is it wasn't just me.
- 6:25I can't take credit. It's super important. There are so many smart people who
- 6:29came up with that and I got lucky enough to be one part of that.
- 6:33And I want to pay reverence to that. But when I think about the nature of a
- 6:36formula or I think about the nature of, um, the idea of how you make that open
- 6:41world game, there's tons of opportunities.
- 6:44I think just with faction play alone.
- 6:48Just with that, you have this wonderful opportunity in an open-world game.
- 6:52We haven't seen a ton of that. We haven't seen that the enemy of my enemy is
- 6:56a tool to be used against that enemy.
- 6:58We haven't seen that interplay. We haven't seen the idea that it's asymmetrical.
- 7:03What's cool about when you're playing open-world games is a lot of the times
- 7:06you're fighting another enemy that's a lot like you.
- 7:10What happens when they aren't? What happens if you can't reason with them?
- 7:13What happens if they don't have Gauss rifles, but what they have is talons and
- 7:17venom? Und sie wollen sie schocken wie ein Oyster.
- 7:20Was passiert wenn du jemanden mit einem Partikel-Webens? Das ist nicht mehr so viel zu reden.
- 7:25Was passiert wenn du diese Asymmetrical-Player und du hast einen Weg zu finden,
- 7:29dass das Ding, das Ding, das Ding, so dass du sie kann, weil wenn du es auf
- 7:32deinem eigenen, du wirst du es nicht. Das ist wo Dinge geteinander.
- 7:36Es ist ein bisschen mehr so ein survivaler approach zu Dinge,
- 7:41wie wir sehen mit Metro-Series, für den Beispiel.
- 7:44Ich denke, wenn du über Survival-Games hast, A lot of times people think about
- 7:48survival games where it's super punitive sometimes and you got to go out and
- 7:52fight for every single little thing.
- 7:54I think there will be elements of that. But I think what's important is we also
- 7:59have to make the world feel generous.
- 8:01It has to feel both beautiful and enticing, but also dangerous.
- 8:05So I think you got to be able to go out and feel like it's a bit like walking
- 8:09into a big box store filled with really dangerous enemies who are trying to kill you.
- 8:15Da muss man sich auf die das du kannst und du kannst, okay, was kann ich das
- 8:19tun? Wie kann ich das tun? Wie kann ich das so dass mein Armour und die ich care about ist, dass ich,
- 8:26Und noch einen Towers zu bauen?
- 8:29Great question. Great question. Du bist der erste Person zu fragen. Great question.
- 8:38Und ich werde nur smile. Okay. Das ist gut. Ja, okay. So, die Fakten Interaktion
- 8:47mit einem anderen, scheint es zu sein, wird ein sehr dynamischer System.
- 8:52Aber ist es auch noch ein solcher, mehr linearer Main-Story,
- 8:59dass wir dann auch noch ein weitergehen können? Und dann haben wir eine Sidecrests
- 9:01über das? Oder ist die ganze Sache ein sehr dynamices Narrative?
- 9:07Ich denke, wenn du es über das, wir haben es ein paar verschiedene Worte,
- 9:12in terms of wie wir operieren.
- 9:13Aber was wirklich wichtig ist, für die Spieler, die wollen eine Immersive Narrative-Moment
- 9:18haben, sie müssen sie haben es.
- 9:19Und players who wollen be able to have an open world action adventure they have
- 9:22to be able to have it and if you smash those things so that it's one taste all
- 9:26the time and everything is dynamic and disruptive all the time it becomes a bit of a soup,
- 9:34so you got to be careful it's like a piece of music right you got to be able to make it so that.
- 9:38I go and I have a mission and I really really fight to be able to survive that mission,
- 9:43and then after 20 minutes or 30 minutes I take a minute and I like okay I need
- 9:47to go out in the open world I need to get I need to get better,
- 9:49I need to get stronger, I need to be able to find something,
- 9:51I need to go and get help, I need to go and figure out a way to get stronger.
- 9:56So you go out and do that for a time, and if we do our job right,
- 9:59it won't feel like those things feel different, it will feel like they feel...
- 10:05Interconnected. Yeah, they're connected, and they feel like they're complementary. So...
- 10:10We spend the time going back and forth between those two realities and then
- 10:13we also have other realities that I won't talk about too much,
- 10:16which are moments that all of those things come together and form a battle, form danger.
- 10:25It's interesting to me because it really seems like there are some elements
- 10:30in there that you took from Odyssey, of course, the game you worked before.
- 10:35And I know that some of the developers also are working on this game now.
- 10:39And it almost feels like at least some elements are maybe what you were planning there.
- 10:45I think there are a lot of elements that we kind of, you know,
- 10:47we play a lot of games. We think about a lot of games. We love games.
- 10:51And I think the thing for us is like, what's amazing about Blizzard is Blizzard has a very deep bench.
- 10:57It's got an awful lot of talent. And what's good about it is that we've got
- 11:01people who've worked on the original Starcraft. We've got people who have made
- 11:04different types of games.
- 11:06And one of the things you don't want to do is you don't want to make it so that it's one taste, right?
- 11:11We don't want to make it so that, like the Lore Team. Tell them about the Lore Team.
- 11:15Yes, our Lore Team is...
- 11:19We partner closely with them and it's legitimately like having your own library
- 11:27archive of narrative and,
- 11:32rich storytelling where we have what we call jam sessions where we come together,
- 11:39we're talking and Dan likes to say yes and where.
- 11:45You're just vibing and everyone is coming to the table with their different
- 11:49There are different ideas and lore is there as well, leading the way with like,
- 11:55this is the legacy, this is the universe.
- 11:58Oh, that's great. And we could do this. So it's, Dan had mentioned earlier,
- 12:03he used the words, some robust storytelling. And I think that's very conservative.
- 12:10It's, you know, that I, for the Starcraft universe, it is robust,
- 12:14robust and some don't go together in my, in my vocabulary.
- 12:19Aber ich denke, mit dem LORE-Team und der Genie, das wir jetzt haben auf dem
- 12:26Team haben, all das combined ist, dass das absolut robust wird.
- 12:31Also, auf dem LORE-Team ist, kannst du uns ein bisschen über die Spiel ist,
- 12:37in der StarCraft-Universität?
- 12:41Es ist ein bisschen passiert, aber ist es ein ganzes Zeitpunkt?
- 12:47Might we even see some characters that we already know from the strategy games?
- 12:53Anything you can tell us on that? Yes, it does take place in the Korporlu sector,
- 12:5870 years after the events of the Legacy of the Void.
- 13:03So there's some roadway for us to play with there. And...
- 13:10Es gibt uns Raum zu grow und expandieren, aber wir sind noch nicht mehr,
- 13:18wenn wir uns wieder zurückkehren.
- 13:21Wenn wir uns wiederholfen oder reintrodufen oder reintrodufen,
- 13:26ist es noch genug Zeit in da, dass es nicht komplett aus der Ordnung ist,
- 13:32oder aus der Clear Blue, wenn jemand zurückkehlt.
- 13:3570 Jahre ist eine gute Zeit.
- 13:38Es ist eine gute Zeit. Es ist eine gute Zeit, aber es ist nicht so lange.
- 13:41Ich liebe die Lange der Reference. Es ist gut.
- 13:46Es ist reverenz und Reference in terms von wie wir denken über das.
- 13:49Die Lore Team, die Annelie ist über, sehr smarte Leute haben,
- 13:53sie haben alle Bücher, sie kennen alle, wie Sie die Wikipedia- Ja,
- 13:58die Wikipedia- Und sie sind wirklich unglaublich.
- 14:01Und was gut ist, ist manchmal, wenn du mit einem IP und es ist,
- 14:05No, you can't do that, you can't do that, you can't do that, you can't do that.
- 14:08And you need to fill up this TPS report in triplicate, and you're like.
- 14:12Okay, this isn't like that. This is like, hey, we have a cool idea.
- 14:16And has this ever been done before? Like, yes, it was done here.
- 14:18This is what they use. This is super cool. This is the character you could use. And you're like, okay.
- 14:22And if we did this, oh no, try this. And you're like, okay, great.
- 14:25And then to Annalise's point, what the 70 years-ish window gives us is it gives
- 14:30us the ability to make it so that we have real estate to be able to make our own story,
- 14:36and make sure that it is still canon, that it's still like something that is
- 14:40going to be true und es geht nicht auf die Dinge, die vorherrungen sind.
- 14:43Aber wenn wir eine Leverage-A-Charakter haben, wenn wir etwas von der Vergangenheit
- 14:46haben, wenn wir etwas von der Vergangenheit haben, wenn wir etwas super cool
- 14:48haben, wir haben einfach über die Lore-Team und sagen, was du denkst?
- 14:52Und sie sind, okay, das, das, das und das ist. Was du denkst?
- 14:53Und wir sind, okay, wir sind. Ist die Lore-Team, sind die Leute,
- 14:56die haben gearbeitet, auf die Strategie-Games?
- 15:00Wir haben viele Leute, die auf die Strategie-Games haben, auf unsere Team.
- 15:03So, wie ich gesagt habe, Blizzard hat eine Deep-Bench. Wir haben viele Leute,
- 15:07die kann kommen. Und die andere Sache ist, ist es hat eine Discerne-Palette.
- 15:10So, if we have a thing where we're like, oh, this is really,
- 15:13really cool, and somebody plays it and goes, that's cool, but to be a little
- 15:19bit more authentic, you might want to think about this.
- 15:21And you go, oh, that we hadn't concerned. And this is how the science works in this space.
- 15:28And that's the other thing you want, is you want to make sure that things feel
- 15:30logical. You want to be able to step into the world.
- 15:33And we all have those games where we get into where you've got to open a door
- 15:36and it doesn't open the way you think. oder wo die Fahrer ist,
- 15:38wo es nicht funktioniert.
- 15:41Es erodes Ihre confidence in den Spiel, wenn du nicht die Möglichkeit hast,
- 15:45zu picken ein Ding und benutzen es wie man erwartet.
- 15:48Und was gut ist, dass StarCraft fühlt sich sehr familiar zu heute.
- 15:54A lot of die Themen, die in unserem Leben gehen, da ist ein Angst,
- 15:58wenn wir uns ansehen, wie wir uns über die Leute sprechen und sprechen, nicht alle alle agree.
- 16:05You could almost argue that, you know, people fighting over resources and the
- 16:09feeling of almost factions.
- 16:12And you go, change oil and different things to minerals and Vespine gas and
- 16:19change factions. And all of a sudden it feels very topical.
- 16:22Yes, I mean, many fantasy games also are based on this idea of different races,
- 16:30different factions. Right.
- 16:33Just to make sure, since you haven't specifically said it, but this is going
- 16:38to be all single player? Is it going to have a multiplayer component to it?
- 16:43Are you even speaking? So we're kind of staying close to the chest on that one for now.
- 16:49Our focus right now is making sure that the story and that the sanctity of the
- 16:54single player adventure is great.
- 16:56And so that's our focus is on making a contained story with a beginning and
- 17:00a middle and end. und mit einem Charakter.
- 17:03Ein Named Charakter, das wir können haben, hat eine Voice. Du kannst noch wählen,
- 17:08in der Art von der Art, wie du willst, aber von der Art, die du bist,
- 17:13wir wollen, dass es so gut ist, dass es so gut ist, die Charakter hat eine Opinion,
- 17:16hat eine Voice und hat eine Thoughts.
- 17:19Okay, aber ist es Dialog-Choices? Oder ist die Dialog-Fix? Und du kannst deine Customization?
- 17:26Ich denke, es ist mehr über die Geschichte, dass wir die Story das wir wollen.
- 17:30Und so, wir werden dich durch das, wir werden uns auf verschiedene adventures
- 17:33und was nicht in terms of das. So, wir sind wirklich auf die Geschichte. Okay.
- 17:40Wie weit weit sind wir in der,
- 17:43Entwicklung? Du kannst nicht sagen, wie genau, aber wie du startest.
- 17:49Without giving dir zu viel, wie wir begonnen haben, was ich kann sagen, ist,
- 17:53Wenn ich das Spiel in meinem Kopf habe, und was ich meine, was ich habe,
- 17:57ich kann es für ein paar Jahre spielen. Correct. Es ist,
- 18:06nicht Vaporware, es ist nicht so, wie wir wissen, was wir machen,
- 18:09wir haben eine Vision für was wir wollen, was wir wollen.
- 18:13The date. The date tells you how focused we are. The date tells you that there's
- 18:17a frame around what we're making.
- 18:19We look at it and we go, hey, let's have a conversation about what we're doing.
- 18:21This is great. This is really cool. I'm like, okay, can we get it done by that? The answer's nope.
- 18:25Okay, so let's focus on what we can get done. Let's focus on what can be great for the players.
- 18:31And so for us, we are very focused on hitting that date.
- 18:34Sehr deliberate in our focus and passion about the date.
- 18:38I don't know. It was like, I mean, Blizzard is known for announcing games very
- 18:42early and saying like, okay, it's coming out in a few years,
- 18:46but this is for sure. This is a few years.
- 18:51I know, it's just a few years, yeah.
- 18:53But it'll be, I mean, it was quite an impact. Yeah, we're working hard.
- 18:58We've got a great team. It was super cool to see the team und sie haben hier gearbeitet.
- 19:04Und sie haben hier gearbeitet. Und jetzt haben sie eine Chance für ihre Familien
- 19:07zu beherentwickeln, zu sehen es.
- 19:09Wir wirklich wollten, dass wir die Spiel Wir haben auch die Gravitas von Blizzcon.
- 19:16Und es hat sich, wie es alle und ihre Familie und einfach die Kraft, die Liebe und die Liebe.
- 19:22Und dann auch, wir haben auch, wir haben, wir haben. Das war ein cool Moment,
- 19:27dass du auch die Team und sie waren Ich glaube, es hat mich wirklich auf den
- 19:33Markt gehalten. Es ist auch so laut.
- 19:34Es hat eine persönliche Geschichte über die Flying back in der Zeit.
- 19:38Es ist eine true Geschichte. Ja. Es ist eine sehr gute Geschichte.
- 19:41Ich kann nicht believe das. Vielen Dank. Das war ein sehr, sehr interessantes
- 19:45Talk. Und wir sind sehr, sehr froh. Wir freuen uns über die Game.
- 19:50Awesome. Anytime du willst, wenn du etwas möchtest. Wir wissen,
- 19:53wenn du es willst. Sounds gut. Vielen Dank. Vielen Dank.