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On a coincidental note, it's interesting
that EA recently said that with Command &
Conquer 4, they would be doing a lot of the online authentication processes
with single-player that you guys soon after also announced -- really trying to
link the single-player and multiplayer experiences. There definitely has been
an outcry against both Blizzard and EA in response. Do you feel you needed to
reach a certain point historically before you could just say, "Alright,
internet is pervasive enough that we can just do this now"?
DB: I don't know what the thinking is at EA, but I know for us, we've seen the
success of World of Warcraft. We know
people have internet connections. We know a lot of them do. And every PC you
bought for however many years now comes ready to go. And how common is
broadband?
When we shipped the original StarCraft, you were looking at a game where a lot of people were on
dial-up. Not everyone is up on dial-up. We built a game that was functionally
designed to work on your PC, and if you have this piece of equipment and you
know how to make it work, you can then play this other part of the game.
Now, looking at what the PC is today, that's not
how the PC ships. The PC ships today with the internet. It comes with
everything that you need to make that work. That is the machine we're building
for.
That is the platform, so it just makes a lot of sense to us, since that is
the way it's been now for many, many years. We've seen online-only games become
a huge, huge success that it's something we can actually use.
We can actually leverage this now into our design
process and actually do something cool with it, we hope, and have a fully
integrated experience that shows you the news -- "Oh, there's the campaign
right there," "Hey, my friends are on," "Hey, what are my
friends doing?" You can just feel like you're all part of the experience.
Certainly, looking at what other companies have
done, and looking at Xbox Live, which is just a blast to play on, you see
another example there of someone who's fairly successfully integrated the whole
experience in a really positive way. We hope to accomplish that as well.
From another angle, what about pessimism
about the PC platform generally?
DB: Whatever. PC games have been drying for, how long now? Shouldn't it be dead
by now? I mean, it's been on its sickbed for ten years. Give me a break.
Obviously, it's doing fine. I think that if developers make great games, people
will find them, wherever they are.
We get this every couple of years from the movie
industry. They're like, "Aw, nobody's going to the movies." And I
always think to myself, "Yeah, but you know what? You haven't put out
anything I want to see?" And then they ship, I don't know, The Dark
Knight, and they're like, "Naw, we're having a great year! Who knows why!?"
Well, you made that great movie so we all came. Make great movies, and we'll
come.
So, if people make great games, then they'll show
up. But if people don't make great games, people will wander off. But they'll
always come back if there are great games. It's hard for me to say, though,
being inside Blizzard. Obviously, we're a PC company, and obviously we're very
comfortable with that, and we feel we've had a certain amount of success with
it.
Looking at what we do, I think it's fine. I think
it's a very viable platform. I think it's a very fun platform to play on. I
think there are things about the PC platform that make it superior to other
platforms. It's all about what kind of games people play.
At this point, Blizzard hasn't made a
non-WarCraft game since 2001. It's
now spent longer just releasing WarCraft games
than it did making all the other games for its three main franchises up until
that point. Does that seem odd at all, especially from the perspective of
someone not working on a WarCraft
game?
DB: For me, I don't think it has anything to do with anything. It's just all
about scheduling and resources and what happened. World of Warcraft was not something this company expected to be
this successful by far. They were hoping for a couple hundred thousand
subscribers. That was what had been done in the past -- "If we could equal
those numbers, we'd be fine."
So, I don't think there's any sort of conscious
focus on a particular franchise in that respect. The Diablo III team has been working really hard to get their stuff to
a point where they could present it, and they finally did. It was last year when
they announced and said, "Hey, we've got something to show."
We wish we were shipping by now as opposed to
still working on the game. So, I think it's just that these games are taking
longer to make than we'd like. And the World
of Warcraft team is doing expansions. They've got a strong team. They've
got an established toolset. These guys know what they're doing. I think it
shows in every expansion. They just get better and better and better every
year.
Certainly, we're hoping, as we're developing this
new engine [for StarCraft II], that
once we get to that point, we'll be able to maintain a higher rate of speed
than we have in the past, but I think up until now it's just the way it's
worked out.
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Thank god I'm not liking at all the battle reports. Each one that gets released looks like less strategy and more frenzied micro. Don't know about the single player, and won't know anyway if the "you MUST be in B.Net" stance doesn't change.
It's pretty much mandatory for gaming these days. Even most console games have day one patches.
Interesting article. It would be pretty amazing if blizzard actually managed to start releasing their games faster!
But it's not acceptable to require an internet connection just to play single-player mode.
looking forward to this game - I am sure the population of south korea are as well ;)
They are talking about macro level conceptual stuff, which is important, but yeah, it would be more interesting to see more of what goes into making SC balanced or specifics on resouce management vs. unit management and the like. He talks about what the WANT to do, but don't say anything about what they actually do =(
But I too was disturbed by the oblique generalities offered up instead of directly answering the question regarding forcible linkage of the single-player and multiplayer experiences.
"Certainly, looking at what other companies have done, and looking at Xbox Live, which is just a blast to play on, you see another example there of someone who's fairly successfully integrated the whole experience in a really positive way. We hope to accomplish that as well."
It's hard to read this as anything but a Marketing-driven customer-control tactic. Citing supposed advantages of a "fully-integrated" experience fails to directly explain why someone who would happily pay to play a focused single-player game should be forced to accept an unnecessary online requirement.
"Good for Activision" doesn't imply "good for customers," no matter how it's spun.
Well said. In both this and in the case of MW the marketing spin just hand waves over the fact that there doesn't have to be a trade-off and the two can co-exist. It's perfectly reasonable to have a large integrated online component AND support for playing offline. It would also be perfectly reasonable to have matchmaking AND dedicated servers (and no it wouldn't ruin the community, no dedicated servers is what does that).
Don't forget that you can go to a PC store, buy a powerfull PC and bring it back, but you cannot force your nearest ISP to bring cables or radio towers to near your house. Neither you can force the mountain blocking the sattelite out of the way... And so on.
I am deeply disappointed with Blizzard, I plan to if I ever get Starcraft II (even if I buy a legal copy) to wait for a crack to be released, so I can play without internet, I dislike the idea of not onwing something that I bought, if I have to be online and checked on the blizzard servers to play SP, this mean that I am getting a service, not a product, and I don't want a service. If I wanted I would be playing WoW
Also, I think that forcing multiplayer interaction into a game can become very annoying. Most of the time, I don't care to know that someone else is playing when I play a singleplayer game. I want to delve in it's universe and be immersed, not be reminded repetitively while playing that someone else has completed a certain mission. It can be nice features if it's optional, not if it's forced.
Every Blizzard game is incredible value for money, in terms of dollars per hour or any other measure you can think of. Everyone knows this is going to be a game you buy now (well, buy when Blizzard's bloody well ready ;-) ) and will still be playing in two years.
As for Blizzard basically saying that every PC nowadays comes with an internet connection, that's illogical. Having a PC with internet capabilities is not the same as having a PC AND having an internet connection. Even if that previous statement were true, it is still impractical for them to force users to connect to a remote server for authentication, after registration, just to play an SP game, or even an MP game, where your opponent is on the other side of the room.
Without going into detail analysis, which I don't have time for, What I've read online sounds like they instuted a mishmash of "cool" new features creating a game balance nightmare. Since they announced some of the worse offenders, they can't very well pull the plug. I can see looking at editing the force structure of various sides, to try to find a reasonable gradient of inter-side playability that isn't balanced on a swordblade between "you get pwned" and "pwn everyone else."
From what I saw you CAN play offline, but it will not save your profile.
The critz on these games are crazy but they still all play them.
You won't be able to save in the "cloud" on a remote battle.net server. You can still save your game on your local machine.
s/