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Interview: Blizzard's Bill Roper on StarCraft Ghost
By: James Mielke; October 3, 2002 12:07PM PDT

With Blizzard's recent surprise announcement of their new StarCraft game for consoles, we decided to have a chat with Blizzard North vice-president Bill Roper about the ins and outs of their upcoming hit, StarCraft: Ghost.

Gamers.com: I'm sure the first thing many StarCraft devotees will want to know is if the game will come to PC? If not, please explain why Ghost is heading specifically to consoles.

Bill Roper: We have always felt that games should be designed with their target platform firmly in mind. The design for StarCraft: Ghost is specifically aimed at the console in many ways - from game play to control scheme to meeting the expectations of console gamers. We have no intentions to bring the title to the PC, just as when we created Warcraft III, it was for the PC and was not brought over to the consoles.

Gamers.com: We've already seen the Protoss, Zerg and Terrans in the game. Will there be new races, or new units within the existing races? We've seen the light infantry marine. Will there be others?

Bill Roper: The StarCraft universe is a rich and detailed place that contains numerous elements that we never were able to fully explore in our real-time strategy titles. One of the exciting aspects of working on this game is that we are going to be able to see this universe form a new, and very personal, perspective. The attention to detail that we will be able to pay to the existing races precludes us from needing to add an additional species into the mix, although we are going to take the opportunity to introduce some new unit types amongst the Terrans, Protoss and Zerg. The Terran Light Marine is a great example of this. We knew that the massive battlefield armor of the Marine would be too cumbersome, expensive and impractical for everyday use to guard the interiors of installations, for example, and so we created a more believable type of soldier to fill out the Terran army. As we continue to build the game, we expect to find more places where new types of units will naturally make sense not only in the way they impact game play, but also in the role they fill within the StarCraft universe.

Gamers.com: Whose idea was it to make a game based on the ghost unit because we'd like to buy them a beer. The idea seems like a no-brainer.

Bill Roper: When the team was thinking about what unit would give them the broadest range of game play possibilities, the Ghost was the only real consideration. It just seemed to be the type of decision that no one person had to make because everyone who heard the idea for the game immediately thought of the Ghost as the right unit to represent. Also, the Ghost unit is really the entire reason the StarCraft universe came together, from a story perspective. The Zerg came in search of the Terrans specifically to absorb their potential Psionic abilities - as displayed by those chosen to enter the Ghost ranks - in order to better combat the Protoss. The Protoss, of course, followed the Zerg and became involved in a three-sided conflict. Kerrigan was the central figure throughout StarCraft and Brood War and, not surprisingly, was a Ghost. The Ghost unit is really the real key to the universe we built and so it seems fitting that it be the focus of this game as well.

Finally, all beer should be sent to Bill Roper, care of Blizzard Entertainment, for proper "disposal".

Gamers.com: What is the biggest challenge of developing for consoles? After all, you can't fix any little problems with patch updates and that sort of thing. Tell us about your approach. Will you have a beta period for fans to try a demo and give feedback?

Bill Roper: Making our games as bug free and "perfect" as possible when the game launches has always been a focus at Blizzard, so although we do not have the luxury of patching, we also do not see this as being a radical shift from our current development process. We strive to make the "out of box" experience rich and rewarding and easy, so we do believe our development methods, which were originally forged in console development, will serve us well as we create games for the new systems. In regards to a beta, it is certainly too early to tell. The feedback we receive about differences in systems and software/hardware compatibility, however, will thankfully be made incredibly easier on this game and so that component of a beta test will be best handled through both the console maker's and our own QA departments.

Gamers.com: Where does Ghost factor into the storyline? Does it fit in-between StarCraft and Brood War? You've mentioned that the game doesn't touch upon the Kerrigan storyline.

Bill Roper: StarCraft Ghost takes place in the aftermath of the Brood War. It is a time of reconstruction for the Terran Dominion, so while people like Arcturus Mengsk, Jim Raynor and Kerrigan are still roaming the galaxy, they are not the focus of this story. The events that transpire in Ghost follow the cataclysm of Brood War, although they would still be considered recent history.

Gamers.com: How are the missions broken down? Like huge missions with mini-objectives within each one, a la Halo?

Bill Roper: Although we have not defined the exact layout of every mission, our intention is to break the story into big episodes, with each episode containing numerous missions. The missions, in turn, will have both main objectives and optional objectives that work to advance both Nova's development and the storyline.

Gamers.com: Will the game have any online or multiplayer elements?

Bill Roper: Much of our reputation as a company has been built on our love and support of the multiplayer experience. Even when we where making games for the SNES, we made sure to have a way for 2 or more players to share in the fun. This is a tradition we fostered and greatly expanded upon with our PC titles and Battle.net, and so in the case of StarCraft: Ghost, we plan to have some sort of multiplayer support. We have not, however, made any specific determination as to what this will be as we are having to balance the abilities and requirements of 3 different gaming consoles, are continuing to examine the install base and acceptance of inline gaming in the console market, and are still coming up with how we want the multiplayer game to play.

Gamers.com: Did StarCraft 64 do anything to expand the StarCraft audience?

Bill Roper: This is somewhat of an unknown in regards to audience since we had no way of telling if someone who bought StarCraft 64 also owned the PC version or not. We did take the opportunity to expand the universe some by adding a multiplayer mission that explored the background of the Protoss and Zerg, as well as delving deeper into the issues of "Hybrids", such as Kerrigan.

Gamers.com: Are you doing some fancy new CG movies and will movies occur after every major chapter, like they do in StarCraft, WarCraft III and Diablo II?

Bill Roper: There will be a mix of both in-game and full-blown cinematic sequences throughout the game, although we have not set a total number or length for the cinematic work. We are trying to get as much in as possible, but those guys are amazingly busy! We know that these movies have become a favorite with fans of the games, and so we want to get as much in as makes sense.

Gamers.com: Does Nova need to upgrade her abilities, like any ghost would in the PC games, or does she come with an advanced set of skills, like optic upgrade or the ability to turn on the cloaking?

Bill Roper: Nova will start out with a good range of skills, but she will get upgrades during the course of the game. We wanted to tie in the advancement of the character with her successes in the game, so she will also be able to earn specific upgrades or weaponry at times, based on her performance. We want her character to grow as the game progresses while at the same time starting her out as a real hero.

Article from Gamers.com

  
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