Jason
chasing a bee
<strong>[ Interview ]</strong>
Blizzardian Dustin Browder <a href="http://www.gamasutra.com/view/feature/5827/starcraft_ii_building_on_the_beta.php" target="_blank">spoke to Gamasutra</a> about the <strong>StarCraft 2</strong> beta.
<blockquote>I'd heard you actually tried to implement a Relic-style cover system, like in Company of Heroes or Dawn of War.
DB: We did actually try a cover system. We tried it frequently, and what it did to our game was prevent a lot of movement from happening on the battlefield. It slowed the game down. Players would move to cover and stop. The other player is like, "Can I get around it? Screw it. I'll just fight." Or, "I'll just build up." The game stagnated.
Our game is about dancing: advance, retreat, advance, using the choke point -- until, "Oh no, the enemy went air, the choke is useless!" It's about give and take. For our game, it was a disaster.
It wasn't a perfect cover system. We never got that far, but the early indications were very poor. A lot of players view RTS as a continuum: RTS was this, and now changes have been made, and now RTS must start from there. We don't view it that way.
We think each game has its own style and flavor. Each game has its own strengths and weaknesses. What works for us would never work for a Dawn of War, and what works for Dawn of War would never work for us. They're different games, and that's the way it should be.
</blockquote><p>Spotted @ <a href="http://www.gamasutra.com/">Gamasutra</a></p>
Blizzardian Dustin Browder <a href="http://www.gamasutra.com/view/feature/5827/starcraft_ii_building_on_the_beta.php" target="_blank">spoke to Gamasutra</a> about the <strong>StarCraft 2</strong> beta.
<blockquote>I'd heard you actually tried to implement a Relic-style cover system, like in Company of Heroes or Dawn of War.
DB: We did actually try a cover system. We tried it frequently, and what it did to our game was prevent a lot of movement from happening on the battlefield. It slowed the game down. Players would move to cover and stop. The other player is like, "Can I get around it? Screw it. I'll just fight." Or, "I'll just build up." The game stagnated.
Our game is about dancing: advance, retreat, advance, using the choke point -- until, "Oh no, the enemy went air, the choke is useless!" It's about give and take. For our game, it was a disaster.
It wasn't a perfect cover system. We never got that far, but the early indications were very poor. A lot of players view RTS as a continuum: RTS was this, and now changes have been made, and now RTS must start from there. We don't view it that way.
We think each game has its own style and flavor. Each game has its own strengths and weaknesses. What works for us would never work for a Dawn of War, and what works for Dawn of War would never work for us. They're different games, and that's the way it should be.
</blockquote><p>Spotted @ <a href="http://www.gamasutra.com/">Gamasutra</a></p>