As always, StarCraft 2 Battle Report is followed by a series of interviews, the fourth installment of David Kim's victorious StarCraft 2 marsh is no exception.
Gamasutra just released a rather large interview with Dustin Browder, suprisingly they were bold enough to ask what some might consider uncomfortable questions, by that of course we mean Dustin's employment at EA and his work with Command and Conquer series. Anyway, here's a taste of the interview:
Dustin Browder: It's just really tough. We have to make these calls on a daily basis. There were for a long time, and there's still a little bit of it, big debates on the team as to what is enough and what is not enough. What is too much?
We just walked the line, and we look at stuff that we sort of feel is core to the experience: "This is a defining element of the Zerg. We have to have the creep. It's defining." Or, "Siege tanks are a defining element for the Terrans." Then we look at elements where we'll say, "This was fun. We love these things. The fans have obviously been using them. Vultures and spider mines are huge -- but they're not defining elements. You could live without them. I can imagine the Terran army without these things."
So it's a combination of conceptual elements and mechanics. Where we think we can do better, we'll try do better. Stuff that we feel conceptually is not necessary, we'll remove. We've always felt that solo play and Battle.net were the areas where we could really do some stuff that was crazy, that was new and really interesting. And multiplayer really needed to harken to the game's legacy, while at the same time creating enough strategies so you don't think, "Well, I've played this game for ten years, guys. What are you giving me here?"
We want to have enough that it's still fresh. I think we're walking the line pretty well right now.”
Follow the link below or click on Dustin Browder's picture to read the full version.

Links
- Interview with Dustin Browder



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