Joystiq: Blizzard's Dustin Browder talks StarCraft 2

 Joystiq: Blizzard's Dustin Browder talks StarCraft 2
Dustin Browder isn't just the lead designer on Blizzard's StarCraft 2: Wings of Liberty -- he's also in the game! Well, sort of. According to a Blizzard spokesperson, "There are a few examples of Blizzard employees making it into the game. The portrait of the Vulture pilot was based on the likeness of Jason Huck, a level designer. Brian Sousa, a senior 3D artist was the inspiration for the regular Goliath pilot. A running joke amongst the team is that Brian and Dustin look similar enough to be brothers – so the extension of that joke was to make the mercenary goliath pilot (Spartan Company) look like Dustin."

So there you have it. If you want your face in a multimillion dollar game, just get a job working on it. Easy enough, right? We talked to Dustin about StarCraft 2 last year, and this time he gives us more details about the development of this eagerly awaited title, and not just his vanity unit portrait. He discusses multiplayer plans, balancing, Blizzard's hardcore fans, and more, just beyond the break.

Joystiq: You were saying that the way Korea plays Zerg is completely different than the way we play it here. Why is that?

Dustin Browder: There's really no way to know. It could be a variety of factors. It could be a skill level difference between the regions. In that particular case, that wouldn't be a huge surprise considering the enthusiasm with which that community plays StarCraft in particular, let alone real time strategy games. More likely, it's just a change in the macro game. Like they just are playing with slightly different unit mixes than we're used to playing and the counters do exist, but they're just not getting used in the same way. But we don't know. We don't know. We're just going to have to wait and see how it all shakes out. When I was talking about this with Rob Pardo the other day, he says, "Oh, you won't know if that game's balanced for a year." That doesn't make sense to me. We certainly saw this, throughout Brood War and beyond, that the game would change frequently in the hands of the users. 

That's why it's so important for us to keep up with them and be making patches, not only through the beta process, getting it as tight as we can during the beta, but also after we launch, maintaining contact with them, maintaining contact with the product and making sure we know what's going on out there, that we're playing as well, we can see what's happening and be able to make and react to changes as they're required as we go forward. We've been sometimes successful in the past, sometimes not as successful. It's something we obviously want to maintain and keep going with. You certainly see that WoW is keeping up, I think, with pretty frequent content updates and we'd like to do the same thing with StarCraft 2. It's one of the reasons we're excited about the three products as well. It sort of keeps us in the same space with fans for a longer period of time. 

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