Heart of the Swarm Preview
by GHOSTCLAW and Lovedrop
After receiving our invitation roughly a month ago, GHOSTCLAW and I were lucky enough to grab the two spots available to us. Seeing how GHOSTCLAW had a test that very same morning, I made my way over first and he joined me shortly after. As the majority of the website representatives arrived around 9:30, NDAs were distributed and signed as we slowly walked uniformly into the small theater to our left. Bob Colayco, the PR representative, handed us over to Dustin Browder, who began to explain what is in store for us today.
The trailer was shown. The build that we are able to test today is experimental, and takes place “four to six” missions in from the HOTS campaign. Backdrop stories on how the story accumulated to this point remains unknown, but it is a fact that Kerrigan is slowly retaining her Zerg powers after being carried off by Jim Raynor at the end of Wings of Liberty. The two missions that are available for us are centered around Kerrigan’s attempt to rebuild the Swarm, as various brood mothers are attempting to takeover due to Kerrigan’s brief absence. Unlike Raynor’s minimal involvement in WoL, Kerrigan will play a much more active role in the campaign. A direct comparison between the two would be that while Raynor, at best with all of his forces and artifacts, can give Mengsk a bad day, Kerrigan can potentially hold a third of the power of the Koprolu Sector and destroy planets at ease.
The setting outside of missions is “aboard” the Leviathan. WoL shuffles your attention between various rooms of the Hyperion, but in HotS, the background updates automatically as you visit various planets.
Mouseover to Preview
Your main screen will include interactions with two new characters: Abathur, the master of evolution and Izsha, your main advisor. Clicking on Kerrigan will bring up a customizable screen for her battle focus, and the Mission button is self-explanatory. Again, this is all a work in progress, as even the voices for some characters are mere placeholders, taken from the Diablo 3 department.
While there are some similarities, HotS should “feel” different than WoL. Choices and decisions hinges on various point of views, (i.e saving colonists vs. infesting them), and HotS puts extra emphasis on displaying the hostility towards Kerrigan. In order to get the feeling across, your enemies will consist of surely P/T forces, and even Zerg factions within the swarm. With that said, we exit the auditorium and make our way to the third floor. As we picked a computer and sat down, we were greeted with two mission choices: the fiery planet Char or the frozen wastes of Kaldir. There is no specific order to complete these missions (only difference is which new unit you are able to produce), and seeing as WoL left off in the ashes of Char, that is where we’ll jump in first.
Liberate the Zerg Homeworld
As you decide to travel to Char, several missions are visible on the side to further explain your objective on this planet. For this build, only the first mission of each world is available for the press. Arriving at the home screen, players begin their mission. Just as in WoL, a cinematic conversation precedes the actual mission. Whichever mission you decide to start with will not alter Kerrigan’s interaction with the NPCs.
Abathur begins by first introducing himself, and his role as an expert in the field of Zerg mutation aboard the Leviathan. His ability to weave genetic traits into Zerg units created stronger units for Kerrigan. Kerrigan had asked if she was the one who created him, but Abathur denies this claim, stating that it was the overmind, and it was Kerrigan who found him deep inside Char after the overmind had died. Abathur firmly believes that without the leadership of the Queen, the Zerg’s chances of survival are bleak.
Talking to Izsha next will give testers a glimpse of what has happened so far. A brood mother by the name of Za’gara has refused to acknowledge Kerrigan’s presence and denies her the title ‘Queen of Blades’. Defeating Za’gara will help in your quest to regain control of the swarm. For a brief moment, Kerrigan tries her best to recover her lost memories from times before, but they were not pleasant memories. Izsha praised Kerrigan’s abilities to lead, and described her as the fit leader of the Zerg. However, Izsha clearly reminds Kerrigan that she is simply willing to serve whoever is stronger. Kerrigan looks less than flustered.
Given Kerrigan and 4 zerglings, you are to recover 100 eggs scattered across the map in order to utilize the birthing pond to create an army quicker and overrun Za’gara. At the same time, it is important to stop Za’gara from achieving the same task. Meanwhile, a bonus objective includes finding 6 baneling eggs. These eggs hatch additional banelings for your command, and finding all 6 will increase Kerrigan’s infestation level by 6 (more on this in Battle Focus).
Banelings are the new unit introduced in this mission, and they are essential in clearing out Za’gara bodyguard hydralisks, and their extra damage to building. (As you clear out your first pack of zerglings, Kerrigan reminisces on the effectiveness of banelings against zerglings as well.) The medium sized map makes traveling around the paths of the map simple, and as your main is located at the 6 o’clock position, a natural can be expanded to the right of your main. Every time you run into and defeat Za’gara, she burrows and is gone from her Easter egg hunt for 2 minutes, giving you more time to macro up. Vice versa, if Kerrigan dies, she is incapacitated for (less than) 2 minutes, but is able to respawn almost anywhere on the map.
At various points in the game, Za’gara will send waves of Zerg units to attack your main base. Thankfully, normal difficulty means that everyone can ignore this nuisance and indulge in how many banelings they can get. The last wave might pose some trouble if you’re unprepared, but in general, they are defendable with just spine crawlers and minimal troops.
Once you’ve reached your goal of 100 eggs, Kerrigan commands Abathur to inject the catalyst and hatch the eggs, giving you access to 144 (yes 144, I counted) banelings on top of your existing food supply to run over Za’gara’s base at the northeast. Needless to say, it is a trivial task and it seems like the act of running your banelings into static objects is a personal request by Artosis. Kerrigan commands the Zerg to execute Za’gara, but holds back as she listened to Za’gara’s last words. Pleading her loyalty, Kerrigan spares Za’gara’s life and the mission concludes.
Reclaim the Na’fash Brood
Upon landing via a Zerg drop pod, players immediately notice a terrain that has gone missing for a longtime: snow. As Kerrigan crosses the first bridge with zerglings, she encounters the first hostile force on this mission: the feral yetis. Yetis are known for their ability to survive in the cold, and as Kerrigan kills the first Yeti, Abathur informs you of the first mechanic of the stage: Flash Freeze. Flash freeze occurs in intervals and completely disables your unit. Abathur advices you to collect a total of 10 DNA samples in order to create a genetic defense for your units, protecting them from Flash Freeze.
Along your path, there are frozen feral roaches that will join you when you free them from their Popsicle state. A flash freeze arrives as your units approach a large ice wall, leaving you defenseless as a Yeti matriarch begins attacking your units. After you kill the matriarch, all of the needed DNA samples complete, and Abathur is able to provide you with protection from Flash Freeze. Before arriving at a frozen Zerg base, Kerrigan and co. comes across a frozen carcass of Na’fash, leaving trace that such damage could not have come from mere Yetis. An encounter with the Protoss expedition leader at the base warns Izsha of potential Protoss invasion, and advises Kerrigan to destroy the psi-link spires in order to stop communication and reinforcements.
The Protoss have not found a reliable way to deal with Flash Freeze, and is therefore vulnerable as they become vulnerable during the storm. By capitalizing on this advantage, macro up your roach-centric army to take out three psi-link spires on the map, and force the Protoss to retreat. A bonus objective on this mission is to gather two special DNA strands from Yeti matriarchs, giving you two additional mutagens when completed. While the Protoss is already on the retreat, Kerrigan made it clear to Izsha that she was the Queen of Blades.
The aftermath of the battle is followed by a conversation with your main characters. Abathur took notice that Kerrigan now looks different after every battle, and he reassure her that is not only an opinion, as his eyes are able to clearly distinguish genetic material. While Kerrigan has some remorse about slaughtering innocents, it is the thoughts of her becoming more like Mengsk is what truly bothers her. Izsha had little to say, besides the fact that she serves the most capable leader and those are not Zerg, are enemies. This concludes the playable mission testing for this particular build, and now we continue to explore several new aspects of HotS.
The evolution chamber is similar to the armory in WoL. Here, new units are unlocked during the campaign and upgraded through various means. The most important currency is the mutagen. Mutagens are acquired through finishing missions and completing other bonus objectives within those missions. While finishing both missions with bonus objectives did not earn us enough mutagens to cover all possible upgrades, it is fair to say each completion will earn you a possible 3-5 mutagens. Zerg units have upgrades just as Terran units in WoL. Three upgrades are available for each unit shown in the preview. There is nothing that suggests that this will remain consistent for all future units. The first two upgrades require 1 mutagen, while a third requires 2. After picking up at least 2 out of 3 upgrades, players are allowed to morph the entire unit altogether, evolving into a superior yet similar unit for the cost of 2 mutagens. There are two possible choices, and players are only allowed to pick one. Therefore, a total of 6 mutagens are required to fully upgrade a unit. During this testing, we come across three familiar Zerg units.
Zergling
Metabolic Boost – Movement speed increased by 33%.
Posthumous Mitosis – A 20% chance of after dying to spawn 2 broodlings.
Rapid Genesis – Zerglings are trained instantly.
Evolution:
Swarmling – Hatches three swarmlings instead of two zerglings, the third comes at no extra cost.
Raptor - +10 HP, and leaps into battle.
Notes: While the swarmling does not cost extra minerals, it does take up food. A raptor’s leap is similar to a zealot charge, and while it does not explicitly state a cooldown, it does in fact have an internal cooldown. The wings attained through metabolic boost are smaller and less visible, only after evolution does it appear completely. The swarmling’s wings are a slight neon green, while a raptor changes its whole body color to a purple/pink texture.
Roach
Chitinous Plating - +1 armor.
Bile Ducts – +2 damage.
Organic Carapace – Health regeneration increased by 2
Evolution:
Prowler – Enables burrow movement.
Leech – Every unit killed gains the leech 10 HP (up to a maximum of 60). Also, Health regeneration increased.
Notes:The prowler is no different than a fully upgraded roach in WoL. Take note that each second evolved unit listed here is a recolor of the first. A leech has a purple tint to the regular brown of a roach.
Baneling
Viscous Discharge – Upon impact, slows the target by 25%.
Centrifugal Hooks – Movement speed is increased by 25%.
Rupture – Splash radius increased by 25%.
Evolution:
Splitterling – The baneling now splits into smaller explosive units when killed.
Gorgeling – After exploding, the gorgeling returns a sum of minerals and gas on the floor.
Notes: The splitterling breaks into two twice in its lifetime. Big (40HP/20dmg) becomes Medium (20HP/10dmg), and then becomes Small (10HP/5dmg). The gorgeling is basically a purple/pink baneling, and the minerals/gas are automatically granted through impact.
Battle Focus is the main menu screen that you can customize Kerrigan’s abilities. When the developers mentioned RPG-like elements, this is it. On display is Kerrigan’s stats and choices between specializations that fit your playstyle. Kerrigan’s skills and stats are obtainable through increasing her infestation level. At the mission on Char, Kerrigan received +6 infestation, granting her to the next level. Upon promotion, she gained extra HP/energy, along with armor and additional damage. In this demo, two battle focus choices were available to us: Spec Ops and Corruption.
Spec Ops (+50 Energy)
Pulse
Energy Cost: 50
Cooldown: 10 seconds
Description: Deals light damage to all targets in a 2.5 tiles radius. Also stuns the units for 3 seconds.
Psionic Shadow
Energy Cost: 50
Cooldown: 30 seconds
Description: Kerrigan creates a Psionic Shadow of herself that deals half damage.
Infested Cortex (Unlockable)
Energy Cost: Passive
Description: Grants Kerrigan an additional maximum of 50 energy.
Corruption (+3 Armor)
Corrosive Spores
Energy Cost: 50
Cooldown: 10 seconds
Description: Target all units in a 2.5 tiles radius, all units receive an additional 3 damage. Lasts 15 seconds.
Spawn Broodlings
Energy Cost: 50
Cooldown: 10 seconds
Description: Kills the target. The target spawns 5 broodlings upon death. Massive/Heroic units are immune.
StarCraft II: Heart of the Swarm General FAQ - May 2011
Q: What is StarCraft II: Heart of the Swarm?
A: Heart of the Swarm is the first expansion set to Blizzard Entertainment's sci-fi real time strategy game, StarCraft II: Wings of Liberty. Heart of the Swarm continues the epic story from Wings of Liberty with an all-new campaign that focuses on Kerrigan, the erstwhile Queen of Blades. New multiplayer content will also be included in the expansion, as well as new features and upgrades to the Battle.net online platform.
Q: What features can we expect from the single-player campaign of Heart of the Swarm?
A: Heart of the Swarm's campaign will include approximately 20 new missions. Players will be able to evolve their swarms with unique, campaign-only units and abilities, and this evolution will happen in an organic manner befitting of the expansion's Zerg theme. As an example, zerglings can be induced to evolve the ability to split into broodlings upon death. Further evolution can yield specialized sub-species of zerglings such as the swarmling, a variant that spawns three swarmlings per larvae instead of the standard two zerglings. The fearsome raptor is another evolutionary offshoot of the zergling that has more health, and the ability to leap short distances to quickly close the gap on an enemy.
Another aspect of Heart of the Swarm that makes it unique from Wings of Liberty is that Kerrigan will play a major role in each of the battles as a powerful hero. Over the course of the campaign she gains in strength as well as new capabilities. Players will choose what abilities to enhance and powers to use from mission to mission.
Heart of the Swarm will also include a wider variety of sets for players to explore between missions -- these sets change dynamically as players complete missions, giving a sense of a changing world as Kerrigan makes her presence felt throughout the galaxy. Fully-voiced cut-scenes will round out the cinematic gaming experience in Heart of the Swarm's campaign, while a new array of achievements will unlock in-game rewards such as portraits and decals.
Q: Will there be any technical upgrades to the graphics engine?
A: We'll be making some improvements to the graphics, including upgrades to the look and behavior of zerg creep, as well as some changes that allow our artists to better showcase the new types of planets that Kerrigan will explore in Heart of the Swarm. We still plan to keep the minimum hardware requirements the same for this expansion set as they were in Wings of Liberty.
Q: What are some of the changes made to multiplayer Heart of the Swarm?
A: While we're not quite ready to go into detail about the new multiplayer content in Heart of the Swarm, we can say that this expansion set will include new units and new maps. We'll have more details about multiplayer Heart of the Swarm content at BlizzCon.
Q: What changes will come to Battle.net with Heart of the Swarm?
A: As far as Battle.net improvements, one primary focus will be on getting the StarCraft Marketplace up and running at some point around the launch of Heart of the Swarm. The maps and mods community in StarCraft II has published tens of thousands of custom maps using the StarCraft II editor. Our goal with the new Marketplace design will be in upgrading the custom map UI to better showcase the wide variety of great new maps and mods to players who are looking for fun new gaming experiences. We want players to be able to more easily find, rate, and sort through all the great custom maps that have been created.
The Marketplace will also eventually include a commerce element that will allow mapmakers to charge a fee for their work. While there will always be a wealth of free content, we believe that allowing content creators to profit from their work will foster an environment for more complex and higher-quality custom maps. Our ultimate hope is that the StarCraft Marketplace will function and thrive in a similar manner as mobile "app-stores" -- tons of free and premium content for players, and a limitless source of entertainment through StarCraft II and Battle.net.
We do have other Battle.net feature upgrades and improvements planned as well, and we'll have more details on those at a later date.
Q: Will Heart of the Swarm require ownership of Wings of Liberty?
A: For the regions that have a standard box business model such as North America and Europe, yes, Wings of Liberty will be required in order to play Heart of the Swarm. For other regions that have alternative access models, we’ll provide details at a later date.
Q: How much will Heart of the Swarm cost?
A: We typically don't provide details about pricing until the game is closer to release. We do view Heart of the Swarm as an expansion set, so for the regions that have a standard box business model such as North America and Europe, we will price accordingly. For other regions that have alternative business models, we’ll provide details at a later date.
Q: Will there be a console version of Heart of the Swarm?
A: StarCraft II: Heart of the Swarm is being developed for Windows and Mac. We have no current plans to bring StarCraft II to any console platform.
Q: When is Heart of the Swarm coming out?
A: It's too early to talk about a specific release date at this point in time. As with all Blizzard games, our ultimate goal is to provide the best possible experience for our players, and we will take as much time as is needed to ensure that Heart of the Swarm meets the expectations of our players, as well as our own high standards.
Below are some of the questions asked by fansites during our time with the staff.
Part 1
+ Show Spoiler [Q&A Part 1] +
Q: Regarding Heart of the Swarm: is there going to be any information regarding the artifacts, were they created by the Xel'naga?
A: Not ready to announce the story, giving away the story is like giving spoilers to our fans, which will not have them have more fun. You can ask any questions that you want, but we wont be talking about what you learn, or don't learn in HOTS
Q: On the similar line of thought, are we going to see the cerebrates?
A: I don't think that we're going to see the cerebrates in this one, Kerrigans going in a different direction in this one.
Q: Why didn't you kill off Tassadar, and why did he come out of nowhere?
A: Are you talking about in broodwar, or are you talking about why they did it in WoL? We're not sure about the original game - for that particular moment in WoL we were expressing a pretty radical concept to Zera'tul; the fact that the overmind was not what he thought that it was, and we needed someone that he would really believe, someone that he would buy into almost immediately - we didn't have a cutscene or a ton of time to get it across, and it was believable to us that he could still be out there in one form or other. The character need to immediately allow Zera'tul to believe and understand what was going on, without a lot of backtalk.
Q: In the teaser you showed us this morning, Nova was there, obviously her and Jim were trying to get Kerrigan.
- Nova didn't die, The DVD showed what we thought that the canon should be for tosh.
Rephrasing the question, does the decisions made in WoL affect the gameplay/campaign in HOTS?
A: We're still not sure how technically feasible it is, but either way, I'm not sure how it would have a huge impact, I'm not sure how much Kerrigan cares about what happens to Tosh. But was the space platform destroyed over Char, or were the nydus networks flooded with lava...those would obviously have an impact on what happens on Char...not a huge impact, but it would still have an impact, we're looking at that right now.
Q: That being said, do you foresee more choice events in HOTS?
A: We don't know, we are doing a different amount and kind of content for this game so we'll see what we can do. We loved doing the choices, and they felt really cool; at the same time, we had complaints from players that it made it difficult to see the whole story. So, we're not sure that the choices in the storyline were perfect, but the end effect was cool, so we'll see
Q: How long was the production cycle?
A: Ongoing - I've said some numbers in the past. We didn't get started in earnest on HosS until the new year, however, we have been doing art and design concepts since the release of WoL. It's really difficult to say how long the production will be.
Q: How many campaign missions?
A: Looking at around 20, something like that. It will have the same effect as Frozen Throne vs Reign of Chaos, we feel like we delivered a full featured expansions.
Q: In terms of achievements, how is that going to tie in? (battle.net achievements vs starcraft achievements)
A: Just in discussions/mock-up, haven't seen it very far through development yet, no timetable as of yet.
Q: Are there any plans to bring back the defiler or the devourer to the campaign yet?
A: I could see the defiler coming back, as a cool unit in single player. I'm not sure if the devourer is a cool enough unit to see in single player, an air to air specialist unit by nature would have a tough time filling a role, however it could happen if it makes sense.
Q: WoL has almost been out a year, looking back, what were some of the important things that you learned?
A: We learned a lot, of course from you guys, the community literally drives a lot of the changes that happen inside of WoL.
Q: Is there going to be any solution for LAN?
A: We don't have any intentions to do anything towards that right now. We are listening to that point, but we were talking about lessons learned, we've learned a lot on all fronts, online, we've learned to keep it simple. The online maintenance and service that SC2 requires is more than anything that we've ever tried, and it's a lot harder running a service. We're trying to make sure we streamline where we can, as far as that's concerned.
As far as lessons learned, the custom games stuff; we delivered something that we thought was really good, and with the community feedback, we learned that there was a lot of stuff that we could do even better. Some stuff that was awesome, and we'll take those and keep doing them and some of them we can improve.
David Kim:
As far as learning through the multiplayer, we learned that not everything works exactly as planned - the different roles for the units didn't work as well as we had planned. We planned to have the immortal be more of a meat shield, and have the hardened shield be one of the core mechanics; however, the burst damage ended up being the more important part of the unit.
Campaign wise, we've seen some improvements based on the core mechanics of the missions; you gather minerals, you construct bases, you make units, but you try to include mechanics on top of that, things like lava; but looking at where the players stop progressing, looking at the achievements, gives us an idea of what sorts of single player game mechanics ended up working and not working. It lets us look at things like the flash freeze effect, which is enough for our players to start looking at things like timing.
One other thing that we learned is that there were 4 sets in hyperion, but there were people missing mission components because they forgot to look at news and/or other parts of the plot. We're trying to reduce the number of sets, and make sure that we can see the surface of the planet. You should be able to see the different sets, and really get into the game
Q: So we're going to see the insides of the leviathan?
A: Well, you'll be able to see the evolution chambers inside of the leviathan. You should be able to see that it's not just a wet drippy cave, but that she's landed the leviathan on the surface.
I mean there's other things too, there's some intention to explain what's going on inside of the maps, there should be trigger cut scenes as well.
Q: With WoL you chose to release multiplayer first, and then single player second; with this press event, is there any particular reason that you chose to emphasize the single player experience instead of the multiplayer experience?
A: Well there's a couple of different reasons; it's been pretty challenging to get it right in WoL, and we might want to make a few additions/changes, but it seems to be reasonably balanced. However, we also lead with multiplayer many different times in WoL, and we also know that there are several different fans coming to us for the single player experience.
For HotS, we would like to emphasize the single player experience, to try to get the fact out there that it's not just for the hardcore gamers. For WoL, we emphasized the multiplayer so much that we almost feel like it got labeled as a game only for the hardcore players. So really, this campaign is the area where we can get someone in, and allow someone to even use just their mouse to get through it. It's an opportunity to explore, and there are moments that allow you to just beat another opponent around; it should allow new people to get into the story experience. We're going to add some new multiplayer units, and take out some multiplayer units and we're going to try to make it really great, but a ton of the work is going to go into single player.
Q: Is there going to be a beta?
A: Yes
Q: Is it going to be a campaign beta, or a multiplayer beta?
A: Just multiplayer.
Q: How long do you think it will be?
A: It should be about 3-5 months; if I had to guess it's going to be more on the smaller side.
Q: Going a little bit back to the lessons learned, have you considered making a co-op campaign?
A: We have, but it's a lot of work. we don't want to do it partway, we want to do it all the way correctly.
Q: Coming back to the story aspect, will we see some of the factions come back, such as the UED or Duran?
A: Maybe.
Q: How much are the other races going to be in HotS?
A: I would expect to see a lot of the Zerg, because you're trying to collect the broods, and of course you play as Zerg. I would expect to see a lot of Terran, as Kerrigan has an axe to grind with many of them. However, we've done a pretty good job of keeping a balance with the rest of the games (broodwar and WoL) and we're going to try to keep that.
Q: Are there going to be any more bonus missions, like the Zera'tul prophecies in WoL?
A: We're really working on that, we've heard how much fun those missions were to play and we had a blast making them; however, as you can imagine, Kerrigan doesn't really have a lot of friends. I don't see Zera'tul showing up, we need to work out the story for that and kind of figure out where it goes. It needs to feel like it's a part of it, and we need to see that there's a reason for it.
A: Not ready to announce the story, giving away the story is like giving spoilers to our fans, which will not have them have more fun. You can ask any questions that you want, but we wont be talking about what you learn, or don't learn in HOTS
Q: On the similar line of thought, are we going to see the cerebrates?
A: I don't think that we're going to see the cerebrates in this one, Kerrigans going in a different direction in this one.
Q: Why didn't you kill off Tassadar, and why did he come out of nowhere?
A: Are you talking about in broodwar, or are you talking about why they did it in WoL? We're not sure about the original game - for that particular moment in WoL we were expressing a pretty radical concept to Zera'tul; the fact that the overmind was not what he thought that it was, and we needed someone that he would really believe, someone that he would buy into almost immediately - we didn't have a cutscene or a ton of time to get it across, and it was believable to us that he could still be out there in one form or other. The character need to immediately allow Zera'tul to believe and understand what was going on, without a lot of backtalk.
Q: In the teaser you showed us this morning, Nova was there, obviously her and Jim were trying to get Kerrigan.
- Nova didn't die, The DVD showed what we thought that the canon should be for tosh.
Rephrasing the question, does the decisions made in WoL affect the gameplay/campaign in HOTS?
A: We're still not sure how technically feasible it is, but either way, I'm not sure how it would have a huge impact, I'm not sure how much Kerrigan cares about what happens to Tosh. But was the space platform destroyed over Char, or were the nydus networks flooded with lava...those would obviously have an impact on what happens on Char...not a huge impact, but it would still have an impact, we're looking at that right now.
Q: That being said, do you foresee more choice events in HOTS?
A: We don't know, we are doing a different amount and kind of content for this game so we'll see what we can do. We loved doing the choices, and they felt really cool; at the same time, we had complaints from players that it made it difficult to see the whole story. So, we're not sure that the choices in the storyline were perfect, but the end effect was cool, so we'll see
Q: How long was the production cycle?
A: Ongoing - I've said some numbers in the past. We didn't get started in earnest on HosS until the new year, however, we have been doing art and design concepts since the release of WoL. It's really difficult to say how long the production will be.
Q: How many campaign missions?
A: Looking at around 20, something like that. It will have the same effect as Frozen Throne vs Reign of Chaos, we feel like we delivered a full featured expansions.
Q: In terms of achievements, how is that going to tie in? (battle.net achievements vs starcraft achievements)
A: Just in discussions/mock-up, haven't seen it very far through development yet, no timetable as of yet.
Q: Are there any plans to bring back the defiler or the devourer to the campaign yet?
A: I could see the defiler coming back, as a cool unit in single player. I'm not sure if the devourer is a cool enough unit to see in single player, an air to air specialist unit by nature would have a tough time filling a role, however it could happen if it makes sense.
Q: WoL has almost been out a year, looking back, what were some of the important things that you learned?
A: We learned a lot, of course from you guys, the community literally drives a lot of the changes that happen inside of WoL.
Q: Is there going to be any solution for LAN?
A: We don't have any intentions to do anything towards that right now. We are listening to that point, but we were talking about lessons learned, we've learned a lot on all fronts, online, we've learned to keep it simple. The online maintenance and service that SC2 requires is more than anything that we've ever tried, and it's a lot harder running a service. We're trying to make sure we streamline where we can, as far as that's concerned.
As far as lessons learned, the custom games stuff; we delivered something that we thought was really good, and with the community feedback, we learned that there was a lot of stuff that we could do even better. Some stuff that was awesome, and we'll take those and keep doing them and some of them we can improve.
David Kim:
As far as learning through the multiplayer, we learned that not everything works exactly as planned - the different roles for the units didn't work as well as we had planned. We planned to have the immortal be more of a meat shield, and have the hardened shield be one of the core mechanics; however, the burst damage ended up being the more important part of the unit.
Campaign wise, we've seen some improvements based on the core mechanics of the missions; you gather minerals, you construct bases, you make units, but you try to include mechanics on top of that, things like lava; but looking at where the players stop progressing, looking at the achievements, gives us an idea of what sorts of single player game mechanics ended up working and not working. It lets us look at things like the flash freeze effect, which is enough for our players to start looking at things like timing.
One other thing that we learned is that there were 4 sets in hyperion, but there were people missing mission components because they forgot to look at news and/or other parts of the plot. We're trying to reduce the number of sets, and make sure that we can see the surface of the planet. You should be able to see the different sets, and really get into the game
Q: So we're going to see the insides of the leviathan?
A: Well, you'll be able to see the evolution chambers inside of the leviathan. You should be able to see that it's not just a wet drippy cave, but that she's landed the leviathan on the surface.
I mean there's other things too, there's some intention to explain what's going on inside of the maps, there should be trigger cut scenes as well.
Q: With WoL you chose to release multiplayer first, and then single player second; with this press event, is there any particular reason that you chose to emphasize the single player experience instead of the multiplayer experience?
A: Well there's a couple of different reasons; it's been pretty challenging to get it right in WoL, and we might want to make a few additions/changes, but it seems to be reasonably balanced. However, we also lead with multiplayer many different times in WoL, and we also know that there are several different fans coming to us for the single player experience.
For HotS, we would like to emphasize the single player experience, to try to get the fact out there that it's not just for the hardcore gamers. For WoL, we emphasized the multiplayer so much that we almost feel like it got labeled as a game only for the hardcore players. So really, this campaign is the area where we can get someone in, and allow someone to even use just their mouse to get through it. It's an opportunity to explore, and there are moments that allow you to just beat another opponent around; it should allow new people to get into the story experience. We're going to add some new multiplayer units, and take out some multiplayer units and we're going to try to make it really great, but a ton of the work is going to go into single player.
Q: Is there going to be a beta?
A: Yes
Q: Is it going to be a campaign beta, or a multiplayer beta?
A: Just multiplayer.
Q: How long do you think it will be?
A: It should be about 3-5 months; if I had to guess it's going to be more on the smaller side.
Q: Going a little bit back to the lessons learned, have you considered making a co-op campaign?
A: We have, but it's a lot of work. we don't want to do it partway, we want to do it all the way correctly.
Q: Coming back to the story aspect, will we see some of the factions come back, such as the UED or Duran?
A: Maybe.
Q: How much are the other races going to be in HotS?
A: I would expect to see a lot of the Zerg, because you're trying to collect the broods, and of course you play as Zerg. I would expect to see a lot of Terran, as Kerrigan has an axe to grind with many of them. However, we've done a pretty good job of keeping a balance with the rest of the games (broodwar and WoL) and we're going to try to keep that.
Q: Are there going to be any more bonus missions, like the Zera'tul prophecies in WoL?
A: We're really working on that, we've heard how much fun those missions were to play and we had a blast making them; however, as you can imagine, Kerrigan doesn't really have a lot of friends. I don't see Zera'tul showing up, we need to work out the story for that and kind of figure out where it goes. It needs to feel like it's a part of it, and we need to see that there's a reason for it.
Part 2
+ Show Spoiler [Q&A Part 2] +
Q: Is the map marketplace something that you're planning on integrating to HOTS?
A: It's a huge undertaking, without getting into any specifics, it's really what we're planning around to try to get to be a feature in HOTS
Q: I know that there was talk about getting MMR worked into custom games, such as starjeweled, is that being worked on?
A: I mean definitely, it's an option that we have, we can have a ladder or matchmaking based around the map, but it's something that we're working on. We really want to make sure that it's worked in cleanly into the UI for multiplayer.
To be honest, there's a longer list of things that we want to work on than things that we're going to be able to accomplish, at least in the short term. Even looking at the things that we've accomplished since WoL, you can see that we've been working on several different things for battle.net. We've learned how challenging it is to developed new things while supporting a live service, which is something that wow has known for years.
A: I think that we've done a better job now than we did for Warcraft III, we basically went dark for chaos because we had to plow through it in order to deliver quality; however, there are obviously still things that we need to work on. Just looking at the features that we've managed to deliver through battle.net 2.0 you can see that it's still an evolving product that's not done yet, and we're still working on it.
Any plans for new Mini-Games in HOTS?
A: We would like to, but we don't have anything on the books yet, I don't know what it would be and we haven't started working on it yet.
Kerrigan on the leviathan has an infested arcade machine *laughs*
Q: Is there anything you can tell us about the Galaxy Editor, any improvements planned?
A: They are making significant upgrades, we're also looking at delivering as much as we can, refinements, tutorials online, the big stuff is going to try to hit around HOTS with the Galaxy Editor.
We're definitely taking a look at that, we delivered something pretty complex, and they've developed some awesome experiences, but we've discovered that it's actually not that easy to pick up and use, so we're still looking at hitting a balance between how hard it is to use and how complex the UI can be.
Q: Going back to WoL, do you think that we will see in HOTS a lot of the units that made it into singleplayer, and not into the actual multiplayer?
A: A lot of the Wings units that were in singleplayer were there because they were failed designs for WoL, and we really want there to be actual choices in HOTS. An example of a fairly failed choice in WoL development was the Firebat vs Hellion; we wanted there to be a choice, but there really wasn't a choice in WoL (the Firebat was much better). In multiplayer, the Hellion was useful, where speed was useful, but in campaign, the Firebat was much more useful. We really want there to be two choices, and not just one, which would be using the internet to find the answer.
Q: You guys said that you wanted to keep the unit pool small in a lot of interviews, how many units would you expect to add in the multiplayer, and how many would you expect to remove in order to keep the player experience good?
A: We have no idea how many we can add before it starts to feel watered down, we're starting to push Brood War unit numbers, every time we try to make a move we find that it's tough to keep the units and race abilities separate. We can easily add on, and tune and tweak, or in combination until we find the right mix for multiplayer.
For example, the Overseer is not a cool unit, it's basically a glorfied scout at this point. We're looking at either taking out or replacing these units that aren't as cool. The other thing that we need to watch out is how these units interact in combination.
We're starting to reach the number of units where the right answer isn't necessarily more; it doesn't mean that we can't get more, but how will we even know?
Q: Blizzard time is faster than real time, Do you have any plans to fix this?
A: From a display perspective, there's been some components that make it difficult, such as APM. There is one thing that we want to do, which is make it more clear what real time vs display time is, and how they interact. The score screen is based on mission time, and the game clock is another thing, and it could be broken depending on what we do. And actually when you play custom you can actually adjust it, and it is an odd thing and is something that we're looking into. It's one of those backlog things.
Q: Are there going to be collectors editions units?
A: Not sure, but it's something that will be decided much later in the development cycle
Q: How is Kerrigan resurrected?
Right now it's just a new mechanic, we haven't figured out yet if her consciousness is transferred to a new body, or if she just burrows to the hive - we need to lock down the mechanic and then we'll examine the lore.
Q: How do new units get designed?
A: Most of the time the game mechanic leads; for example, we have think that it would be really cool to have a unit that is able to jump cliffs. From there, we're able to start designing art, and unit stats around it so that it can fit into multiplayer. Other times, the art leads. For a while, we were looking at doing both dark dragoons and regular dragoons, and it ended up not working out. we're really looking for a cool superhero vibe from most of the units, that works together and in various points in the game can have the wow factor when watching it.
Q: Are there going to be any improvements to the game graphically or technically?
A: We actually just implemented a new physics engine, which implements ragdoll physics; this should allow us to have ragdoll physics effects. It won't be implemented for large scale battles; however, it could be used to animate single units; for example the last marine dying in a pack could have ragdoll physics applied to it. We're also looking at doing different types of conditions, for example weather conditions, as well as different types of creep. the problem with this is that it's very graphically intensive, and you would need to have many different types of creep in the game.
Q: Is there any plan for a water mechanic?
A: Water mechanic is not currently specc'd, however, it is something that we're looking at.
A: It's a huge undertaking, without getting into any specifics, it's really what we're planning around to try to get to be a feature in HOTS
Q: I know that there was talk about getting MMR worked into custom games, such as starjeweled, is that being worked on?
A: I mean definitely, it's an option that we have, we can have a ladder or matchmaking based around the map, but it's something that we're working on. We really want to make sure that it's worked in cleanly into the UI for multiplayer.
To be honest, there's a longer list of things that we want to work on than things that we're going to be able to accomplish, at least in the short term. Even looking at the things that we've accomplished since WoL, you can see that we've been working on several different things for battle.net. We've learned how challenging it is to developed new things while supporting a live service, which is something that wow has known for years.
A: I think that we've done a better job now than we did for Warcraft III, we basically went dark for chaos because we had to plow through it in order to deliver quality; however, there are obviously still things that we need to work on. Just looking at the features that we've managed to deliver through battle.net 2.0 you can see that it's still an evolving product that's not done yet, and we're still working on it.
Any plans for new Mini-Games in HOTS?
A: We would like to, but we don't have anything on the books yet, I don't know what it would be and we haven't started working on it yet.
Kerrigan on the leviathan has an infested arcade machine *laughs*
Q: Is there anything you can tell us about the Galaxy Editor, any improvements planned?
A: They are making significant upgrades, we're also looking at delivering as much as we can, refinements, tutorials online, the big stuff is going to try to hit around HOTS with the Galaxy Editor.
We're definitely taking a look at that, we delivered something pretty complex, and they've developed some awesome experiences, but we've discovered that it's actually not that easy to pick up and use, so we're still looking at hitting a balance between how hard it is to use and how complex the UI can be.
Q: Going back to WoL, do you think that we will see in HOTS a lot of the units that made it into singleplayer, and not into the actual multiplayer?
A: A lot of the Wings units that were in singleplayer were there because they were failed designs for WoL, and we really want there to be actual choices in HOTS. An example of a fairly failed choice in WoL development was the Firebat vs Hellion; we wanted there to be a choice, but there really wasn't a choice in WoL (the Firebat was much better). In multiplayer, the Hellion was useful, where speed was useful, but in campaign, the Firebat was much more useful. We really want there to be two choices, and not just one, which would be using the internet to find the answer.
Q: You guys said that you wanted to keep the unit pool small in a lot of interviews, how many units would you expect to add in the multiplayer, and how many would you expect to remove in order to keep the player experience good?
A: We have no idea how many we can add before it starts to feel watered down, we're starting to push Brood War unit numbers, every time we try to make a move we find that it's tough to keep the units and race abilities separate. We can easily add on, and tune and tweak, or in combination until we find the right mix for multiplayer.
For example, the Overseer is not a cool unit, it's basically a glorfied scout at this point. We're looking at either taking out or replacing these units that aren't as cool. The other thing that we need to watch out is how these units interact in combination.
We're starting to reach the number of units where the right answer isn't necessarily more; it doesn't mean that we can't get more, but how will we even know?
Q: Blizzard time is faster than real time, Do you have any plans to fix this?
A: From a display perspective, there's been some components that make it difficult, such as APM. There is one thing that we want to do, which is make it more clear what real time vs display time is, and how they interact. The score screen is based on mission time, and the game clock is another thing, and it could be broken depending on what we do. And actually when you play custom you can actually adjust it, and it is an odd thing and is something that we're looking into. It's one of those backlog things.
Q: Are there going to be collectors editions units?
A: Not sure, but it's something that will be decided much later in the development cycle
Q: How is Kerrigan resurrected?
Right now it's just a new mechanic, we haven't figured out yet if her consciousness is transferred to a new body, or if she just burrows to the hive - we need to lock down the mechanic and then we'll examine the lore.
Q: How do new units get designed?
A: Most of the time the game mechanic leads; for example, we have think that it would be really cool to have a unit that is able to jump cliffs. From there, we're able to start designing art, and unit stats around it so that it can fit into multiplayer. Other times, the art leads. For a while, we were looking at doing both dark dragoons and regular dragoons, and it ended up not working out. we're really looking for a cool superhero vibe from most of the units, that works together and in various points in the game can have the wow factor when watching it.
Q: Are there going to be any improvements to the game graphically or technically?
A: We actually just implemented a new physics engine, which implements ragdoll physics; this should allow us to have ragdoll physics effects. It won't be implemented for large scale battles; however, it could be used to animate single units; for example the last marine dying in a pack could have ragdoll physics applied to it. We're also looking at doing different types of conditions, for example weather conditions, as well as different types of creep. the problem with this is that it's very graphically intensive, and you would need to have many different types of creep in the game.
Q: Is there any plan for a water mechanic?
A: Water mechanic is not currently specc'd, however, it is something that we're looking at.
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