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StarCraft 10th Anniversary Interview
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Blizzard developers look back at a decade of real-time strategy dominance.
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by Jason Ocampo
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IGN: Can you believe it's been 10 years already?Rl,r:Bd9J
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Sam Didier: Yeah, it seems like 20.
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IGN: How did the idea for StarCraft first come about?
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Sam Didier: Back in the day, after we did Warcraft, we were kind of thinking, "Well cool, should we do another one?" Everyone was kind of geeked-up about doing a science fiction one. We had entertained ideas--we were still kind of small back then--but we entertained ideas like, "Oh, maybe we could do something with the Star Wars guys?" And at the end of the day we kind of just thought, "You know what? We'd probably have more fun just doing something on our own." We wouldn't have to worry about the licensing guys saying, "No, you can have those guys shoot like that because they don't shoot like that in the movies." So we just kind of decided to screw that. Let's do our own thing, then we could be or our own creative control.
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IGN: What were the major influences that you drew upon for StarCraft in terms of art, gameplay, and such?| i9pS2{}k$v
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Chris Sigaty: I was actually the lead tester of StarCraft, and what I remember was sleeping on the floor a lot. And as Frank pointed out--hard copy bugs--we actually hand wrote up bugs back in the day and I had stacks of paper in my office, hand written, of what people saw wrong in the game and had to manually type them in.3rK)X.g6x4Q8A
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Frank Pearce: Talk about being old, we had hard copies of bug lists back then.
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Chris Sigaty: Yeah, it was a totally different era.
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Sam Didier: We had kind of a fixed palette of colors. Any unit had to be on one palette, and each palette was 16 colors, and one of them had to be transparent. So basically any unit that you see in StarCraft, or any backgrounds, it doesn't have more than 15 colors at any one time. So we'd have to sit there and go back-and-forth, like, "We don't have enough variations in the grays, let's use of the greens." At certain color spectrums, green and gray look very similar. Same as some blues, you can get away with some light grays in with the light blues, and it kind of helps.
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IGN: What were your chief concerns when you were making it? Were you guys just wondering, "Oh god, I hope this thing doesn't suck."
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Sam Didier: I think we were just trying to make a cool game that was at least as good as our Warcraft one, and just make a science fiction version.w6c:X$[,F O/y
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Frank Pearce: I don't think there was a lot of concern if the game was going to be cool or not. We were playing it internally as part of the QA process and it was a really fun game. We knew it was a fun game. It was just a question of whether it would be well received by the community.
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Frank Pearce: I can't objectively represent the way it happened. Bob was there.
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Sam Didier: I just don't think he remember what happened¡
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Frank Pearce: No, I remember it. [laughter]k
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Frank Pearce: One of the challenges that we face here is that we never have a shortage of great ideas. The challenge we always face is that we only have so many resources available to us to actually implement those ideas. And so we have to be able to pick and choose which great ideas we're able to execute on. And at the time, we just didn't have the bandwidth for everything we were doing. When we were working on Ghost, we were working on StarCraft II, it just wasn't publicly known that we were working on StarCraft II. And we also had World of Warcraft that we were supporting, and we had no idea when we launched World of Warcraft that we end up supporting a subscriber base of 10 million people, right? We anticipated in North America when we first launched WoW, that we were going to be supporting a subscriber base of 400,000 people, and we had 400,000 subscribers in the first month.
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Frank Pearce: One of the things that it taught us is that you shouldn't listen to the media.~diz-r6}U_
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Frank Pearce: You'll have to play that on an emulator probably.
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IGN: Or probably on a cell phone at that point.*^^!LM8h~
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Frank Pearce: Yeah, you might need an emulator on the cell phone to play it. [laughter]