How in the world could he end up here? And of course it’s step by tiny step, the choices along the way. Golden: As a writer there are a lot of themes that I find myself returning to again and again, and I’ve always been chewing on, what makes people do bad things? How do you get from point A to point Z? It seems so drastic when you see Arthas at the very beginning. What do you think it is about him that makes him resonate with fans? GamesBeat: Arthas is such a cornerstone character for the franchise. We wanted to give more depth and a richer feel to it without adding huge chunks of story. And to remind people of that and make the story a little more powerful. He wanted to do that so much that he became obsessed with not failing at any cost, and that was what led to his downfall. We wanted to remind people that Arthas was once beloved, and that once he really did have good intentions. We wanted to go back to the novel and see what we could do to enhance that. We really didn’t see that much of her when you actually go back. Not build new ones, but strengthen what’s there to lead people to where she is now. We can bring her personality a little more to the forefront, so we can connect and build - strengthen those bridges that are there. See what I’d done with them in the book, what kind of dialogue I wrote, what framing, and just not glob on huge paragraphs of people standing around talking, because we want to play a game here, but just a few lines to emphasize some things that have now become very important in World of Warcraft.įor instance, Jaina, we got to revisit her. I was invited to join the team to work on this, and what we decided would be really useful would be if I were to revisit my novel Arthas, which is also considered canon, and to highlight not the backstory - that’s the novel’s area - but the scenes that we actually played through. We didn’t want to say, oh, here’s this new character and sideline plots and a whole new this, that, and the other. Is the story seeing changes?Ĭhristie Golden: As has been discussed, we know how important this game is to people. It really started a lot of the larger Warcraft lore that we know now. And there’s some opportunity for us to introduce some of those subtle changes to try to drive more toward that same degree of balance that we have with a game like StarCraft. With Warcraft III it’s a little different, because the community has been actively making us aware that the balance on the game maybe isn’t as perfect as StarCraft’s balance. And so we didn’t want to change anything with the core gameplay. The competitive play associated with it was unbelievable. GamesBeat: Will there be any gameplay changes?īridenbecker: Again, drawing some of the parallels with StarCraft, in StarCraft Remastered, that game, everybody felt like it was in just a great state as far as balance was concerned. We wanted to make sure all the campaigns, the custom maps that have come out, all of these things just continue to work. We also didn’t want to break the community. The reasons why we wanted to do that are pretty straightforward. We started from existing Warcraft III, and we built on top of that and evolved the engine such that we’re able to do all the modern graphics that you see, all the modern interfaces you see, and layering that into the original game engine. But it definitely takes its roots from what we did with StarCraft, because we are talking about a game that’s rooted in the original game engine. One, just because we thought it sounded cool, and two, we didn’t feel like it was just a straight remaster, similar to what we did with StarCraft. Is it fair to call this a remake? Or is remaster still the preferred term?īridenbecker: We landed on Reforged. GamesBeat: This is being called a remaster, but a lot of assets have been remade. We had an opportunity with Warcraft III, this beloved game, to carry all that learning and bring it right there. We had all this great learning, great systems that were all rooted in RTS. That was the first time for us to go back and learn what was involved in remastering a game, bringing it to modern standards, solving some of the heavy technical challenges associated with that. Rob Bridenbecker: We really cut our teeth as a team on StarCraft Remastered.
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