![]() On Thursdays, a shifting group of anywhere from 10 to 20 people would gather at Patsy’s, a local Irish pub, to sing karaoke. Then, the team was small by Blizzard’s standards today, with maybe around 50 people. "What the hell a writer doing in the video games industry at the time? There was no precedent for that. ![]() "When we developed the first StarCraft I was a writer in the video games industry," Metzen recalls. The heavy lifting of seeing a story through to the end is over. With StarCraft 2: Legacy of the Void, Blizzard wraps up the sprawling story of Jim Raynor and Sarah Kerrigan, and a trilogy that saw its first release in 2010.īut Blizzard’s time within the StarCraft universe - and, more specifically, StarCraft 2 - is hardly finished. The history of StarCraft is a long one, spanning a 17-year saga of multiple games, expansions within the universe and at least one major canned project. I can’t imagine it not being StarCraft now." But ain’t it funny how, over time, words become powerful? They just take on their own identity. ![]() I didn’t like Diablo either, in my own space. "StarCraft?" Metzen says of his reaction at the time. Blizzard christened the newborn project StarCraft - with some slight reservations about that name. These were the broad questions that Bloodlines had so desperately lacked. What are their cultures? How do they relate to one another in battle? What are their fighting styles? How do they respawn their units? Much of the game’s concept focused on three distinct races finding balance between these three would define its personality. Metzen, and ultimately Blizzard, decided to pursue a new RTS project. A statue of Jim Raynor in the Blizzard officesīloodlines, which Metzen wouldn’t talk about publicly until the 2013 release of coffee table book, The Art of Blizzard Entertainment, folded into the seams of Blizzard’s future titles - mostly World of Warcraft.
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