While creating its highly anticipated follow-up to
Starcraft, Blizzard looked at a lot of games from various developers seeking learning sources, including
Warhammer 40,000: Dawn Of War II, according to
Starcraft II project lead Dustin Browder.
Starcraft II project lead Dustin Browder specifically pointed out the Relic Entertainment title: "I certainly found
Warhammer 40,000: Dawn of War II to be interesting, and I learned a lot about RTSes by playing that game because they've done some interesting things," he said.
Bowder was speaking to Gamasutra as part of a
larger feature interview on Starcraft II's design. He has years of experience working on real-time strategy titles that have competed against the
Starcraft series; before joining Blizzard in 2005, he worked as a lead designer at Westwood Pacific for six years on the
Command & Conquer franchise.
"We're hardcore PC gamers," explains the project lead. "We play lots and lots of games made by lots and lots of developers. We try to look and analyze what is working for them in their game, or what is not working for them in their game."
He adds, "Is there anything about what they're doing that we can learn from, either what not to do or what to do? We're constantly looking at what other people are doing and trying to decide what's right for us and what makes sense for us."
Though Bowder admits his team was influenced by other titles while working on
Starcraft II, he insists the game will have its own identity. "At the end of the day, often, our games have their own style and personality, so we end up often speaking to our games and not just importing things willy-nilly from other games."
"But a lot of things that we've done have been inspired by things we've seen in other titles that we liked, but that we thought we could do better or that we thought we should do differently for our game in particular."
You can now read the
full Gamasutra interview with Starcraft II project lead Dustin Browder, including many other insights on the upcoming game's design like deciding which units to remove from the final product, the differences with working on a franchise like
Command & Conquer versus
Starcraft II, and more.