Oh... you knows me really good. But now I'll torrent it three times just to rape their asses out of money.VonVentrue said:I'll torrent it All-In-One
You always intended to torrent it anyway, so shut the fuck up.
Oh... you knows me really good. But now I'll torrent it three times just to rape their asses out of money.VonVentrue said:I'll torrent it All-In-One
You always intended to torrent it anyway, so shut the fuck up.
The Exar said:Seeing the order of the campaigns it seems this time the Zerg wont be the big winners. Terrans will get their ass kicked though.
Durwyn said:Oh... you knows me really good. But now I'll torrent it three times just to rape their asses out of money.VonVentrue said:I'll torrent it All-In-One
You always intended to torrent it anyway, so shut the fuck up.
I would prefer three campaigns in one game, 10-15 missions each one, than three separate games even with 20 missions.
Gamespy said:According to Dustin Browder, StarCraft II's design team never intended to break the game up into three separate parts. "This decision was all about trying to get enough choices and options into the game," Browder said as we began our discussion about the "trilogy." "We got to a really bad place in developing the campaign where the story had become too big. There were too many things we wanted to do, too many characters we felt needed to be in there and 25 or 30 missions we'd need to provide enough variety."
More importantly in the decision making process, according to Browder, was the sinking feeling the development team got when they started cutting campaign features to squeeze the whole thing into one product. "We didn't want to tread water with this game and just give the fans something slightly better than Warcraft III. It felt like we were going backwards."
(...)
Looking back now, Browder can see that in a weird way, this particular decision was inevitable given the development team's attitude about the single-player portion of the game. "A lot of games try to use the single-player campaign to teach the players how to play multiplayer. The problem with that is, no matter how good a player is at the single-player portion, there's no way to eliminate that gap between being good enough to finish the final mission and winning online. Eventually everyone who ventures online for the first time finds their butts getting kicked by real people." That's why the development team decided that the single-player portion of the game would need to stand on its own and would have to be divorced from multiplayer.
Durwyn said:Blizzard is propably the only one left company that still makes quality pc-only titles with great gameplay
Cloaked Figure said:Emotional Vampire said:Durwyn said:Blizzard is propably the only one left company that still makes quality pc-only titles with great gameplay
Name them!
frozen throne, d2, WoW
Cloaked Figure said:don't be such a fucking tool.
KEEP'EM COMING GUYS WE'LL BRING THEM DOWNKz3r0 said:$300 now.Elwro said:I wasn't going to buy this, but now I'm not going to buy this 3 times BWAHAHAHA TAKE THAT BLIZZARD! Instead of $50 loss it'll be a $150 loss for them, right?
VonVentrue said:http://pc.gamespy.com/pc/starcraft-2/918963p1.html
Gamespy said:According to Dustin Browder, StarCraft II's design team never intended to break the game up into three separate parts. "This decision was all about trying to get enough choices and options into the game," Browder said as we began our discussion about the "trilogy." "We got to a really bad place in developing the campaign where the story had become too big. There were too many things we wanted to do, too many characters we felt needed to be in there and 25 or 30 missions we'd need to provide enough variety."
More importantly in the decision making process, according to Browder, was the sinking feeling the development team got when they started cutting campaign features to squeeze the whole thing into one product. "We didn't want to tread water with this game and just give the fans something slightly better than Warcraft III. It felt like we were going backwards."
(...)
Looking back now, Browder can see that in a weird way, this particular decision was inevitable given the development team's attitude about the single-player portion of the game. "A lot of games try to use the single-player campaign to teach the players how to play multiplayer. The problem with that is, no matter how good a player is at the single-player portion, there's no way to eliminate that gap between being good enough to finish the final mission and winning online. Eventually everyone who ventures online for the first time finds their butts getting kicked by real people." That's why the development team decided that the single-player portion of the game would need to stand on its own and would have to be divorced from multiplayer.
They do have a point, as far as I'm concerned.
Lyric Suite said:I don't get the point of this. Couldn't they just release all three campaigns in reduced form and then expand and intertwine each of them with subsequent releases? I remember already getting bored with each race by the end of each (short) campaign in the original Starcraft. I couldn't imagine having to play Terran for 30 missions straight and then wait for the expansion to play something else. Epic fail from Blizzard's part.