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Dev Interview at ChinaJoy, unfortunately I don't know Chinese. Can someone please translate this?


  • Centaurik

    Posted 7 years, 2 months ago (Source)

    We're living in the future! I don't know Chinese either, but I just plugged all the text into Google Translate and I think that did a good enough job. It's not a very hard hitting interview.

    Reporter: The skill tree is an innovative design that removes the design of money and equipment. To make this design is based on what kind of consideration, that compared to the traditional design of what kind of benefits?

    Kent: How do we want to do a Blizzard version of the competitive game. We want is not the need for money and equipment design, we have a lot of demo, the final team to reach an agreement is the existing design. We give a few options for players to choose rather than in a few dozen items selected, so that players choose is very simple.

    Reporter: "Storm Heroes" in each of the heroes are from Blizzard's game, that in the design of how to design the players have a sense of substitution?

    Kent: This is a very good question. We are at the beginning of the design, to meet the legend of the hero and the player's fantasy. At the same time, we will also consider the original game in the hero of the skills, which signs cited over. The second point, we have to consider the hero of the skills mechanism, in the "storm hero" is not interesting, is not and other heroes will produce skills to make the game interesting. This is the two important points of our entire process of integration.

    Reporter: In the design of Garrush, how to consider the character of the character?

    Kent: Garrush is also a very interesting hero for us. At the beginning, we wanted to design it as a single hero. Not all players have played World of Warcraft, and some players are playing the legend of the slag, so we combine the Garrush in the World of Warcraft and the legend of the characteristics of two games, such as armor design.

    Garrush took the blood roar such an epic weapon, we want the weapon tip can not do some special design. And then it is in the World of Warcraft is a selfish role, so we in the "storm hero" also designed it into a particularly annoying role.

    Reporter: "Storm Hero" in some innovative heroes, such as small fish and Absa. This innovation in the other MOBA game is not had, how was the original design?

    Kent: Actually we want to say is that we design the direction you are in the "storm hero" to see is the most crazy hero. We thought at the beginning of the design of a hero who did not have a spring to fight in the game, so we created Absa. The little fish is also, it is a very fragile hero, so we joined the small fish's eggs so that it can always resurrection. Behind the double manipulation of the same hero design is the idea of ​​this product.

    This constant blame heroes will not be interrupted.

    Reporter: Stukov in StarCraft 2 to call the main skills, but in the "storm hero" has become a variation of their own fighting, is why?

    Kent: will consider Stukov's legend and fantasy story. But we consider a lot of players did not play StarCraft 2, they see Stukov first impression is that variation of the arm. So we decided to make a fuss about Stukov based on the variation.

    Reporter: Will not the role of red winger?

    Kent: The blade queen has a special place for us. In the "Storm Hero" she is a role in wearing a bayonet to kill the enemy, the need for the rest of the players around her to play. There are players to reflect this problem, we will go back to consider, Kerrigan skills to modify the problem, she has some years, we will carefully consider whether it is necessary to modify.

    Reporter: There are many "watch the vanguard" hero to join the "storm hero", like the role of such a tyrant and siege strange similar place, how to do the difference?

    Kent: In fact, we are slowly aware of this problem. Like the road tyrants and suture strange, the two of them is not very close? So we will temporarily stop this work. We hope that the two heroes can walk together to distinguish, so we are in the suspension of the design. We are also collecting the player's feedback to see if it is made of a good skin or a good hero.

    Reporter: Will the old hero to add new talent to ensure that the game freshness?

    Kent: These are what we've been trying.

    About Kent

    Kent's work at Blizzard is to pick the iconic characters from the company's game library and turn them into a playable role in the Storm Hero. Although most of the time in the design of new heroes, but also help to adjust the talent tree and test and improve some of the old role.

    Kent joined Blizzard in 2011, when he was an online system designer for the Battle.net team, whose work was "Diablo 3" and the function of the Battle.net client. Later he seized the opportunity to accept the challenge, for the "storm hero" to develop the initial tutorial and create a new player experience. And then turned to the map and battlefield design, after all his work center of gravity to the top of the above.

    The chief hero designer is a full-fledged Blizzard game player who spent a lot of time in the "Stones" and spent a lot of time in the "Diablo 3" with his expert model role Conquer success. He graduated from the University of Florida with honors and received a Bachelor's degree in Computer Information Science and Engineering.

    Oh man this is fantastic! As it's been a few days, I don't immediately remember the whole interview but it is fresh enough to try and piece together these translations! This is hilarious!

  • Centaurik

    Posted 7 years, 2 months ago (Source)

    What exactly did they say about it? Or was it just a small comment in passing

    Mostly in passing. They asked something like, "hey thrall is super iconic and his rework was awesome, though it nerfed him. Kerrigan is so much more iconic, can she get a rework?" To which I replied something to the extent that I'd happily pass the feedback to our live team for consideration!

  • Centaurik

    Posted 7 years, 2 months ago (Source)

    Kent: will consider Stukov's legend and fantasy story. But we consider a lot of players did not play StarCraft 2, they see Stukov first impression is that variation of the arm. So we decided to make a fuss about Stukov based on the variation.

    Apparently some people (not me) think this means "we care about how non-SC2 players look at Stukov before meeting the fantasy of the actual SC2 fans." I'm having little success convincing them otherwise, so a clear translation might be of help.

    I think the question was something like, "why doesn't stukov summon all the things he does as a co-op commander in sc2, and why does he use his arm so much"

    To which I replied something like, "we consider the 'Look' of a Hero very important to what they do. Players should be able to in-game guess what a Hero can do based on what they look like. We loved the giant arm, thought it would make for some hilarious Heroic abilities (and we loved that D3 Herald of Pestilence) so that's where most of the kit came from. The QWD meanwhile are more of a "how would a Zerg guy heal" and thus was born the Virus-Manipulation fantasy.

  • Centaurik

    Posted 7 years, 2 months ago (Source)

    We're living in the future! I don't know Chinese either, but I just plugged all the text into Google Translate and I think that did a good enough job. It's not a very hard hitting interview.

    Reporter: The skill tree is an innovative design that removes the design of money and equipment. To make this design is based on what kind of consideration, that compared to the traditional design of what kind of benefits?

    Kent: How do we want to do a Blizzard version of the competitive game. We want is not the need for money and equipment design, we have a lot of demo, the final team to reach an agreement is the existing design. We give a few options for players to choose rather than in a few dozen items selected, so that players choose is very simple.

    Reporter: "Storm Heroes" in each of the heroes are from Blizzard's game, that in the design of how to design the players have a sense of substitution?

    Kent: This is a very good question. We are at the beginning of the design, to meet the legend of the hero and the player's fantasy. At the same time, we will also consider the original game in the hero of the skills, which signs cited over. The second point, we have to consider the hero of the skills mechanism, in the "storm hero" is not interesting, is not and other heroes will produce skills to make the game interesting. This is the two important points of our entire process of integration.

    Reporter: In the design of Garrush, how to consider the character of the character?

    Kent: Garrush is also a very interesting hero for us. At the beginning, we wanted to design it as a single hero. Not all players have played World of Warcraft, and some players are playing the legend of the slag, so we combine the Garrush in the World of Warcraft and the legend of the characteristics of two games, such as armor design.

    Garrush took the blood roar such an epic weapon, we want the weapon tip can not do some special design. And then it is in the World of Warcraft is a selfish role, so we in the "storm hero" also designed it into a particularly annoying role.

    Reporter: "Storm Hero" in some innovative heroes, such as small fish and Absa. This innovation in the other MOBA game is not had, how was the original design?

    Kent: Actually we want to say is that we design the direction you are in the "storm hero" to see is the most crazy hero. We thought at the beginning of the design of a hero who did not have a spring to fight in the game, so we created Absa. The little fish is also, it is a very fragile hero, so we joined the small fish's eggs so that it can always resurrection. Behind the double manipulation of the same hero design is the idea of ​​this product.

    This constant blame heroes will not be interrupted.

    Reporter: Stukov in StarCraft 2 to call the main skills, but in the "storm hero" has become a variation of their own fighting, is why?

    Kent: will consider Stukov's legend and fantasy story. But we consider a lot of players did not play StarCraft 2, they see Stukov first impression is that variation of the arm. So we decided to make a fuss about Stukov based on the variation.

    Reporter: Will not the role of red winger?

    Kent: The blade queen has a special place for us. In the "Storm Hero" she is a role in wearing a bayonet to kill the enemy, the need for the rest of the players around her to play. There are players to reflect this problem, we will go back to consider, Kerrigan skills to modify the problem, she has some years, we will carefully consider whether it is necessary to modify.

    Reporter: There are many "watch the vanguard" hero to join the "storm hero", like the role of such a tyrant and siege strange similar place, how to do the difference?

    Kent: In fact, we are slowly aware of this problem. Like the road tyrants and suture strange, the two of them is not very close? So we will temporarily stop this work. We hope that the two heroes can walk together to distinguish, so we are in the suspension of the design. We are also collecting the player's feedback to see if it is made of a good skin or a good hero.

    Reporter: Will the old hero to add new talent to ensure that the game freshness?

    Kent: These are what we've been trying.

    About Kent

    Kent's work at Blizzard is to pick the iconic characters from the company's game library and turn them into a playable role in the Storm Hero. Although most of the time in the design of new heroes, but also help to adjust the talent tree and test and improve some of the old role.

    Kent joined Blizzard in 2011, when he was an online system designer for the Battle.net team, whose work was "Diablo 3" and the function of the Battle.net client. Later he seized the opportunity to accept the challenge, for the "storm hero" to develop the initial tutorial and create a new player experience. And then turned to the map and battlefield design, after all his work center of gravity to the top of the above.

    The chief hero designer is a full-fledged Blizzard game player who spent a lot of time in the "Stones" and spent a lot of time in the "Diablo 3" with his expert model role Conquer success. He graduated from the University of Florida with honors and received a Bachelor's degree in Computer Information Science and Engineering.

    This ones my favorite:

    Reporter: There are many "watch the vanguard" hero to join the "storm hero", like the role of such a tyrant and siege strange similar place, how to do the difference?

    The actual question I think was, "there are many Overwatch Heroes joining Heroes. How will you handle similar heroes like Roadhog and Stitches?"




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