During the PCGamer’s PC Gaming Show held at E3 2015, Day9 interviewed Chris Sigaty and Dustin Browder to talk about the new expansion StarCraft II: Legacy of the Void.
The developers revealed there will be three prologue missions: Whispers of Oblivion. Something nobody expected, taking fans by sheer surprise. It’s the return of the classic StarCraft campaigns?
Below you can watch the E3 2015 PC Gaming Show video, our transcript, and at the bottom of this page: what Blizzard provided us as press at E3 to show you, including screenshots, concept art and a video.
This is a transcript of the video shown below:
Day9: Since I have you both here, I want to talk about a game that seems that it would actually get the end to the storyline that began like seventeen years ago. StarCraft II: Legacy of the Void, oh my God.
Sigaty: It’s super exciting, we are so excited about it and honestly very humbling to be a part of it because these stories around Jim Raynor, around Zeratul, Artanis, Kerrigan; these have been going on since the original StarCraft and then here with StarCraft II we are sort of finishing those in this epic conclusion and it’s coming soon. So we are very, very excited about it.
Day9: What is it like to you guys personally to see the end of the storyline so close?
Sigaty: It’s humbling, it’s somewhat emotional honestly to have worked on it so long and see it come to this and it’s certainly not the end, we have a lot in store for StarCraft II; but the story around these heroes, these characters is happening with Legacy of the Void so very excited to share.
Day9: We also have a special video piece so that you can know where the story ended at the end of Heart of the Swarm. Let’s take a look at the Whispers of Oblivion.
Day9: What does it mean to have prologue missions and when the hell can I play them?
Sigaty: Whispers of Oblivion is connecting, it’s really the story of Zeratul who we haven’t seen other than in cutscenes in Heart of the Swarm and it connects the end of Heart of the Swarm to the beginning of Legacy of the Void and it’s a three mission series that connects those things, Zeratul is focused on finding the final clues to the Zel’Naga prophecy and he puts those things together; you get a chance to play it.
Browder: You know we left Heart of the Swarm, we’ve got the Terrans trying to put together their destroyed civilization from the end of that game; at the same time we’ve got Kerrigan the queen goddess of the Zerg who has sworn to destroy this dark creature called Amon who is making these monstrous hybrid creatures by combining Protoss and Zerg DNA with forbidden and foul technologies and she’s off in deep space trying to destroy this creature and this is the opportunity for the Protoss.
Now to finally re-take their home world to finally retake Aiur they lost so many years ago back in the original StarCraft game; and we’ve got Zeratul running around at the same time trying to put these prophecies back together.
These thee missions will give you a chance to sort of catch up a little bit and understand more about this prophecy. All of these missions will be free to all players regardless of whether you’ve bought or purchased StarCraft at all so it’s free to the world; but if you want early access you need to pre-purchase Legacy of the Void and we’ll have a lot more details about that coming in the next month.
Day9: I know so many people are huge fans of the single player of Legacy of the Void;but how do you balance working on that versus the multiplayer component with such a huge eSport scene?
Browder: It’s a real complicated process of having two teams and we have one group of guys whose sole focus is on the eSports experience, the multiplayer experience and making sure players can get into and understand that experience.
We’ve got a whole other group of guys whose whole job is to make sure that we’ve got this amazing campaign experience. We’ve also got other guys working on arcade systems to make sure that we’ve got the best mod tools out that we can possibly provide our players.
The real challenge, of course, is trying to keep everybody connected; but everybody is so focused on making their part of the game a great amazing experience, just making sure they sort of sync up is the big challenge.
Day9: I’m excited for the final end of the story. I’m excited for the new units at the final release, gentlemen. Thank you so much for coming out.
Chris Sigaty and Dustin Browder from Blizzard Entertainment. Thanks so much for coming out.
Press: Whispers of Oblivion Screenshots
Press: Cinematic Screenshots
Legacy of the Void Prologue – Whispers of Oblivion Trailer
A bit of a joke in the title (name given to the annual message from the president of the United States).
In this aptly named Community Feedback Update, David Kim (senior game designer) addressed players to inform the latest tasks the StarCraft II team is working on as beta testing continues.
As we mentioned before, we’d like to provide our thoughts on areas that we’ve looked into this week based on community suggestions. Before we get into the details, we’d like to point out while we try our best to hit majority of the big topics, it’ll be impossible to cover every single topic every time. The goal here is to discuss big issues with you guys, and continue doing so over time. With this first post, we’re covering a few more topics than we might typically cover in a normal update. However, we think this is a good way to kick off these updates.
We’d like to also make it as clear as possible that game design is not about implementing every idea that the majority thinks is correct, it’s about finding the key ideas that will be best for the game. So we’ll do our best to keep an open mind on topics and even if we’re currently thinking that we won’t try something out, we’ll keep it as part of our regular discussions if those issues keep being brought up by the community. Please also try your best to do this as well, and remember it’s not about how many people say something, and it’s not about bandwagoning onto the loudest idea. It’s about trying to look at issues from every angle possible to make sure it is in fact what’s best for our game. Just as an example, internally in design meetings we try our best to detach ourselves from every idea. Even if I’ve suggested something, I try my best to analyze how it might be bad. This way, I can focus on the specific idea and if it’s the correct move for the game, rather than pushing for the idea just because I thought of something I think is awesome.
Here are our thoughts on many of the bigger community discussions this past week:
Flying unit separation radius
We agree that when you are controlling larger numbers of air units, it’s difficult to do the moving shot micro.
This requires a code fix, and we’re currently exploring and testing something that we can add to the beta soon.
Making all damage points to zero for air units
One of the reasons we don’t have a default damage point of zero is so that the timing of micro has to be mastered by players. Just making it zero will mean microing is just much easier, which is probably not the direction we want to go.
We generally don’t make extreme changes that alter so many things at once, due to the side effects these changes can cause. Changing every single air unit’s damage point is not something we’d like to explore, but we’d be open to specific air unit damage point changes if the change makes sense.
With a damage point of zero, a unit that is facing its target can immediately move away after being issued the attack order. With the default damage point, the player must instead time their movement to happen after the attack is performed. An example of where this is pushed even further is the Hellion, which has a higher than normal damage point. The unique timing required for this unit requires additional mastery, which makes it more impressive when pros are able to be so effective with them. Since the suggested goal of the change is to have more interesting micro, in this specific case, we wonder if what we currently have is more interesting micro than the proposed changes.
Siege Tank /Immortal turret tracking
This sounds like a very minor change that probably won’t have a huge impact. However, because many players believe this will be of great help, so we’ll test it fairly quickly internally, then put the change in also in the beta. So you can expect this change to go into the beta soon.
Community resourcing model suggestion
We also watched show matches, tried games ourselves, and we agree with the majority of you guys that it’s too similar to Heart of the Swarm. But we wanted to comment again on this because it’s still a topic discussed by some.
Just to reiterate once more, we’re not looking to make minor tweaks in this area. We’re looking for a big change that will make sure that players will spread out their expansions at a much faster rate than they do in Heart of the Swarm.
Currently, the resourcing model that we’re testing in the beta is doing a very good job of this.
Ranked play in the beta
We hear your feedback and agree that it’ll be good to enable ranked play.
We may not be able to do this right away as we’ll need to introduce this with a client patch and can’t use the same method we use for the balance update which is done through publishing.
Due to the feedback we’ve seen on this topic, we’ve currently scheduled to enable ranked play in the beta with the next client patch.
Disruptor being too all-or-nothing
We agree with you guys here. The optimal case looks too strong, and when you miss with a hit it seems like the Disruptor is killed too easily at such a high cost investment.
We’ve been trying various things in this area for a while now, but this is where we’re at right now:
Much lower radius (this is the biggest change + Disruptors look too underpowered right now in our testing)
Faster speed when activated
Less delay before firing
Overall, it looks like we have a decent solve for the case of a single hit ending games often.
We believe the next step in this area is to test out changes that would allow players to more easily save and reuse the Disruptors. This way, we can solve the issue where a miss creates a high chance of the game being over.
We’d also like to comment on some topics that we found interesting this week. Again, please keep in mind just because we don’t mention something here, it doesn’t mean we haven’t read it. While it’s impossible to read every single post that comes up every day, we do try our best and can tell you that we read a big majority of the things you guys bring up.
Adept micro tips video was very cool.
It was a very good example of relaying more info on something new, so that players in the beta can better test new units.
It would definitely be more cool to see more tips on new units videos, because we believe faster we have the majority of beta testers ramped up with new units, the more high quality beta testing we will have going forward.
There was a post asking if players want battles to last much longer. Our thoughts are that the current pace feels really good, and we were happy to see that most players didn’t want battles to last longer in StarCraft II.
This is a full transcript of the Blizzcon 2014 StarCraft II Legacy of the Void Multiplayer panel with panelists David Kim (senior game designer II), David Sum (game designer) and Aron Kirkpatrick (Technical Designer).
BlizzCon 2014 – StarCraft II: Legacy of the Void Multiplayer Panel Transcript
Presenter: Welcome to the StarCraft II Legacy of the Void Multiplayer Panel.
Browder: BlizzCon, this is one of my favorite panels of the day. These guys are going to talk about StarCraft II multiplayer.
This is your StarCraft II multiplayer design team: we’ve got David Kim, we’ve got David Sum and we’ve got Aron Kirkpatrick. These guys do so much work working on multiplayer for you guys and they are going to try to give you all the information they possibly can about StarCraft II multiplayer and answer as many of your questions as they possibly can. Take it away guys.
This is a transcript of the StarCraft II: Legacy of the Void Overview panel held at BlizzCon 2014. Among the panelists were: James Waugh (Director of Story development), Allen Dilling (Lead 3D artist), Jason Huck (Lead level designer), Justin Thavirat (Lead 3D artist) and Matt Morris (Lead campaign designer).
Waugh: Welcome everybody to the Legacy of the Void Campaign Panel. We hope to answer all your burning questions about the end development final chapter of the StarCraft II trilogy. My name is James Waugh, I’m the lead writer; I’m joined on stage by Jason Huck (lead level designer), Allen Dilling (lead artist), Justin Thavirat (lead artist) and Matthew Morris (lead campaign designer); each of whom will talk about how their discipline helped craft the game.
Blizzard Entertainment is energetically seeking for talented and charismatic fans to join the ranks of the Community Manager Team across most game teams. Check them out and good luck! More important, while chances are you might not get the job, keep trying. Don’t give up.
Blizzard Entertainment officially launched closed beta to test StarCraft II: Legacy of the Void. However, this is a invite-only first wave and more invitations will be emailed over a period of time. We recommend you to check out your beta opt-in preferences to make sure it is selected. For now read the closed beta FAQ.
How is access to the Legacy of the Void beta test being granted?
At the start of the beta test, we will be directly flagging Battle.net accounts for access and will not be sending beta keys until later on in the beta cycle. If you’ve been selected to participate, you’ll see a Beta: Legacy of the Void option under StarCraft II’s region selection drop-down menu in the Battle.net desktop app. It will be listed under the “In Development” header where you normally find the PTR. A welcome email should also have been sent to your registered Battle.net email address.
If you received what appears to be a beta key for Legacy of the Void, it’s fake! For more information on scams of this type, see our Phishing support article. If you have already responded or signed up on a website for a key, we recommend you take steps to ensure the security of your Battle.net account. We’ll update this FAQ and let everyone know when we anticipate keys becoming available.
How do I opt-in?
If you’d like to opt in for a chance to participate in the Legacy of the Void beta test, go to your Beta Profile Settings in Battle.net account management and check the box for the StarCraft universe. Then click Update Preferences.
How are beta test participants selected from the opt-in pool?
Beta testers are chosen according to a variety of factors, including their system specs, recent StarCraft II activity, and an element of luck. When selecting individuals during each round of invitations, our goal is to have a wide variety of players and system types.
Will there be any other ways to get into the beta besides the opt-in?
Further down the line we’ll be providing beta entry giveaways through various promotions on our sites, as well as through fansites and community VIPs. We’ll have more information on these promotions as they approach.
How many players do you plan to invite to the beta test?
The number of players we invite will be based on our testing needs. If we determine that we need more players to participate during testing, we’ll invite more.
I bought tickets to last year’s BlizzCon/WCS Global Finals—when can I expect my beta invite?
Beta invites are coming out in waves to ensure the stability of servers, gameplay, and matchmaking. Those who bought tickets to BlizzCon 2014 or the StarCraft II WCS 2014 Global Finals, as well as BlizzCon 2014 Virtual Ticket holders, will be granted priority access to the closed beta before those who opted in for beta access. Note that due to the nature of account flagging, only the registered email used to purchased the tickets online will be able to access the beta test, regardless of how many tickets were purchased.
I got a BlizzCon 2014 Virtual Ticket—do I get beta access?
Yes, we’ll be granting beta access to those who purchased a BlizzCon 2014 Virtual Ticket or redeemed one on their Battle.net account. See above.
I got a beta invite! Am I permitted to stream or create content about the beta?
Yes! The only expectation is that your stream or other content must clearly be labeled as Legacy of the Void: Closed Beta. If you are streaming on Twitch, please make sure your channel is correctly set to broadcast under the new “Legacy of the Void” game option.
I have feedback about something I experienced in Legacy of the Void beta. How can share my thoughts or suggestions?
We’ll be opening up beta-specific forums the week following beta launch. Once your Battle.net account is flagged with beta access, you’ll be able to view and post on these boards. Developers, designers, and the community team will be reviewing threads daily, though keep in mind we may not be able to respond to each suggestion directly.
I have a support problem for something I would like to see in Legacy of the Void. Where do I send it?
Use the “Bugs” section of the beta forums, where members from our Quality Assurance team will be able to help provide solutions to technical issues. Please do not contact Customer Service with any technical issues related to beta, as they will not be able to provide support.
I encountered a bug during the beta! How do I report it?
You can report all bugs under the “Bugs” section of our beta-specific forums. This will allow us to see the amount of players that are being impacted and work to get specific system details if necessary.
Can I run a tournament or host show matches using the beta?
We welcome anyone to run online events with less than $10,000 USD or equivalent in prizing. Keep in mind that the purpose of the beta is to test and gather feedback, so we cannot ensure that units, maps, spells, and other features will be fully balanced. We also cannot promise that beta servers will be up and available during the time of your event. Due to the nature of the beta, any organizer that wishes to run an onsite event, or an event with $10,000 USD or more in prizing, will require explicit approval from Blizzard Entertainment. Please contact us at [email protected].
Which game content will be available in the beta?
To start off, we will be focusing on the multiplayer experience only. We’ve added an exciting array of new units and abilities to the Terrans, Protoss, and Zerg, and we’d like to have as many eyes on them as possible. This testing will also include the upcoming Archon Mode. We will share information about future plans for the beta as we get closer to new content being released.
How long will the beta test last?
We have not determined an exact end date for the beta test. We will notify participants when the beta test is nearing completion.
Will Mac users be able to participate in the beta?
Yes, Mac users will be able to participate in the beta at the same time as Windows users.
Which regions and languages are supported in the beta?
The Legacy of the Void beta will be accessible in all regions except China, and the languages supported for the beta will reflect this.
Do I need StarCraft II: Wings of Liberty or StarCraft II: Heart of the Swarm to participate in the beta?
No, you do not need to have purchased StarCraft II: Wings of Liberty or StarCraft II: Heart of the Swarm to participate in the beta. With that said, your level of Heart of the Swarm activity may play a role in your chances of being selected as a beta tester.
Blizzard Entertainment CEO Mike Morhaime is scheduled to report progress on all current and upcoming Blizzard video games and expansions on May 6 during the Activision Blizzard conference call.
Activision Blizzard Q1 2015 Financial Conference Call on May 6
SANTA MONICA, Calif. –(BUSINESS WIRE)– Activision Blizzard, Inc. (Nasdaq: ATVI) intends to release its first quarter 2015 results after the close of the market on Wednesday, May 6, 2015 . In conjunction with this release, Activision Blizzard will host a conference call that will be broadcast over the Internet.
Wednesday, May 6, 2015
1:30 p.m. Pacific Time ( 4:30 p.m. Eastern Time )
At the moment of this posting, Blizzard Entertainment hasn’t announced a date for StarCraft II: Legacy of the Void closed beta, but they announced it is drawing near. Unless it is announced earlier, this upcoming conference call might be a good platform to announce an approximate or fully disclosed launch date. Thus, keep a close eye to May 6’s event. We will certainly have a transcript of the conference that evening. Check out our transcripts for past Activision Blizzard conference calls.
The Sideshow Collectibles StarCraft II Tychus Sixth Scale Figure is slated to ship around Q4 2015.
”Hell… it’s about time!”
From Blizzard Entertainment’s best-selling strategy game, StarCraft II, Sideshow Collectibles is proud to introduce the Tychus Sixth Scale Figure.
While not even Jim Raynor can be certain of the truth behind his past, or just where his loyalties lie, one thing is for sure: Tychus Findlay always goes big. Always. Assembled from over 525 individually engineered components, Findlay gears up in Sideshow’s Sixth Scale Terran Space Marine armor with an incredible range of articulation, multiple light-up features, and a colorful array of unique decals that suit him just fine – including snarky quips, tally marks and a pin-up of Kyla Velassi. Known for his big ego and even bigger guns, there’s no job in the whole universe too dangerous for this outlaw when he’s got a couple of flash grenades and a light-up C-14 Impaler Gauss rifle with bayonet attachment and removable clip. A born survivor, Tychus bears his ‘New Folsom Prison blues’ with true grit thanks to two interchangeable portraits: one with a scathing scowl, and one simply enjoying one of the best cigars in the Koprulu sector.
StarCraft Tech Manual by Insight Editions is a new book slated to launch to bookstores on June 2015. This book, based on the StarCraft universe, may be compared with Diablo III: Book of Cain in terms of content and motiff.
It’s about time we see new books in development after the long hiatus since War Crimes. The StarCraft Tech Manual preview hints at new units never seen before, some even from StarCraft: Ghost. But what does that mean?
Release Date: June 2015 Price: $45.00 ISBN: 9781608874507 Pages: 160
eBook: $32.99 ISBN: 9781608876341
About the Author: RICK BARBA is the author of several titles in the gaming genre, including StarCraft II: Heart of the Swarm Strategy Guide.
StarCraft Tech Manual joins Diablo III: Book of Cain and Diablo III: Book of Tyrael in our best-selling series of Blizzard lore books.
This unique book will take an in-world look at the StarCraft universe, with inserts lending the book an interactive element that fans will cherish.
StarCraft is a genre-defining science fiction military strategy game that boasts legions of fans worldwide. The latest installment, StarCraft II: Heart of the Swarm, was the top-selling PC game of 2013.
Additionally, the StarCraft series itself has sold more than 15 million copies.
Will include units that have not been seen in the game and have only been introduced into the IP through the fiction or the StarCraft: Ghost game, which has been placed on indefinite hold.
In addition to game assets, the book will feature epic original art comparable to our Diablo III books.
Building on the success of Diablo III: Book of Cain and The Dark Knight Manual, this immersive book will be designed to function as an in-world artifact within the StarCraft universe. Fully illustrated, the book will be narrated from the perspective of Dominion and will reveal the secrets of all the tech and science in the StarCraft world, including information on Zerg and Protoss units. Complete with diagrams, classified field notes by Terran researchers, technical breakdowns, and more, the StarCraft Tech Manual will form the ultimate companion to the best-selling franchise.