Danke für die Zeit. Vielleicht können. Sie sich vorstellen und was ist Ihr Rolle in diesem neuen Spiel? Mein Name ist Annelie Hartling. Ich bin der Associate Manager von Development Operations auf dem Projekt. Und mein Name ist Dan Hay und ich bin der General Manager von StarCraft und der Creative Director auf dem Projekt. Das ist cool. All right, so wir haben nicht gehört viel über die Game yet. So das ist going to be interessant, wie viel ihr euch tatsächlich erzählt uns über das Game. Aber ja, mein erstes Frage ist, kann man ein bisschen Elaborate über was wir in diesem Game, Gameplay-wise, since all we know right now is it's an open-world shooter. Yeah, I think what we can talk about is just this idea that we want you to go out into the open world and we want you to be able to explore. So what that speaks to is the idea of, of course, we're going to have missions and of course we're going to have an earnest story and cool moments and put those all together. We also want you to be able to go into the open world and just sort of follow your nose, just explore. So we send you out into the world and you can explore, but as you look out there, you can start to realize, wait a minute, there's something that I can't describe right now yet to give it away, but there's something out there that I find interesting. And I go and I discover moments or I discover interactions with factions or those types of things. And I have those. And then what we want to be able to do is make sure that when you have those interactions, that there are disruptions. And this idea that as you step out into the world, the world pushes back in a way you're not exactly expecting. So, on the specificity of what you're doing, we look to the teaser to show you, it's most likely that you're a young Marine, it's most likely that you've got some armor, it's most likely that you've got this idea that you could conquer worlds. I love that you're saying it's most likely, so you're the guy I'm making. Yeah, well, I have to be careful, right? I have to be careful of the things I say. And so, we send you out, and I think, you know, Anneli talks about this a lot about the barracks, right? Tell us a little bit about the barracks. Yeah, the barracks. Coming from the StarCraft, you know, the universe of StarCraft, you've seen it from a completely different angle. You've seen it, you know, Ariel over, you know, looking over it and to see the barracks in action from the nostalgia of plane, in the StarCraft universe and to have it coming in and in its full, absolute glory, landing the power of that. Just that moment itself with a one tiny moment is impactful. You think it could be a little bit like it was with WoW back in the day because then you played the strategy games and you also stepped into Azeroth and you suddenly had this big, huge world and now it's going to be maybe a little like that for the StarCraft players. That's an interesting comparable when you think about making that sort of shift. I think WoW did it really, really well and I think that we aim to give you that same feeling of being able to go out and into the world. Yeah. And then build these moments, right? Build these things that you've been thinking about and wanting to discover. The thing is, it's got to feel authentic. Yeah. I think WoW did a great job of that. And we have to be thinking about, okay, how do we make it authentic? What are the hallmarks of StarCraft? It's a frontier. It's pretty lawless, right? It's pretty scary, pretty dangerous. And there are factions and they don't agree on anything. They fight each other. They fight each other with different weaponry, they fight each other with different tactics, they fight each other with different dogma that they believe in. And so if we provide an open world imperative like that and give you some choice as you go out into it and also provide a robust story that gives you faction play, I think that gets pretty spicy. Ja, ich meine, das Open-World-Aspekt und das Kombination mit der Space-Game, ich meine, das hat immer schon ein bisschen schwierig, zu sagen, weil, kann man ein bisschen auf die Scale des Spiel? Wie ist das eine eine-planet-Sache? Wie ist das vielleicht ein bisschen mit den Open-World-Aspekt? Oder wie es das alles zusammenhängen ist? Annelie weiß, dass ich will, diese Frage. Und Annelie weiß, dass ich nicht answer, diese Frage. So here's what I'll say is, you know that we want to be generous with the player and you know that we want, if the player wants to go somewhere, we want them to be able to do that. And that's what we want as players. We love that idea. We also want to make sure that it feels intimate. One of the things that a great value of bringing you down to boots on the ground is that there's moments where you're going to have to fight for your life and it's you against somebody or something else. And it feels like it's like you can almost smell it. It's right there and put you in that moment. So in terms of its scope and its gravitas, we need to have small intimate moments. We need to have moments of loss. We need to have moments of camaraderie. Then we got to have the big moments. We got to have moments where you're in full battle mode, where you are... How do I describe this without using larger words? I think the teaser probably did a very good job of showing you the very tip of the iceberg of that today. The character lands, they're being deployed, they come out of the barracks, and the door opens and you hear a huge sound. And the overlords are coming in and the Zerg are in the distance and you can see them coming across. And in the distance beyond that, you can see a little bit of architecture that nobody's picked up on yet, which is interesting. And you can feel the breadth of the scope of that standoff moment just imagine that en masse. What I was also wondering since with your previous game you have always sort of like you've been sort of like the creator of an archetype of an open world game that has been, influenced so many open world games and probably even what we think is an open world game at this time has your perspective changed What do you think, the next generation of open world games can do better or different than the sort of formula we've been having for so many years now? I think the first thing I would say about that is it wasn't just me. I can't take credit. It's super important. There are so many smart people who came up with that and I got lucky enough to be one part of that. And I want to pay reverence to that. But when I think about the nature of a formula or I think about the nature of, um, the idea of how you make that open world game, there's tons of opportunities. I think just with faction play alone. Just with that, you have this wonderful opportunity in an open-world game. We haven't seen a ton of that. We haven't seen that the enemy of my enemy is a tool to be used against that enemy. We haven't seen that interplay. We haven't seen the idea that it's asymmetrical. What's cool about when you're playing open-world games is a lot of the times you're fighting another enemy that's a lot like you. What happens when they aren't? What happens if you can't reason with them? What happens if they don't have Gauss rifles, but what they have is talons and venom? Und sie wollen sie schocken wie ein Oyster. Was passiert wenn du jemanden mit einem Partikel-Webens? Das ist nicht mehr so viel zu reden. Was passiert wenn du diese Asymmetrical-Player und du hast einen Weg zu finden, dass das Ding, das Ding, das Ding, so dass du sie kann, weil wenn du es auf deinem eigenen, du wirst du es nicht. Das ist wo Dinge geteinander. Es ist ein bisschen mehr so ein survivaler approach zu Dinge, wie wir sehen mit Metro-Series, für den Beispiel. Ich denke, wenn du über Survival-Games hast, A lot of times people think about survival games where it's super punitive sometimes and you got to go out and fight for every single little thing. I think there will be elements of that. But I think what's important is we also have to make the world feel generous. It has to feel both beautiful and enticing, but also dangerous. So I think you got to be able to go out and feel like it's a bit like walking into a big box store filled with really dangerous enemies who are trying to kill you. Da muss man sich auf die das du kannst und du kannst, okay, was kann ich das tun? Wie kann ich das tun? Wie kann ich das so dass mein Armour und die ich care about ist, dass ich, Und noch einen Towers zu bauen? Great question. Great question. Du bist der erste Person zu fragen. Great question. Und ich werde nur smile. Okay. Das ist gut. Ja, okay. So, die Fakten Interaktion mit einem anderen, scheint es zu sein, wird ein sehr dynamischer System. Aber ist es auch noch ein solcher, mehr linearer Main-Story, dass wir dann auch noch ein weitergehen können? Und dann haben wir eine Sidecrests über das? Oder ist die ganze Sache ein sehr dynamices Narrative? Ich denke, wenn du es über das, wir haben es ein paar verschiedene Worte, in terms of wie wir operieren. Aber was wirklich wichtig ist, für die Spieler, die wollen eine Immersive Narrative-Moment haben, sie müssen sie haben es. Und players who wollen be able to have an open world action adventure they have to be able to have it and if you smash those things so that it's one taste all the time and everything is dynamic and disruptive all the time it becomes a bit of a soup, so you got to be careful it's like a piece of music right you got to be able to make it so that. I go and I have a mission and I really really fight to be able to survive that mission, and then after 20 minutes or 30 minutes I take a minute and I like okay I need to go out in the open world I need to get I need to get better, I need to get stronger, I need to be able to find something, I need to go and get help, I need to go and figure out a way to get stronger. So you go out and do that for a time, and if we do our job right, it won't feel like those things feel different, it will feel like they feel... Interconnected. Yeah, they're connected, and they feel like they're complementary. So... We spend the time going back and forth between those two realities and then we also have other realities that I won't talk about too much, which are moments that all of those things come together and form a battle, form danger. It's interesting to me because it really seems like there are some elements in there that you took from Odyssey, of course, the game you worked before. And I know that some of the developers also are working on this game now. And it almost feels like at least some elements are maybe what you were planning there. I think there are a lot of elements that we kind of, you know, we play a lot of games. We think about a lot of games. We love games. And I think the thing for us is like, what's amazing about Blizzard is Blizzard has a very deep bench. It's got an awful lot of talent. And what's good about it is that we've got people who've worked on the original Starcraft. We've got people who have made different types of games. And one of the things you don't want to do is you don't want to make it so that it's one taste, right? We don't want to make it so that, like the Lore Team. Tell them about the Lore Team. Yes, our Lore Team is... We partner closely with them and it's legitimately like having your own library archive of narrative and, rich storytelling where we have what we call jam sessions where we come together, we're talking and Dan likes to say yes and where. You're just vibing and everyone is coming to the table with their different There are different ideas and lore is there as well, leading the way with like, this is the legacy, this is the universe. Oh, that's great. And we could do this. So it's, Dan had mentioned earlier, he used the words, some robust storytelling. And I think that's very conservative. It's, you know, that I, for the Starcraft universe, it is robust, robust and some don't go together in my, in my vocabulary. Aber ich denke, mit dem LORE-Team und der Genie, das wir jetzt haben auf dem Team haben, all das combined ist, dass das absolut robust wird. Also, auf dem LORE-Team ist, kannst du uns ein bisschen über die Spiel ist, in der StarCraft-Universität? Es ist ein bisschen passiert, aber ist es ein ganzes Zeitpunkt? Might we even see some characters that we already know from the strategy games? Anything you can tell us on that? Yes, it does take place in the Korporlu sector, 70 years after the events of the Legacy of the Void. So there's some roadway for us to play with there. And... Es gibt uns Raum zu grow und expandieren, aber wir sind noch nicht mehr, wenn wir uns wieder zurückkehren. Wenn wir uns wiederholfen oder reintrodufen oder reintrodufen, ist es noch genug Zeit in da, dass es nicht komplett aus der Ordnung ist, oder aus der Clear Blue, wenn jemand zurückkehlt. 70 Jahre ist eine gute Zeit. Es ist eine gute Zeit. Es ist eine gute Zeit, aber es ist nicht so lange. Ich liebe die Lange der Reference. Es ist gut. Es ist reverenz und Reference in terms von wie wir denken über das. Die Lore Team, die Annelie ist über, sehr smarte Leute haben, sie haben alle Bücher, sie kennen alle, wie Sie die Wikipedia- Ja, die Wikipedia- Und sie sind wirklich unglaublich. Und was gut ist, ist manchmal, wenn du mit einem IP und es ist, No, you can't do that, you can't do that, you can't do that, you can't do that. And you need to fill up this TPS report in triplicate, and you're like. Okay, this isn't like that. This is like, hey, we have a cool idea. And has this ever been done before? Like, yes, it was done here. This is what they use. This is super cool. This is the character you could use. And you're like, okay. And if we did this, oh no, try this. And you're like, okay, great. And then to Annalise's point, what the 70 years-ish window gives us is it gives us the ability to make it so that we have real estate to be able to make our own story, and make sure that it is still canon, that it's still like something that is going to be true und es geht nicht auf die Dinge, die vorherrungen sind. Aber wenn wir eine Leverage-A-Charakter haben, wenn wir etwas von der Vergangenheit haben, wenn wir etwas von der Vergangenheit haben, wenn wir etwas super cool haben, wir haben einfach über die Lore-Team und sagen, was du denkst? Und sie sind, okay, das, das, das und das ist. Was du denkst? Und wir sind, okay, wir sind. Ist die Lore-Team, sind die Leute, die haben gearbeitet, auf die Strategie-Games? Wir haben viele Leute, die auf die Strategie-Games haben, auf unsere Team. So, wie ich gesagt habe, Blizzard hat eine Deep-Bench. Wir haben viele Leute, die kann kommen. Und die andere Sache ist, ist es hat eine Discerne-Palette. So, if we have a thing where we're like, oh, this is really, really cool, and somebody plays it and goes, that's cool, but to be a little bit more authentic, you might want to think about this. And you go, oh, that we hadn't concerned. And this is how the science works in this space. And that's the other thing you want, is you want to make sure that things feel logical. You want to be able to step into the world. And we all have those games where we get into where you've got to open a door and it doesn't open the way you think. oder wo die Fahrer ist, wo es nicht funktioniert. Es erodes Ihre confidence in den Spiel, wenn du nicht die Möglichkeit hast, zu picken ein Ding und benutzen es wie man erwartet. Und was gut ist, dass StarCraft fühlt sich sehr familiar zu heute. A lot of die Themen, die in unserem Leben gehen, da ist ein Angst, wenn wir uns ansehen, wie wir uns über die Leute sprechen und sprechen, nicht alle alle agree. You could almost argue that, you know, people fighting over resources and the feeling of almost factions. And you go, change oil and different things to minerals and Vespine gas and change factions. And all of a sudden it feels very topical. Yes, I mean, many fantasy games also are based on this idea of different races, different factions. Right. Just to make sure, since you haven't specifically said it, but this is going to be all single player? Is it going to have a multiplayer component to it? Are you even speaking? So we're kind of staying close to the chest on that one for now. Our focus right now is making sure that the story and that the sanctity of the single player adventure is great. And so that's our focus is on making a contained story with a beginning and a middle and end. und mit einem Charakter. Ein Named Charakter, das wir können haben, hat eine Voice. Du kannst noch wählen, in der Art von der Art, wie du willst, aber von der Art, die du bist, wir wollen, dass es so gut ist, dass es so gut ist, die Charakter hat eine Opinion, hat eine Voice und hat eine Thoughts. Okay, aber ist es Dialog-Choices? Oder ist die Dialog-Fix? Und du kannst deine Customization? Ich denke, es ist mehr über die Geschichte, dass wir die Story das wir wollen. Und so, wir werden dich durch das, wir werden uns auf verschiedene adventures und was nicht in terms of das. So, wir sind wirklich auf die Geschichte. Okay. Wie weit weit sind wir in der, Entwicklung? Du kannst nicht sagen, wie genau, aber wie du startest. Without giving dir zu viel, wie wir begonnen haben, was ich kann sagen, ist, Wenn ich das Spiel in meinem Kopf habe, und was ich meine, was ich habe, ich kann es für ein paar Jahre spielen. Correct. Es ist, nicht Vaporware, es ist nicht so, wie wir wissen, was wir machen, wir haben eine Vision für was wir wollen, was wir wollen. The date. The date tells you how focused we are. The date tells you that there's a frame around what we're making. We look at it and we go, hey, let's have a conversation about what we're doing. This is great. This is really cool. I'm like, okay, can we get it done by that? The answer's nope. Okay, so let's focus on what we can get done. Let's focus on what can be great for the players. And so for us, we are very focused on hitting that date. Sehr deliberate in our focus and passion about the date. I don't know. It was like, I mean, Blizzard is known for announcing games very early and saying like, okay, it's coming out in a few years, but this is for sure. This is a few years. I know, it's just a few years, yeah. But it'll be, I mean, it was quite an impact. Yeah, we're working hard. We've got a great team. It was super cool to see the team und sie haben hier gearbeitet. Und sie haben hier gearbeitet. Und jetzt haben sie eine Chance für ihre Familien zu beherentwickeln, zu sehen es. Wir wirklich wollten, dass wir die Spiel Wir haben auch die Gravitas von Blizzcon. Und es hat sich, wie es alle und ihre Familie und einfach die Kraft, die Liebe und die Liebe. Und dann auch, wir haben auch, wir haben, wir haben. Das war ein cool Moment, dass du auch die Team und sie waren Ich glaube, es hat mich wirklich auf den Markt gehalten. Es ist auch so laut. Es hat eine persönliche Geschichte über die Flying back in der Zeit. Es ist eine true Geschichte. Ja. Es ist eine sehr gute Geschichte. Ich kann nicht believe das. Vielen Dank. Das war ein sehr, sehr interessantes Talk. Und wir sind sehr, sehr froh. Wir freuen uns über die Game. Awesome. Anytime du willst, wenn du etwas möchtest. Wir wissen, wenn du es willst. Sounds gut. Vielen Dank. Vielen Dank.