In a recent in-depth interview with GameStar.de, Dustin Browder talks about the philosophy behind the many decisions of the StarCraft 2 design team and the current status of the beta. The interview is quite lengthy and touches on many interesting topics such as mechanics, strategies, and units.

The interview delves right into one of the hottest topics of StarCraft 2, the absence of LAN. Dustin explains that they believe a more positive experience for players can be created through a single online community between players. 'For that purpose we have implemented a lot of stuff like achievements and friend lists,' explains Browder.

When talking about the actual beta with gamestar.de, Browder brings up several points ranging from 2v2 feedback to the overall mechanics and system of battles and strategies. The biggest surprise to the StarCraft 2 team seems to be the rushes that they did not expect and to illustrate this surprise Browder states, 'the Zerg rushes were not the worst thing we had to deal with.' So what are they considering to combat these rushes? 'We allow them and we encourage them. But a rush should be as easy to block as it is to do. So we are trying to get rid of the rushes that are super easy to do and very difficult to block.' states Browder.

GameStar.de brought up the topic of the game feeling faster from the different transport mechanics of all three races to the ability of certain units being able to climb over cliffs. One interesting point that Browder brings up is that the improved terrain in StarCraft 2 has added more game play by adding more choice and strategy without making the game too difficult or manage. This is evident in the map selection of the beta so far where each map has very different feel then the others.

Other issues that the interview talked about were the mechanics behind multiple building selection and the automation of certain StarCraft 2 functions. Browder states that, 'we don't over-automate if we can avoid it. And we certainly don't automate if that would lead to dumb decisions by the player.' The interview then goes on to the subject of the economy in StarCraft 2. The balance between economy and army is a lot more diverse Browder explains. It is a lot different from WarCraft 3 where there was a larger emphasis on army control then on building a strong economy.

Lastly the interview ends with the most malleable of subjects, the units of StarCraft 2. The interview talks about several units that have been through a lot of changes since the start of the game. One such unit that they talked about was the Lurker which has so far disappeared from the Zerg army. The Protoss Archon itself was close to being cut from the Beta too says Browder.

The interview ends on that subject of units. With the beta still in its early stages, the philosophy of the game seems to be taking shape, but only time will tell if that philosophy matches that of the StarCraft 2 team and Dustin Browder.

Links
gamestar.de - Interview with Dustin Browder