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| quote: | Originally posted by Project-K
Each campaigns are supposed to feature relatively different "meta" gameplay elements which are incompatible with other races. For instance, in the terran campaign, you play as a mercenary - you spend much time talking to npcs, interacting with on-board computers and menus, accepting various missions, purchasing technologies, etc. None of that would really make sense from the zerg or protoss perspectives, so they're going to design an entirely different UI, focused around different features, different methods of storytelling, etc. Not to mention there's different models / environments for cutscenes.
http://www.gametrailers.com/player/41535.html |
I am not going to speak of FMVs and so on, cuz they do take time. Creating a quality storyline and so on, sure, whatever. Typically, that stage is usually the first to be done in any game, and goes along with design, story boards, flow elements, and all that pretty atmospheric and engrossing gameplay stuff. But the different "meta" (as you called them) elements are programmatically the easiest thing to code, with respect to a game engine, and don't really take all that much time at all. The most complex part of development, in context to games, are the actual game engine. The rest is all filler. Thus, with all the dynamics of the game engine finished, since you'll be able to play the different races in multiplayer, the most difficult part is already done. Which again begs the question as to why they're really doing this. And two years in between releases to come up with a single-player campaign, running on the same engine? Please.
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