In der Woche vom 22. - 28 Juni waren wir bei Blizzard in Irvine zu Besuch. Aus Amerika haben wir einige Interviews mit bekannten Starcraft 2 Entwicklern für euch mitgebracht. Hier ist der Überblick aller Interviews, die wir geführt haben.
Question:
Do you plan on adding replays to the single-player campaign?
Chris Sigaty:
Well, that is something we keep going back and forth on because the truth is that in single-player there are a lot of trigger events – we cheat basically – and so we have always traditionally not allowed replays to be watched in single-player because it’s kind of meaningless when we are triggering in units and that sort of thing for the missions. But we have gone back and forth. We certainly could do it but currently our leaning is not to allow replays in single-player. So it’s up in the air, it’s something that wouldn’t be difficult for us either way – it’s just a decision whether or not it makes sense to watch a single-player-replay when you see that it’s spawning in units or doing that sort of thing.
Question:
You definitely improved the features for observers but this could also harm the players for example when an observer whispers your opposing player. Do you plan on prohibiting whispering from Observers or change their latency or something like that?
Chris Sigaty: There are definitely a few things with regards to observers and us trying to limit them. We look at it as two different group types: There are referees and observers or spectators. Spectators can’t whisper players and can’t communicate directly with players. It’s possible that off cause that somebody could figure out something using a different service or something like that but if you are playing private games where you have an observer generally the point is that you know the people and they shouldn’t be cheating. But yeah, observers are not allowed to talk – that is why you couldn’t see their chat and that is why you couldn’t do some things he could do. We are definitely very conscious of that. We want to make sure it’s fun feature and not something that causes abuse.
Question:
Have you been looking into the possibilities like joining a current game - especially for spectators.
Chris Sigaty: We have some long term plans to do a lot with exactly that. For sure we are going back and forth with it. We certainly don’t think you can join an in-progress game but the idea of joining and looking at game types that you may be interested in participating in but want to kind of check it out first is something that is possible. You could potentially join a game basically as an observer and just see what that kind of game type is – especially among custom games. For example like DotA in Warcraft 3 – you are new to it and you heard all these people talk about DotA and now you want to go watch it out – then you could potentially join and see a game like that as an observer first and then decide if it is something you want to participate in.
Question:
Will that be part of the maximum players or is that additional to the maximum players?
Chris Sigaty: Well currently the way we have it set up with maximum and minimum players is that there is a total of 8 players allowed in the core game. If you talk about playing in match-making games or play a game functionally then we have seen 8 players max - 4on4 or 8 players FFA or whatever - and four additional slots for observers in Warcraft 3. For customs we allowed to go up to using that full 12 so you could do something like DotA where it wasn’t such an intensive “everybody has 200 units maxed”.
Question:
In that case you couldn’t have spectators.
Chris Sigaty: Right. At least that is how it currently how we have it.
Question:
Can you tell us the three things that are the most important in StarCraft 2?
Chris Sigaty: Sure. Three things… there is a ton of things. I think the priory one for me is the fact that it’s got this value of nostalgia for original players of the game. You certainly recognize it when you see it. But then when you go on and actually play you feel it is very different. You realize you have to do a lot of learning again to really pick up and be a master of the game. I think a lot of things that we have done actually help with that. Another thing for me that I am really proud of is that the games user interface and accessibility has improved dramatically. Things that a lot of hardcore players aren’t really a fan of like unlimited selection, some of the grouping and functionality of your harvesters and that sort of things where if you just waypoint them to crystals than they will immediately gather. Those are things that allow newer players to the game to getting to it a little more easily but if you really look into StarCraft it is really hardcore. This allows a little bit of accessibility but at the same time the changes we have made to it allow the hardcore or better players to show of the differences. Things like the macro mechanics that Dustin pointed out – things like proton charge or the MULE functionality – those are things that you really have to get into the game for and become very familiar to. Those were two of the things. The third thing to me is that I really think we are entering new ground and exciting ground: The story mode functionality and adding a fourth battle.net. I think once players get their hands on it and see some of the things we have on battle.net they are going to be really excited about it. We are certainly excited about it. The big picture with battle.net I thinks is going to be awesome. Can’t really talk about it *laughs*
Question:
How many ladder modes to you plan on implementing? Like 2on2 and maybe supporting UMS ladders like for special UMS like DotA and something like that.
Chris Sigaty: We have definitely done a lot of work around allowing for custom maps that are very popular to come over more easily then it was in Warcraft 3. For example we needed to patch Warcraft 3 a significant amount of times. We have tried to make the way that map data is configured and that sort of thing works successful to allow us to make them into ladder at launch. The ladders will be similar to what we have seen: 1on1, 2on2, 3on3, 4on4, FFA and than we are still talking about random team vs. arranged team and how that books from the ladder perspective. Those have been planned competitive game types for launch. One of the things I want to mention is that there are a lot of plans to allow players to participate in non-competitive ways or at least cooperative ways. One of the things that we have planned is a way that players can play against AIs cooperatively and actually more menacingly get into the game not necessarily by going and trying to search for custom games to do that. Another thing we have talked about a little bit is something that internally we call it “taboo league”. It’s a way that allows you to get into the game and play some games that have map setups “no rush”. There are rocks choking you off and that sort of thing and that don’t count towards wins or loses so that you can get in there, play the game, not feel like you have to win and if you lose you don’t feel like you should just immediately jump off the server. Certainly we are aware of that with StarCraft and with Warcraft 3. You go on there and it takes several games before you get to your rank or right rating point and that experience for a new player can be really overwhelming and intimidating.
Question:
What have been your inspirations for battle.net? Where there social network sites you have been getting your inspiration from? Have you been inspired by a lot of this? We have not yet seen anything so…
Chris Sigaty: Sure. We are definitely a company that’s very aware of technology and where things are going and all of us have been involved in all the things that have happened in the world since Warcraft 3. I mean Facebook, MySpace… All these sorts of social network sites have been things that we have been around. […] They are sites that attempt to bring gamers together…
Question:
And that is what you want to do!?
Chris Sigaty: Certainly, yeah. I mean it’s not exactly those things specifically but we are looking at all of those different sites including non-game related sites. And then of cause drawing a lot of inspiration from what we did before with Warcraft 3. At the core we want to make sure that people can get into meaningful games and play against people who like skill level and therefore have fun experiencing games where they feel like “Ah, if I just would have done this a little different I really could have won that game.”
Question:
We are not going to expect any inferior features compared to gaming networks that are on today?!
Chris Sigaty: It depends on your perspective. I suppose it depends on what you are looking for. Our aim is to deliver far better than we have done in the past. Basically connect players because the social site of the game is important certainly from my perspective and we want to combine that so players have that capability.
Question:
There are a lot of interesting things on the official forums. Will it be possible to watch the forum from battle.net?
Chris Sigaty: The forums are something that will definitely be linked to. Whether it’s directly available at launch in battle.net is something that I don’t know if you are going to have it but you will certainly be able to get to there from it. We did that basically in Warcraft 3 so we at least want a forum website. That’s exactly the sort of things we want to do. If it’s available at launch or not I can’t tell you right now. Honestly we are trying to get everything and that is something we work for.
Question:
Sometimes in StarCraft there were rematches. It costs time to host and join the game. Do you plan to implement a rematch system?
Chris Sigaty: We have talked about that. Right now it’s not in our specs but it depends. In AMM gaming there are some abuses potentially possible through that. If you play a 1on1 for example going to the ladder you could theoretically say “Hey, good game!” We just want to make sure that if it’s in the competitive ladder site that it doesn’t allow for abuses. But certainly it’s something that we know players would like to see and something that we can do and have to ability to do and have even had it in working model. It’s just a question of where it would work. We are not talking too much about battle.net right now but about some things related to some functionality that is similar to that.
Question:
I think it would not be abused but would just be a time saver.
Chris Sigaty: It is a time saver but it depends on what part of the server you are talking about. If you are talking about AMM games and if you then can keep replaying the same player over and over again you could potentially do win trading and that sort of thing. We just want to be aware of where it’s legal. In custom game that might be an area that is appropriate and it’s fine and we are not ranking anything so go ahead and “taboo league” where wins don’t count. When wins and losses count those are the things that we want to explore before we say yes to it.
Question:
I would like to ask a different question: I know you are a bass guitar player of the Tauren Chieftain?
Chris Sigaty: I am the what guitar player? No, I’m just a guitarist.
Question:
My question is: I actually did start a petition for you guys to release it on CD and like sell it on the StarCraft store. My petition already has a couple thousand of signs so far so there is definitely an interest so what do you think the possibilities are?
Chris Sigaty: If we could find the time we would love to do that. The problem has just been time, really. There is a lot of work going on in the beginning and there is a lot of work going into the recording studios...
Question:
You could just record it live!
Chris Sigaty: Yeah, we could do that. It’s something we are definitely interested in but it’s just that honestly right now we have not enough time. Certainly it’s something that could happen.
Question:
Will you write a new song for the next BlizzCon?
Chris Sigaty: We are trying… *laughs* Seriously we have been working really hard the last few weeks and we are only eight weeks away at this point from BlizzCon and we have to make sure that we can play it well on top of writing it. So if it does not happen on the next week or two we are not going to be able to have a song it in time.
Question:
What is the theme of the new song?
Chris Sigaty: The theme? Sammy does most of the lyrics and he certainly does it funny. We will see what sort of thing he puts together.
Question:
Is it a romantic song maybe? *laughs*
Question:
So, whom do you prefer: Nova or Kerrigan?
Chris Sigaty: Hmm… Kerrigan. Just because of her story and the downfall and where she is gone. For me Kerrigan is just more interesting. I think Nova is a great character as well but I think Kerrigan has just so many ups and downs that ultimately provides for more interesting story.
Question:
In Warcraft 3 and in StarCraft there were clan channels. People usually make double accounts just to get in a bot and to take care of spammers and unwanted people in the channel. Wouldn’t it be possible to have like a BlizzBot or are you planning for some system for that reward so people wouldn’t actually have to make multiple accounts to add a bot for their channel?
Chris Sigaty: That’s a great question. I don’t have any answer for that. I wish I could. We haven’t even talked about that. You are basically asking for a feature. I think – if I understand it correctly – you want clans or groups or whatever to have the ability to host some bots.
Question:
The problem is that with the new listed account system or the battle.net account system there are a lot more origins so you are not going to do multiple accounts like you did in the previous games. So it would be more complicated to add a bot to the actual channel.
Chris Sigaty: The benefit of the bot for a particular group is that if there is a news that they want to tell to their clan or when people arrive or to the group or whatever they want that bot in their channel to tell them.
Question:
Or for example an easy way to clean the room of spammers and basically organizing things there is usually a bot for that sort of stuff. Like in an IRC channel – doesn’t have to be a clan either.
Chris Sigaty: Sure. That’s a new feature and it’s not something we have even talked about. That’s something certainly that will come up when we get into beta for sure and then we can start considering whether that is possible and how that will possibly work.
Question:
If I don’t buy StarCraft 2 and next year I would like to play the Protoss campaign or the Zerg campaign. Is that expansion a stand-alone game or is it just and expansion?
Chris Sigaty: That’s exactly the way we look at it. There has been a lot of confusion about that. It’s exactly the same as Reign of Chaos vs. The Frozen Throne or StarCraft vs. Brood War. It’s a fully featured campaign that centers around the story of Jim Raynor for the first title and the second will centre on Kerrigan’s story and then the third will focus on Zeratul and the Protoss. They are stand-alone in the regard of the campaign but not in the regard of what’s required. So the question that keeps coming up is if it’s an expansion and we really view it that way. I can’t say anything about the cost because what I can assure you is that we feel that we have sold our products at the right price point for value you got for them so we have got a lot of compliments and good critic reviews on Brood War for example and The Frozen Throne and that’s sort of a level of content we expect to have in each of them with the fully featured campaigns. But yes, you would need to own Wings of Liberty and then you can add the additional ones on if you are interested in that campaign.
Question:
Following your friend in a game or a channel was impossible in StarCraft: Brood War. Do you plan to have a tool for joining a channel or a game where your friend is?
Chris Sigaty:We have got a lot of plans for chat and friends and that sort of things where we will go into when we start talking about battle.net. I’ve been saying probably way too much already *laughs*
Question:
You have mentioned – I saw the Dreamhack interviews a while ago – when StarCraft 2 is not going to be released.
Chris Sigaty:They try to get that out of me but the official answer of that is we are targeting this year.
Question:
So my question was really if you would like to push it to next year or if you feel confident about what you previously said.
Chris Sigaty:We try our best to schedule here and do a good job at it but what ultimately comes up is our feeling of how polish and ready it is and whether we fit the Blizzard quality level. We still have a long bit to do and the simultaneous ship is a part of our release in the living languages. So making all of that happen this year is going to be ambitious and we are working really hard already on it. It’s definitely something that’s up in the air but we are targeting doing what we can to get it done this year.
Question:
Do you plan to launch a website like TheAssisinate (19:30)?
Chris Sigaty:You mean strategies and that sort of thing? We have some of that with Warcraft 3. With communities come very hardcore sites that are up about this sort of thing like “best way to play” or “progamer tactics” and that sort of thing. We certainly will have some of that information but as far as getting really hardcore stuff I am sure there will be websites that take it even further than we do.
Question:
Do you know which players you want to invite for BlizzCon?
Chris Sigaty:I don’t know the answer. You probably know more than I do on that (to the woman). Do you have any final list?
Woman: I don’t think the list is final yet but we already have a list.
Chris Sigaty:Sorry, that’s not a very good answer to your question. That’s the truth: We are working on it.
Question:
My colleague mentioned this slightly before but have you any thoughts about like basically http-integration with the battle.net? Will it be like you click a link and go to a web page? Will you need Alt + Tab or will it be like full screen window mode or something like that?
Chris Sigaty:Well, we are getting into it a lot more and we spend a lot of time on the UI and Interface and we have done a lot of work trying to make sure as much as possible of things that have traditionally gone on the web can be viewed directly on the client. But it’s case by case. Some of the things depend on whether we will have the time to get in there for ship. In patches and within expansions we intend to have all of it. Again: All this stuff will be gone into greater detail once we start talking about battle.net itself.
Question:
Can you tell us anything about the voice chat on battle.net?
Chris Sigaty:There will be voice chat.
Question:
Regarding latency: Do you plan to implement the favorite ICCup LAN latency or something like that.
Chris Sigaty:We are very hyperconscious of meaningful game play and it all centers around you getting a good enough connection that people can play. As far as making it better there are two different routes you can go which is the slowest player slows everybody down or nobody pays attention to the slowest player and that slowest player gets frustrated of other people taking advantage of him. We have been back and forth on what the right answer is. Warcraft 3 used a model where everybody waited for the slowest but there was some frustration with that. StarCraft did the opposite and currently we have it coded up the way that Warcraft 3 is as far as the functionality goes. We are kind of investigating what is best for the community right now. We are trying to do things where we can that will improve the game play for people. So for example observers currently are considered players but we are going to - prior to ship - make it so that observers are basically never waited for. So if an observer is requesting packets or whatever and getting wait time that wouldn’t bring up a dialog thing that would say “waiting for an observer”. So we are trying our best to make it as best as possible. We have World of Warcraft and spend a lot of time on infrastructure and network connectivity and where we host our servers and so we intend to continue to ensure our network infrastructure is as good as possible. The problem that we are running into is that every individual connects to a different means and we do not really have control to a lot of that and that’s where people experience frustrations and the best we can do is identify when that’s happening to a player and let people know you are waiting for this guy and you want to get rid of him.
Question:
Any possibility to have any specific ping number or those things?
Chris Sigaty:We rather solve the problem than make it more obvious and have people getting frustrated that they are getting kicked all the time. We are not always going to be able to do that. Currently we don’t have bars and we don’t have numbers at all. What we are doing instead is letting players know when a person is causing problems because of their own actions - that is the best we can. So for example currently we alert player that somebody is running his graphic settings above what should be expected for their system and because of that they are actually chugging basically and then that’s causing the perception. One of the players is actually not getting processing packets fast enough and is not frequently applying fast enough and these players say he has got little bad connection but it’s actually not so we are trying to identify these situations first.
Question:
The whole MBS and UUS is hotly debated. Is there any consideration at all at this point to remove them?
Chris Sigaty:We will see what happens with the beta. We are totally going to have the beta change the game drastically and dramatically but we have added so much to the game. The big concern with MBS was that it’s going to dumb the game down too much so that the newer player can match the master – and that is not the case. You can see with the guys that are really good it’s already frantic enough. There is already added enough with the new added functionalities like MULEs on Terran and Proton Charge on Protoss and the Queen. Managing all of the macroeconomic parts of the game now takes a lot of effort and even the best players have enough to do with that. MBS does not take it that away so we feel that it’s in a really good place right now but we will see.
Question:
Some fans of progamers are saying that it is just more micro now because you are spending more energy on the actual units when you are attacking. Do you think that’s correct?
Chris Sigaty:I don’t know. Are you saying that those abilities aren’t macro or are you saying that there is just more micro in StarCraft 2 than in StarCraft 1?
Question:
Yeah.
Chris Sigaty:I don’t know. Maybe to some extent. One of the things that happened in StarCraft I think is that some of the abilities and some of the units didn’t get used and a lot of these abilities are really useful. And so some of the stuff like you saw today that David Kim and Mad Cooper pulling of today casting force fields and blocking off parts where units couldn’t walk and microing some of the different abilities... Yeah maybe there are too many – I couldn’t say. I think certainly masters of the game (progamers/really strong players) will be able to show a huge difference in ability compared to a play that is new to the game. This seems to be a big concern there.
Question:
Will we be able to play the Zerg and the Protoss in some missions?
Chris Sigaty:Currently in Wings of Liberty you can play some Protoss. You don’t play as a Zerg at all. But there are some missions where you play as a Protoss. It’s just the way the story works. It’s not anything against Zerg players or anything like that and as far as the core multiplayer game goes you still have full access to the Zerg – you can still play them fully: They are available at skirmish; they are available on battle.net. You certainly fight against Zerg.
Question:
Now that we have had all non-mirror matchups in the Battle Report: Do you plan to have a mirror matchup on a Battle Report next?
Chris Sigaty:Sure. We haven’t been orchestrating them. What we have been doing is when a good game comes along we are say “Ah, let’s try to make this one into a Battle Report.” We really didn’t want them to be made up and so like the stuff you saw today was done playing live. Those were pretty good matches but the thing to me why I wouldn’t turn them necessarily into a Battle Reports is that there were a couple of minutes in the game where they were both staying away from each other and sort of building up and I think that gets long if you are watching that in the Battle Report so we probably wouldn’t ship those out. To answer your question: Sure, a mirror matchup would be something we would absolutely consider. I think we have done each one of them – at least at this point – each of the matchups and so you would want to move on to potentially do a mirror matchup.
Question:
How much feedback do you listen to in terms of like hardcore players?
Chris Sigaty:We are definitely listening. Our community team is constantly reporting backwards. It seems to give a lot of these voices. Kevin meets with our team once a week and Dustin actually goes up to the side and so do some of the productions staff to make sure we’re aware of what is going on. The truth is we have got to the point where we feel good about what’s there but we are going to run out to beta with it and then we are going to here a much louder voice of people actually using it. We have had the same reaction on our team at first and that was heard from a lot of communities after using it. Now we have had a flip-flop where some of the guys that went back and played StarCraft where like “oh my god” and there are very good players on our team. Going back to twelve [limited unit selection (12 Einheiten auswählbar); Anmerkung des Tranksriptors] and going back away from some of the shortcuts that you have used feels actually really various and is tuff to get used to. We will see what happens. If there is a strong outcry we will listen. We absolutely do listen.
Question:
Is there any focus like on the hardcore or on the soft-core or specific areas that you feel some of them have more important opinions about?
Chris Sigaty:Certainly when we are thinking about eSport and thinking about the really competitive level then we are paying a lot more intention to the hardcore and real high quality players. But we are really trying to make sure that we take a balance to both. We can make a game exclusively and only for eSport and we can make a game that works just for new players that just come in and doesn’t necessarily work for eSport and we are trying to strike a good balance of both because we do expect for StarCraft 2 that there will be a good number of players that come over that played WoW that maybe never played RTS at all. We want them to have a meaningful experience and then we think there is going to be of cause players that played Warcraft 3 or the original StarCraft and are interested in getting into StarCraft 2 and looking at it. So we want to strike a balance of both.
Question:
Do you think there are a lot of crossovers between your previous games and StarCraft 2? Because obviously it got a lot of new players with franchises like WoW.
Chris Sigaty:I think people will be interested just to check it out. They want to go over and see this new game. They were introduced to Blizzard with World of Warcraft. They loved it and so they say “Hey, Blizzard released a new one. Let’s take a look at it.” I think there will be some people that come from there and that’s one of the things that I want to raise your interest for: Some of the people that get into games like World of Warcraft are not hardcore gamers. They don’t sit around and watch replays and go to eSport websites and follow that and we want to make sure those people can have fun and a full experience too.
Question:
Do you plan to release a demo of the game? Like for Warcraft 3?
Chris Sigaty:Yeah, we definitely want to get some method of checking it out. It’s likely similar to Warcraft 3 but it’s not going to happen till after we shipped our product. So just a time factor thing.
Question:
Do you plan to have a home channel feature where when you join the battle.net you already join this channel and not in the regular channel?
Chris Sigaty:That’s something we haven’t decided yet and we are talking about that later.
Question:
I know you don’t look at the single player campaigns in any way as a tutorial like the one in StarCraft 1. With the first couple of missions you were slowly introduced into the game.
Chris Sigaty:We don’t look at single player as a training ground for multiplayer certainly because the requirements for very competitive play are different than beating missions. Even today we have done a lot more variance between the missions: The gimmicks on the missions and the things you are trying to accomplish on the missions aren’t necessarily things like “Go and wipe out that.” which is what multiplayer is really breaking down to. We do need ease people to playing so it skills up to harder/tough play but single player is not a training ground for multiplayer if that makes sense.
Question:
Yes, but my question was actually if there will be any tutorials in the game. Would you actually do something like slowly increasing the number of units or something like that?
Chris Sigaty:Yes, we have several things for the single player. We have recorded tutorials that allow players to see different bits of functionality they can refer to whenever they want. We will put them in front of newer players right away. Additionally we have something we call “Challenges” which is new to StarCraft 2. They are basically very specific situations that allow players to get ready for the sort of thing you might want to be thinking about when you play multiplayer. Like how to really maximize resourcing or how to micro – at least what micro even means. There are challenges that try to put you into a position where you can understand the unit counter and that this unit is better against that unit. They are short little levels basically that allow you to experience with that.
Question:
Will we have that in beta or is that for shipping?
Chris Sigaty:That’s for shipping product and not planned of the beta.
Question:
Will it be possible to play the game in French/ in English on the same game box?
Chris Sigaty:Yeah, it will be eventually. At ship we will likely not have language packs but at some point probably within the first year we will release language packs so you could buy the French version and then download the English one and swap.
Question:
Why do you change the name of some units so frequently? Like the Nullifier.
Chris Sigaty:Just trying to land on what works best of the story or elements or what’s best when somebody new comes in that it makes sense. So it’s kind of our way – it’s our iteration process. That’s frustrating too in many ways because we want to land on what’s best and at the same time there is a lot of work that goes by and whenever a name changes there is all this data that we have created around every unit and all that data needs to get changed in there so it refers to the new name.
Question:
Like custom fields or do you actually mean data based things?
Chris Sigaty:Yeah, the internal data. There is a number of different maximal files that are all linked to one and another in various ways and going through all of that and getting it all updated to the new units name is a giant pain in the butt.
Question:
So you don’t change names over night – you just think about it.
Chris Sigaty:We think about it and we still have had several units like the Dark Pylon and the Obelisk and the Nomad changing to the Raven and there was Nighthawk prior to that. That was a pain in the butt.
Question:
I liked the Nomad though. Is there any chance we can see that again?
Chris Sigaty:Potentially. We still have all that art. Certainly for a lot of the units that are in the original StarCraft you will see them in single player so it’s possible that the Nomad will make it back in here and there.
Question:
Are they going to be in the single player campaign?
Chris Sigaty:Yeah, single player only. You will not see them in multiplayer.
Question:
What do you think is the most interesting unit in terms of mechanic?
Chris Sigaty:I think there are a lot of interesting mechanics so for me personally I tend to stick with Terran because feel safest there. I don’t know if it’s humans it’s just that larva management – Protoss are fine for me too – is just something that I have never gotten really good at. So for me Terran mechanics that I am liking a lot right now is the Hellion – I’m loving it because it’s so fast. It’s not necessarily a new mechanic but it’s a super, super fast unit so you can get it out very quickly and get on the battlefield and against those initial units you can actually micro and take down a pretty big stack of units pretty effectively with the Hellion. The other one is the Banshee: It’s just a good surprise tactic. If you can get up to air and can come unscouted with Banshees that’s pretty good. But again: I am not playing at a level like David Kim or Mad Cooper. Those are a couple of the new Terran mechanics that I like a lot.
Question:
How many people are actually involved in the pool that makes the Battle Report? We have seen three by now.
Chris Sigaty:There is David Kim, Mad Cooper and there are a lot of other really good players in our company and we have been playing what we call “pre-beta” for a while now. We have turned out some really high end players. I don’t know the total number but the actual core guys that work on it is 4 or 5 guys on our team, a couple of guys on the video department that put together the video and then Robert Simpson and the eSport and community. So 10 maybe.
Woman: We rather wrap it up now.
Chris Sigaty:So thanks for coming up guys, I know it’s a long trip so have a save one back for sure.