Accessibility later

Jul 3, 2009 18:51 GMT  ·  By

A lot of people are eager to find out what's the secret behind the success of each videogame developed by Blizzard, from the original Starcraft to World of Warcraft going through the Diablo series.

Recently, one of the most important people at the company, Rob Pardo, who is the chief of game design, might have offered an insight saying that Blizzard was creating, first and foremost, for the hardcore gaming crowd.

Pardo talked to Eurogamer and told it that “We really try to serve both audiences. One of the ways we do that is that we build for the depth first - for the hardcore first... Then, what we do gradually once we have that basic game - which is really fun to all of us, because a lot of the people here are pretty hardcore - then we really start trying to make the game more and more accessible.”

Basically, this means that Blizzard videogames need to first have the replayability and the depth that are required to make sure that true fans and passionate gamers are satisfied over the long term. Other players might not even get to see all the content offered but that doesn't mean they will not enjoy it. This process makes sure that the game has plenty to offer to all players and that calls for more content only appear late after the release date.

Pardo also said that with Starcraft II, Blizzard chose to make sure that the multiplayer components of the upcoming strategy title were perfectly balanced before even beginning to think about the single player campaigns. This is one of the reasons that led to the decision of splitting the game in three different releases, each of them offering one campaign for one race while delivering the whole multiplayer section to those interested in taking on other humans in battle.