Jeff Kaplan's History Of Warcraft
6:00 AM | Cord Kruse | Comment on this story
Game Informer has posted a new interview article on the history of Blizzard Entertainment's Warcraft universe, with a focus on the company's recent World of Warcraft efforts. Jeff Kaplan discussed the reasons for Warcraft's popularity, exclusivity to the Mac and Windows platforms, and the company's plans for the future of the franchise.
GI: The World of Warcraft movie is in the works. Do you think the Warcraft lore can appeal to non-gamers as well as the very large crowd of gamers that itís appealed to already?Visit the site below to read the full Q&A.
Game Informer: Jeff Kaplan On Warcraft
JK: Totally. One of the things that Warcraft has going for it is that even though itís set in the fantasy genre, itís a very accessible intellectual property in so far as we donít take ourselves too seriously. We constantly pay homage to current events. We make a lot of pop culture references, which I think makes it a very inviting and safe universe for people who are not traditionally fantasy fans to get into.
GI: Do you think the future of the Warcraft games is going to be largely online, or do you think thereís room for more single-player experiences in the Warcraft universe? And do you think the series will remain on PC only?
JK: The way that weíre looking at Warcraft these days is as an intellectual property that we love, thatís existed for 15 years at this point. I donít think it exists in a single game or a single game type. Obviously, we transcended the RTS into the MMO, but beyond that with the Warcraft comic, all the Warcraft novels that have come out, the Warcraft movie thatís now being worked on, I think weíre now seeing Warcraft as something that goes beyond any one particular game type.
Blizzard has always proven in the past that we have a keen interest to be online and be multiplayer, but to never under-represent the single-player experience. Thatís very important to us as well. When you see StarCraft II in all of its glory -- and it is turning out to be glorious -- youíll see what I mean. Everybody knows StarCraft from the multiplayer competitive scene. Thatís itís place in history. But the single-player experience is simply mind-blowing. Itís something that weíre extremely proud of. The same goes for Diablo, where the single-player experience is extremely strong. Even in World of Warcraft, our earliest design philosophy was that you should be able to achieve maximum level even if youíre just playing by yourself. One of our development mantras was that the game should be fun even if nobody else is playing it. I donít think weíll ever lose sight of that single-player experience.
To touch on the PC question, we donít ever decide ďHey, weíre making a PC game,Ē or ďHey, weíre making a console game.Ē What happens is that a development team will move onto its next project, and the creative leadership of that team will decide what kind of game they want to make. Later it will be decided what the appropriate format or the best blank canvas for that game is. Thatís what weíll make it on. If it happens to be PC or console or both, whatever it is, thatís what weíll do.
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