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Warcraft
Adventures
GameSpot
talks with Bill Roper
GameSpot: Bill,
what was your actual title and role on Warcraft Adventures?
Bill Roper: Producer.
GameSpot: And
what did that entail?
Bill Roper: Attempting
to make sure that all elements of the product joined in an intelligent
and ideally timely fashion. Also, working very closely with all
of the design elements. [Warcraft Adventures] was also a third-party
game, so there was a lot of third-party management going on with
the art staff and the sound groups, and then getting that all integrated
with our design. So we were very involved in the whole process,
through the life of the product, the development cycle. But a lot
of that was going through and looking at the work and making sure
that it was meeting our standards, and then seeing how it was all
going to integrate and how all of that worked with the Warcraft
universe as well.
GameSpot: For
those who don't know, explain what a third-party game is as opposed
to the games Blizzard's done in the past, which are first-party
games.
Bill Roper: Right.
First party [is] in-house, where the development teams here work
on every single aspect of the product. We've done a mix of things.
All of our third-party projects tended to be expansions. Diablo
started as a third-party project, and then halfway through the development
we acquired [developer Condor]. So it became an internal project.
But when Diablo started, it was by Condor, which became Blizzard
North, and of course, that was a third-party project, meaning [a
project developed by] a company that was not Blizzard.
We're always very involved
with those properties and those projects that are based on our properties.
We don't just like to turn a property over [to someone else] and
see what we get. We're very, very involved in the whole process.
So a project like Warcraft II: Beyond the Dark Portal, or even Starcraft:
Brood War, is done by third-party developers. But we have a very
focused team that works on those internally, making sure that balance
is correct, concept is correct, and that all of the elements live
up to Blizzard quality and standards, what we not only expect from
our games, but what we think our fans expect from our games.
Warcraft Adventures was
the same type of thing. We had another company, another developer
[Animation Magic], doing the artwork and the coding of the engine
and some of the sound. We worked with them providing all of the
design, the world background, making sure there was storyline continuity,
and also did some of the sound recording.
Back and forth with Animation Magic
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