
Given Frost Giant has a far smaller team than any Blizzard game would today, it's surprising that Stormgate is using Unreal Engine 5, more closely associated with big triple-A games than indie studios. It's a core tenant for what we're building," Morten says. "Even for 1v1 competitive, the tournament system we're envisioning will enable players to form into leagues to create more social contact.

It's a tough needle to thread, and the devs were quick to point out that 1v1 deathmatch will still be there for RTS veterans, despite the high level focus on making a more social, team-based RTS. We think we can really lean into that depth of experience we know and love, but improve around it." "A lot of the time a new player who's struggling to learn the basics, their first experience is just getting crushed in a multiplayer match. "I think the genre does well with providing a lot of room for players to master and improve their skill, but all of that depth can also feel daunting to a new player who's just stepping in," Campbell says. If you want to place a structure, the game will automatically choose a worker unit to build it, but you can still pick one manually if you want to.
#Starcraft 2 update#
Stormgate is still early in development, but we talked about some of the ways Frost Giant wants to update the RTS to "balance giving power in a familiar way to RTS players, but also lower the skill floor for new users," according to Campbell.įor example: automating things like putting units in control groups and using hotkeys for certain actions experienced players will be able to overwrite them as they see fit, but new players won't have to memorize a keyboard's worth of shortcuts. "If I had stayed at Blizzard and waited, I want to believe there might've been more opportunities to work on a new RTS, but I was eager to move on and apply all of this knowledge," he says. But with the immense popularity of Overwatch, and Diablo 4 on the way, the company once known for its RTSes was in no hurry to make another. Morten says that "there were so many clear opportunities to capitalize on the learnings that we got coming off the latter years of Starcraft 2," so he was excited to work on another RTS.
#Starcraft 2 series#
Stormgate began life as a series of coffee shop chats between the two Tims a few years ago eventually their pent-up ideas for a new RTS could no longer be contained.

We think we can really lean into that depth of experience we know and love, but improve around it Tim CampbellĬampbell is Frost Giant's other Tim: he founded the studio along with Morten and was the campaign lead on Warcraft 3, before more recently directing Wasteland 3 at inXile. In our team modes we're making bigger changes in order to facilitate collaboration between players, to facilitate interesting back-and-forths between teams, so you don't have traditional problems where one player gets KO'd early in the match and then everybody else plays out this foregone conclusion." Unless one team deathballs together and just rolls across the map, the player on the left is playing against the left opponent and so on. "I think that's been a flaw of team-based modes in traditional RTSes: you feel like you're playing siloed matches in the same game session. "To give a good team experience, we have to do something different in those modes than just simply have three different 1v1 matches going on in the same map," says Tim Campbell.
