Quote:
"Not having to worry about multiplayer really freed us up creatively," Browder said as we moved into a discussion of the game's design. "We were able to put in extra units and fool around with stuff without having to worry about multiplayer balance, just whether a particular mission worked." Among the other goodies awaiting players of the single-player campaign are the possible return of the Goliath, the Wraith and the medic units from the original StarCraft. "The rationale is that Jim Raynor's been around for a while and a lot of this older technology is cheaper and would be the kind of thing a guy like him would have access to." The game will also sport an interesting economic system in which the player will be able to purchase various upgrades that would never pass muster in multiplayer, such as the ability to build both a reactor and a tech lab on a barracks or a larger splash damage radius for units that do AoE.
One of the examples Browder gave us was to build the single-player Zerg around Kerrigan's growing power and new mutations. Unlike the Terrans who have "hero" units but play much like their multiplayer versions, such a Zerg concept would make single-player Zerg more like Warcraft III. Zerg armies would need to be built around the need to get super-unit Kerrigan onto the battlefield and protect her while she garners what she needs to go up in power.
The Protoss, on the other hand, are apparently trying to hold their race together in the face of fractious tribalism. Their mechanic would therefore be based on exclusion -- the knowledge that using certain units from one tribe precluded using other units from another. In both cases not only would each race play differently from the Terrans, they'd play radically differently from the multiplayer versions of themselves.
They're really differentiating the single player from multi this time around. Sounds good so far.