The most lucrative MMORPG on Earth today, World of Warcraft and the hottest RTS StarCraft II, their creator Blizzard's trajectory so far has been the myth of countless people. But the so-called "light watch thieves eat meat did not see thieves beaten", even Blizzard, has also faced many unknown difficult choices. Mike Morhaime, chief executive of Blizzard Entertainment, told us that Maik Mohan although games such as World of Warcraft and StarCraft have been hugely successful, Blizzard has had to make trade-offs in many things, cutting off projects that are considered hopeless, such as the spectre of StarCraft. "We have to make choices because it's impossible to do everything." "In terms of management, we like complex professional games and casual mini games," Maik Mohan, speaking at a seminar called "Creative Exploration for Design Revolution", held last week. "Mohan continued:" We are in the development of "World of Warcraft" and "StarCraft II" time, "StarCraft Ghost" is also in production. The unprecedented popularity of World of Warcraft makes it necessary to make trade-offs in resource integration. In such an environment, a project like The Phantom of StarCraft is unlikely to succeed. "In other words, in order to give way to the already widely accepted World of Warcraft, the spectre of StarCraft, which is still in limbo, can only choose obscurity." Luckily, not every decision made by Blizzard's president has been implemented. Mohan revealed that he had vetoed the game's content-sensitive interface design on the eve of the launch of StarCraft, but the final game maker insisted on the original plan. "The whole group was against it, but I was not willing to budge," he said. "Mohan said:" Alan ("StarCraft" executive producer Allen Adehan) on both sides of the deal, and finally found a programmer added this function. Fortunately, the design has a very good response. Now in retrospect, if you had listened to me, there might have been a disaster. "(Edit/Xu Mingming)
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