Despite the loud voices, Blizzard has stated that it doesn’t enable damaging suggestions from followers to affect any points of the tales it tells by way of its games.
While it listens to fan suggestions, with regards to writing, the story workforce has a transparent purpose in thoughts and stays on track regardless of any complaints from gamers.
“Specifically with World of Warcraft, our creative director Alex [Afrasiabi] said a wonderful thing. He said our story rooms are dojos. They’re sacred places. And we try to tell a story as best we can and to make our players as happy as we can. But we try not to let the negativity enter the dojo,” stated George Krstic, Blizzard’s director of story and franchise growth throughout his keynote deal with at Reboot Develop at this time.
“You’ve obtained to clear your thoughts, focus your thoughts and do good work. Do we take heed to our gamers and our followers? Absolutely. But additionally we strive to not let that distract us from our finish purpose of the growth or the brand new patch. We have a plan. We are listening. But additionally these voices can get fairly loud on the market.
Speaking about variety in Overwatch, something that regularly riles players when Blizzard retroactively adds it to existing stories and characters, Krstic stated Blizzard makes games for a worldwide viewers, so it is sensible to fill its games with various characters, tales and factors of view.
“Internally as storytellers we’re crafting narrative now for a worldwide viewers and our workforce must replicate that. Our workforce comes from varied backgrounds, varied level of views and I actually love that in our rooms it’s not all one voice and we’re not all one individuals,” he stated.
“I’ve discovered that typically that may be difficult if you’re attempting to land a narrative, nevertheless it additionally makes a narrative that a lot better. We don’t have Yes Men and Yes Women in our story rooms. It’s extra like, ‘can we make it better, I need to challenge that?’
“I discovered that it retains us on our toes nevertheless it makes the story that a lot better. We’re talking to world audiences and it’s so thrilling to see extra feminine avid gamers, extra voices and factors of views, each taking part in our games and likewise making our games.
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