Blizzard's Rob Pardo
How the world's most successful studio makes games.
Sitting in an office in the memorabilia-filled halls of Blizzard's nerve-centre in southern California, Rob Pardo is unassuming, chirpy and sincere - a manner which belies the fact that this is unquestionably one of the most influential men in the games business.
In fact, Time Magazine reckoned that Rob Pardo was one of the 100 most influential people in the entire world back in 2006. His listing in the magazine's annual (and usually contentious) countdown placed him in hallowed company - Nintendo's Shigeru Miyamoto and GTA producers Dan and Sam Houser are the only other gaming names Time has ever placed on the list, as far as I can gather.
The Time listing is probably a good ice-breaker at parties, but as gamers, you're likely to be more impressed by the rest of his CV. Time featured him for his role as lead designer on World of Warcraft, and he also headed up the design team on first expansion The Burning Crusade, but prior to that he was a designer on StarCraft and Diablo II, and lead designer of StarCraft: Brood War, Warcraft III and its Frozen Throne expansion.
The man knows his game design, it's fair to say. After all, he cut his teeth on one of the toughest tasks in gaming - balancing the races in the original StarCraft - and if there's one piece of game design which has been tested to the point of destruction over the years, it's StarCraft's balance.

Blizzard still serves "millions" of StarCraft games a month on Battle.net, it says.
Nowadays he's Blizzard's executive vice president of game design, but he's also come full circle. StarCraft was the first game that he worked on after joining Blizzard, and today we're here to talk about the forthcoming StarCraft II, previewed earlier this week. But, given Pardo's involvement in all of Blizzard's major franchises, we'd also like to pick his brains about how a company that has produced nothing but solid-gold hits in recent years goes about making its games.
One of the first things we discuss is the balance between hardcore and casual players - especially relevant to StarCraft, I propose, given the obvious difference between the average gamer mucking about with friends and the Korean pro-gamer scene.
"It's not really any different for StarCraft than it is for World of Warcraft, Warcraft III or Diablo, to be honest," Pardo says. "We really try to serve both audiences.
"One of the ways we do that is that we build for the depth first - for the hardcore first. When we're first prototyping and working on the game, we're very meticulous. The game speed has to be fast, the units have to be perfect, we have to be thinking about balance. We don't balance it early on, but we have to be thinking about whether each unit is balanceable, whether we have all the right hooks in the game to be able to do it.

The StarCraft II team must be one of the last in the world still wrestling with the implications of a move from 2D to 3D.
"Then, what we do gradually once we have that basic game - which is really fun to all of us, because a lot of the people here are pretty hardcore - then we really start trying to make the game more and more accessible. We certainly really try to keep both audiences in mind, and there are things that we do for both audiences to ensure that.
"The reason we build the game in that order is because you can easily come up with game design concepts or ideas or mechanics that are shallow and designed for a more casual, broad-market gamer - they're not going to put fifty-five hundred hours into a game, right? But we really want to make sure that we build in those features that have a lot of depth and a lot of replayability first, because we can always make that stuff much more accessible for someone that's not going to put in the same amount of hours."
In order to achieve that aim, Blizzard flies in the face of some conventional thinking on game design. Rather than pinning down exactly what the team wants to achieve before starting development - the ideal-world scenario many designers aim for - the company believes in building a rough version of the game as early as possible, and then experimenting and polishing as they go along.
"We very much believe in not making a mammoth design document and then just having a team make that to spec and shipping the game," Pardo confirms. "We try to make sure that we're building the game as we go along and adding to it, so that at every step - be it prototyping a gameplay style or a new unit - we have the opportunity to play it as soon as possible.
"That way we can start iterating on that gameplay before we've invested too much time or energy into the programming or the art, or what have you. Then we just keep on playing it, and keep on polishing it, and keep on playing it, and keep on balancing it - until we get to a point where we feel like it's really reached that Blizzard quality mark."
This is not necessarily a fast process. StarCraft II was built with a new engine, so it took a while to get the game up and running and start iterating on the design - but even at that, Pardo reckons that they had a playable version ready by the end of 2005, or early 2006. The intervening years, then, have been spent fixing, tweaking, polishing and building on the design of that first playable build - not to mention adding single-player into the mix.
Single-player didn't appear until "halfway through the development process", Pardo says. It's not that the team was neglecting the campaign game - they know that many players loved StarCraft for the single-player aspect. (Speaking to the game's lead producer, Chris Sigaty, in a later interview, I get a rough estimate that 50 per cent of the game's players play for the single-player experience.) Rather, it's another Blizzard philosophy in play - build multiplayer first, then build great single-player around it.

Warcraft III is one of few Blizzard games to feature single-player-only content, Pardo notes.
"[Building a great multiplayer experience] is the harder thing to do, and it's also the thing that allows you to play the game the fastest," Pardo argues. "If we can just play against each other PvP, we don't need to develop some complex AI system. We can start playing the game right away and seeing if it's fun.
"It's a quicker way to get the game going - and it also goes back to that depth comment. You can make a single-player game that delivers X hours of play, maybe it has replayability, maybe it doesn't - but if you want to deliver a deep, replayable PvP experience, that's a lot harder in my opinion.
"You have to work a lot longer on making sure that..." Pardo pauses for a moment, then launches into an explanation of one of the key challenges of building great multiplayer.
"In a lot of games, you learn the dominant strategy, then everyone knows it and the game loses its replayability," he explains. "So you're trying to make sure that you have a game that doesn't have dominant strategies, and that everything has a counter - and that as you continue to learn and explore the game, you get better at it and you just learn different techniques.

"If you go back to before World of Warcraft, there were a lot of questions marks around the company and the industry regarding why why we were doing that, shouldn't we have stayed with RTS games?" We asked then - we wouldn't now.
"It gets to that level where, hopefully, the game is as deep and strategic as something like chess, where there isn't a dominant strategy. That takes a lot longer, and to be honest, it's also a lot more fun for the developers to get that going first!"
Blizzard's approach of building multiplayer first and then building the single-player around it flies in the face of how many developers work, especially on console games. If you had a pound for every time you've read the phrase "tacked-on" in relation to multiplayer in a game review in recent years, how many pounds would you have? Some pounds. Definitely some.
Pardo nods in recognition when I mention the idea of tacked-on multiplayer modes. "I think that if you want to have a great multiplayer game and have a great single-player game, you should build the multiplayer first," he replies, "or at least be thinking about it at the same time.
"The challenge a lot of console games have is that they think about the single-player, they build that game, and then they try to tack the multiplayer on at the end - which I don't think is ever going to be very successful.
"Whatever multiplayer pieces you come up with, you can turn that into a great single-player experience. That's your toolkit. You can't necessarily go the other direction. If you end up with a character that's a godlike character, then you have to work out what other characters can battle that character - perhaps you have them, perhaps you don't. Maybe now you have to create new things, but you don't have production time to do it..." Pardo shrugs.
The focus on multiplayer makes sense - after all, Blizzard makes some of the most successful multiplayer games in the world, including the world's most profitable game, World of Warcraft. However, this is also a company that's well-known for its great stories and characters. Many players attribute some of WOW's success to its "lore" and storytelling, while games like Diablo and StarCraft have their own unique mythologies. Doesn't Pardo ever get tempted to ditch the multiplayer and cut loose on building a linear, straightforward game that just tells a great story?
My suggestion earns me the closest thing to a withering look that the cheerful Pardo has in his arsenal. "I don't think you have to pick," he explains. "That's one of the things that I think is great about what we get to do here at Blizzard - we can deliver a deep single-player experience on top of a really really strong multiplayer game.
"Certainly, there are trade-offs here and there. Diablo is always a good example, because the Diablo philosophy is to ensure that every quest is playable either co-op or single-player. So certainly, there are things you can't do there. World of Warcraft is another good example.

Recognising the extreme level of some StarCraft players, Blizzard is working hard on matchmaking for StarCraft II, Pardo says.
"But if you look at Warcraft III, that had a single-player experience that didn't assume co-op at all. We could do a lot of things in the single-player, including this idea of having sub-races like the demons or the naga. They had their own buildings and their own AI around them, but they weren't in multiplayer at all and were special cases in the single-player. We have the opportunity to do things like that if we want to, where and when we want to. It doesn't mean that you have to give up the multiplayer game to do it."
Just before I leave, I ask Pardo a final question - isn't there a sense that Blizzard, despite the success of its RTS games, is really now the house that WOW built? Doesn't the MMO rather overshadow a project like StarCraft II at the company?
On the contrary, apparently. "One of the reasons why I think we're a little bit different to a lot of developers out there is that we are across different genres, and we're able to have excellence in all of them," Pardo says. "I think one of the things that's great about that is that it gives us a really creative culture and it allows us to say to people who get tired of working on, say, RTS games, that we have other opportunities available to them."
He goes on to describe how StarCraft's designers were pulled into the WOW team to help with building the map editor and working out the class balance - something which did, admittedly, delay StarCraft II significantly - and how the Diablo III team invites WOW's designers to meetings to discuss monster encounters. "There's a lot of cultural sharing of knowledge," he explains.

Diablo III's designers are receiving a lot of input from the World of Warcraft team on monster abilities.
"We keep high-level talent, and we have talent within the company that gets to contribute to different projects outside of their genre. It makes the company better and it makes the games better."
While expectations are running incredibly high for everything that Blizzard does these days - would any other game developer have faced the bizarre outcry over Diablo III's colour palette, for example? - the pressure doesn't show in the company's headquarters. Pardo himself knows plenty about handling pressure.
"StarCraft II has huge expectations, WOW had huge expectations, Diablo II did, Warcraft III... We have a pretty big track record now that we want to live up to, so we just have to keep on trying to top ourselves and doing the best we can - and not being scared to do it." With Diablo III and StarCraft II both on the horizon, gamers around the world will be hoping that Blizzard's nerve holds for a while longer.
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Comments (43) Latest comment 3 years ago
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Really nice article, Rob
As a designer myself it really inspires me to read interviews with industry veterans like Rob Pardo. Back in the day it was Diablo 2 that first got me interested in online games in the first place and although not specifically an MMO, I remember the same feeling playing that as I did playing WoW for the first time.
OK I prefer LOTRO now but you simply got to hand it to Blizzard for defining an era.
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Now if the multiplayer was developed alongside the single player, they could implement said robot, and make sure that it was sufficiently balanced with the other units meaning that both experiences benefit.
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But if you look at Warcraft III, that had a single-player experience that didn't assume co-op at all. We could do a lot of things in the single-player, including this idea of having sub-races like the demons or the naga. They had their own buildings and their own AI around them, but they weren't in multiplayer at all and were special cases in the single-player. We have the opportunity to do things like that if we want to, where and when we want to. It doesn't mean that you have to give up the multiplayer game to do it.
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Now for me, co-operative single player content is a different debate. I love working with friends as a team in games (my favourite gaming experience ever was playing two player System Shock 2), but there are definite compromises to be made to single player experiences in facilitating co-operative play, all the way from the top, plot and progression structure consequences, right the way to the bottom, making sure doors can be re-opened or implementing work a rounds. Definitely great putting it in if you can without sacrificing single player though, and I'm glad that more devs are doing so these days.
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I would almost say it could be harder to make good (not shallow) gameplay for the casual players and easier to make something for the hardcore because they will play pretty much anything even if its unbeatable or not-interesting if only to get some sort of bragging rights.
And when he says "make that stuff much more accessible" is that like raising the level cap in WoW and thereby making some dungeons soloable? If thats the case I cant really take him serious.
And the "a more casual, broad-market gamer - they're not going to put fifty-five hundred hours into a game, right?" statement/question is just plain wrong. I know many casual WoW-players that have put a LOT more than 100 hours into the game.
To me it just looks like you let him off really easy in the interview.
Their design of the starting levels of draenei and blood-elves in TBC is so far as I can remember the only real example of an attempt from their side to implement something that was more focused on casual players than the hardcore in WoW. And I bet that wasnt an easy task for them.
Invite him back for another round and let him answer some more challenging questions :-D
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Can someone name a truly 3D RTS? Height is always a limited measurement, is it not? I've yet to play a really free 3D RTS.
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Sorry, but for me Blizzard are only successful in one area and with one game - World of Warcraft - I personally do not put them in the same league as the truly great gaming companies like Capcom, Konami and Sega who have produced a wide variety of great games for decades and made video games what they are today.
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Im stunned people give a shit about starcraft 2 the game looks gameplay wise about 20 years old. Its literally a 3d remake of a rts game not many people cared about in the mid 90s.
I remember when it came out people laughed it off, and now its come back with a basic 3d look and everyone is shitting their pants.
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True 3D RTS . . err, hostile waters? Although that was mainly perspective, and didn't really affect game play a great deal.
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You seem to make quite an effort to deliberately misunderstand him. Why do you pick out one single, unimportant aspect, which obviously isn't even what he means at all, because he talks about the pre-release development process? Pretty obvious that WoW is played by millions of "casual" gamers, and lots of not so casual raiding guilds. Just like Starcraft is and was played by Korean hardcore E-Sports gamers and millions of casuals who played singleplayer and enjoyed the story and cutscenes just as much as the campaign.
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I think you'll be hardpressed to find another company who has so many games released that are still actively played so many people years after their release. That's the definition of success for me.
I personally do not put them in the same league as the truly great gaming companies like Capcom, Konami and Sega who have produced a wide variety of great games for decades and made video games what they are today.
I put them two leagues ahead of any of those you mentioned, none of which played a big role in my gaming career. Horses for courses.
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You're kidding right? Starcraft has sold millions and is still one of the most-played games in the world. It's a National Sport in Korea with its tournaments major tv events ffs!
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I just dont get Blizzard all they seem to pump out are rehashes of there old 90s products, wheres the innovation?
But i am abit one sided as i think wow is possibly the biggest pile of shit thats ever graced a pc screen.
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i pretty much agree
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I'm pretty sure they were the first to invent instanced dungeons though in MMOs, and RPG-style Hero units in RTS
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Oh for the love of god. That is all every RPG maker had done since Ultima III - that does not devalue the exercise in any way.
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Like Mario games, or Half-Life games or ICO games. They somehow have the latitude to spend as much time cooking their game until they're happy with it.
Their approach sounds similar too I think. They seem to have spent plenty of time playing around with workable gameplay elements to make sure they work. I approve of this gameplay first make-up later idea.
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I see what you mean though... most RTS games are really quite oblivious to whether they are 3D or not.
@Fightclubber: Not so many people cared about in the mid-90s... were you alive back then? Because me and my friends played it over and over again. Everyone from my generation with even the slightest interest in computer games seems to have played StarCraft to some extent. It was just huge, and I still remember the intro with the space redneck, or the racing course with all the sheep.
Anyway good article. I would like to see more "meet the designer" articles. How games are created and what goes into it is very interesting, makes you appreciate them more.
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Truly 3D? What do you want to say with that, that the genre doesn't need it? It isn't always necessary but if you want "truly 3D" play Homeworld then. If you want the game world and units to behave like in 3D with some real "weight" and simulated weapon physics to them then play Total Annihilation. While StarCraft II looks cool and has a very nice visual style I don't see much that couldn't have been done with a 2D engine. I think it's a shame to be honest.
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Within cubicles made of money.
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I see what you mean though... most RTS games are really quite oblivious to whether they are 3D or not.
MoW definitely does a lot on 3D - variable terrain, craters formed on the battlefield and you can actually make snipers climb up trees IIRC - but you don't have units running up and down house levels or fighters (as there is no air combat) alternating altitude. Granted it might be really difficult to control. I wasn't really criticising the genre, just pointing out the current limitation in "true" 3D.
Truly 3D? What do you want to say with that, that the genre doesn't need it? It isn't always necessary but if you want "truly 3D" play Homeworld then. If you want the game world and units to behave like in 3D with some real "weight" and simulated weapon physics to them then play Total Annihilation. While StarCraft II looks cool and has a very nice visual style I don't see much that couldn't have been done with a 2D engine. I think it's a shame to be honest.
I'm not actually saying much with it other than that the majority of RTSs haven't moved to full 3D. Not a complaint as such, since the focus of their combat doesn't really need it and in many cases it'd just be a pain... organising men on house levels in CoH would just be annoying. No doubt I'd rather SC2 had gone down the 3D path more. Guess I'm just being pedantic in my wording.
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3DRealms?
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Yes mate I can.
It was published by Activison and developed by Pandemic around 10 years ago. It was called Battlezone, and was followed up by a more swish (but less enjoyable) iteration called Battlezone II. back then there was no information super highway, but Battlezone was multiplayer, up to 4 players, over a modem.
Full 3D RTS, including base building, resource mining, 3rd person and 1st person realtime fighting.
It was the dog's bollocks, way ahead of its' time, but sadly a bit too hard on the brain cells for the average gamer back then. They were playing Crash Bandicoot on their Playstations.
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The quality of Blizzard's games easily surpases any other company, on console or PC. That's pretty much undisputed (go and look at average review scores if you care). However, they are far, *far*, from being the most prolific so it shouldn't be surprising that many of today's gamers don't 'get' the excitement behind Starcraft II.
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http://ww w.planetbattlezone.com/battlezo...
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Warcraft- Class
Diablo- Class
Warcraft 2- Class
Starcraft- Class
Diablo 2- Out of this world
Warcraft 3- Class
WoW- Class
Starcraft 2- Class?
Diablo 2- Class?
This is why PC gaming is still the best.
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Well, everyone to the best of his abilities, eh.
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And BadgerFiend, if Diablo 2 is the first online game that got you interested, you must be a very young/lucky games designer!
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I seriously doubt that. While Company of Heroes got good reviews it sold way less than any Blizzard RTS.
Just face it - Blizzard doesn't have to look at their competitors - they can just do their own thing and they will sell amount of copies that Relic and co only can dream of.
While other focus on invention, Blizzard focus on fun and game play, which at the end of the day is whats important.
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Thanks for shitting on your most hardcore fans, Blizzard.
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As for Starcraft 2 I think I'll rather wait for the zerg expansion to come along. While I loved the original I only played through the Terran campaign once...I just prefer the Protoss and Zerg more and I don't think that's about to change with the second one (so maybe I can pick up some kind of boxset that includes all three when they release the 3rd part...probably around 2014 or so).
Excluding LAN is painful...but I guess I have complained enough everywhere else I could so I'm not going to repeat it here again - let's just hold out and see how their new battle.net system pans out.
I'll be keeping an eye out when Starcraft 2 releases (since I won't be buying it at release time)...maybe Co-op LAN will still make it's way into Diablo 3 though..still buying that one on release day though!
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