It's a pleasantly, and uncharacteristically, cool morning on the tip of the Korean summer, and we stand outside an aircraft hanger near Gimpo airport, quietly sipping an iced coffee and happy to be alive. It has become our theory, after a 40 minute cab ride, that Crazy Taxi was born after someone at Sega took a holiday in Seoul.
As a start to the day, this would prove to be appropriate. A taxi-ride with velocity comparable to a roller coaster at Everland (Korea's foremost theme park) was foretelling in its threats to leave the ground. It's something that we really should have seen coming after all, the event is to be held in an aircraft hangar. We doubt it was chosen for its posh decor.
Hunches would be proven valid. Not moments after the doors were opened, and the Korean press poured through with scarcely restrained enthusiasm, did we notice a plane poorly hidden behind curtains backing the main presentation stage. Those who took the stage did their best to ignore it, but the surprise was well and truly anticipated by the time the cloth came down.
Let this not detract from the impression that was made. Before us stood a meaty 747 wrapped with in schmick StarCraft II skin. Apparently the largest aircraft wrapping project that Korean Air have ever undertaken, the plane would make its maiden flight to New York later that evening.
Other destinations are to follow. While there also exists a smaller aircraft for domestic flights, the beast in the hanger is expected to travel all around the world and may, after checking with a couple of representatives, even make a stop or two Down Under. There is no expected special usage the plane will be on standard rotation in the Korean Air fleet for the coming six months.
StarCraft II's Production Director, Chris Sigaty, would later joke that they should model the plane and insert it into the game as a replacement Terran Viking, but for the moment the focus was on partnership speeches. Speeches that quickly turned their focus to announcements of how the release of the game will be handled.
Although we still cling somewhat nostalgically to the notion of buying and owning a completed product, our senses of curiosity were nonetheless enticed by Blizzard's plan for release in Korea.
While the full, unlimited game can be purchased for 69,000 won (about AU $69 / US $57 we trust you can manage the math from here), a price that is a full 10,000 won over the average paid for a new console game in South Korea, piecemeal purchasing options will also be available. First up is the 9,900 won monthly pass, but there's also a 24-hour deal, priced at a bite-sized 2,000 won. Although conceptually the worst value for the truly hardcore gamer, this represents a handy rental fee for those with limited time, or those who probably should get some work done instead of playing StarCraft II all day every day. The game exists on your hard drive, and is simply unlocked for a full day's play when you allow it.
Of course, the beta is presently resting, although we can expect it back soon for a brief second phase. This next phase of the beta will take place in early July, and just in case we didn't have reason enough to fear them already, Blizzard will be offering a guaranteed invite to all Korean players who register Battle.net accounts in appropriate time. This is on top of all the Korean PC Bangs that have been allowed to run the beta already and will no doubt also be running phase two.
It was, however, a devilishly clever World of Warcraft crossover that best got our attention. Although we confirmed after the event that this offer was specifically for the Korean audience "a way of giving something back to such a supportive and skilled community of players," as Chris Sigaty later put it it is nonetheless conceptually interesting and may yet have impact on how other game releases are experimented with in the future.
The magical method itself? It's actually quite simple any Korean player who has an active World of Warcraft subscription will be able to play StarCraft II, free of charge, for the full length that their World of Warcraft account is active. Prior to this, we were unsure how Blizzard could possibly get any more subscribers to its MMO, but it seems the company may just have found a way.
As the event drew to a close, the press were treated to a dinner that might have been appropriately serenaded by a couple of violins, but was instead backed by some silverware-rattling audio coming from a professional StarCraft match that was being played on the presentation stage. Not surprisingly, the Korean guy won both games. We also had a chance to check out the game in 3D (kind of neat, but we don't really feel that the effect is worth the cost of colour vibrancy in this particular case) and have a relaxed one-on-one interview with Chris Sigaty.
We should have seen it coming, but the Korean Q&A session went on for a long time. We can't blame them the national enthusiasm for StarCraft is palpable. Eventually, however, Chris Sigaty and the team broke free, the local media went back to their offices, and we traveled to a hotel in a Starcraft van (a brand that existed before the game did note the lower case 'c') for a short discussion about the game, as well as the company's plans for it.
"There were some balancing issues when we first started the beta," he freely admits, when asked about the frequent thrashings we received upon signing up, "but our matchmaking has improved greatly since then. The ultimate goal is for 50/50 matching all players should have a chance of winning in every game they play. We know that there are people out there who want to win all the time, but that's really no fun."
How much value will the single player provide in training players for the challenge they'll face online? "The single player doesn't help with online much," Chris answers honestly. "It just teaches the players the core basics it doesn't try to tell them how to do it 'right'. Beyond this, however, there are the challenges that will prepare players by helping them understand that having only eight units collecting minerals isn't enough, for example."
It is, of course, the Korean players that the world fears, although Sigaty has assured us that the Australian online will run through Singapore, and will be as smooth as butter (and, presumably, fairer) as a result. Nonetheless, it was a good opportunity to ask about trying to please the two worlds of StarCraft players those in Korea and Taiwan, and those in Western countries.
"It's not easy there are so many players and styles. Challenge lovers E-sports casual gamers those who mostly stick to the single player," he says, a glint of the daunting nature of this task in his eye. "We're trying to appease, but also uphold the core of StarCraft. It's still an economy-based game, with plenty of fodder units, back-and-forth play, and so on."
With the popularity of the game in South Korea sitting firmly in the backs of our minds, we decided to dive into the chance to ask about just when and how the game became so popular in the country. Chris is completely open as he speaks of the gradual surprise that developed over time.
"It was actually about a year after launch that it really started to sell. The launch itself was completely low-key although it would have been different had we known what was to come. As a testament to our lack of anticipation for the game's popularity, there is no Korean version of the original StarCraft. They've all grown up playing the game in English. Obviously, we're doing things differently with StarCraft II."
South Korea has become a huge focus for Blizzard, something that was frequently reflected throughout the media event. There were a lot of intriguing announcements made, not least of which being the ability to tango with StarCraft II on a World of Warcraft account. So, would Australia or America be likely to follow suit? "I'm afraid that's something we're really only doing for the Korean fanbase."
So much for that, then. In fact, the delivery plans and promos spoken of throughout the event were largely South Korea only. They're getting spoiled, but it's not like they hadn't earned it. With no luck on this front, we decided to focus our remaining question on what we would be able to play.
"The goal of the editor is to put as much power in the hands of the creative player as possible," he states, "the stuff that came out of the first phase of the beta was amazing. There were Final Fantasy-like mods, Tetris, even a full recreation of a mission from Call of Duty."
We don't know how much more these tools will grow over time, but the game nonetheless will. An abstract promise of the game getting better over time was made during the event, and while we do not doubt Blizzard's abilities and intent, a little clarification could still be sought.
"There will be more online services, such as common chat channels for groups and mod testing. We can add feature functions in patches, and there are, also, of course, the expansions to be released later."
To close, we got a little superficial and delved into graphics. Those who've played the beta (or just watched the videos) know that it looks great, even on a mid-range machine, but will we be able to anti-alias the boxed game when it's released?
"No; but we will be releasing 3D in the first few months, for those Nvidia cards and screens that support it," Chris states, before we quickly pursue Nvidia's presence at the event, and ask about those players running ATI cards. We receive a stock but believable response: "we're optimising for all systems."
A satisfied note-pad in hand, we pursue the anti-aliasing question just one more time. No promises made, but it could certainly be done as a future update again improving the game during its life as could numerous other graphical upgrades as technology advances, and the median hardware gets faster. The first game has lived for twelve years already. StarCraft II may well take it further, if its ability to evolve stays in step with Blizzard's ability to invigorate its products with new content and ideas.