

Every piece of art has been redone, all of the underlying technologies and engines have been fully updated. Milker: It’s actually a different kind of game because we had to rebuild this game from the ground up. So is has a place in history, and for Reforged we felt like we had to leave it there.Ĭomparing the new art assets to the original. But as it is, it became one of the iconic things in Warcraft III and made us focus on the heroes and gave us more RPG elements. Of course, if I was going to make a new Warcraft game now and the sky was the limit, that mechanic would go away. Upkeep is a mechanic that keeps your unit count down. We had a limited amount of memory and performance was really a problem, so we came up with a game design mechanic that is integral to Warcraft III now, and that is upkeep. Warcraft III was our first 3D game, and computers were pretty sluggish at the time. Since you worked on the original game, were there things that you wished you could have done differently? Was this an opportunity to go back and fix things that had been bothering you for decades? McNaughton: I started working at Blizzard on Diablo, the first one, and then I worked on StarCraft and then I became lead technical artist on Warcraft III. It was like, “What can you do? Alright, go do it and make the game better.” Since then, I worked on StarCraft II and Heroes of the Storm, and now I'm circling back around to Warcraft III, so this has been a fun journey. There's were a lot more opportunities back then. But as a game tester back then, I got to do multiplayer map design. Milker: This has been an interesting journey because my very first game that I worked on at Blizzard was Warcraft III: Reign of Chaos as a game tester, back in 2001. Did you get to work on the original Warcraft III? You guys have been with Blizzard for a long time. A lot can change in a year of development, so we sat down to chat with production director Kaeo Milker and lead artist Rob McNaughton to talk about how Reforged is different from that last time we saw it, and why the team decided to remain so faithful to the original game. It’s been a while since I last finished FT.In November of 2018, we gave you an extensive look at the development of Blizzard’s Warcraft III: Reforged, the remake of Blizzard’s beloved real-time strategy game that set the stage for the World of Warcraft phenomenon. I remember playing with her was really entertaining and the spells were really cool. I like everything about her, both as a character and as a hero. But perhaps vengeance is natural for her, perhaps it’s just the way wardens are.Īnd then the Siren. It started out as a normal warrior fighting for justice and ended up obsessed with capturing Illidan, and her inability to do so only made her even more vengeful. I think that’s when the “good” Arthas was gone, when he disobeyed his father. When selfishness entered his heart and instead of obeying his father’s commands, he chose to compete with Mal’ganis. Him taking the frostmourn was only a shadow of what he really was. In my opinion Arthas was becoming more of an “undead” way before he got the frostmourn. One is a terrifying creature that wants to achieve anything by any means possible and the other one is a slave of his own darkness, which blinds him and keeps him from seeing the true self, the real Arthas, who is a light bringerer, and a Paladin. I always think of Arthas that he’s very similar to the character Kerrigan from Starcraft, but at the same time they’re very different.
