From LauncherWP: Frost Giant wants to build a real-time strategy game for everyone
IRVINE, Calif. — Frost Giant was the first tenant in its Irvine business park, and last April, when I visited, many of the surrounding units sat empty. The complex gave off a sheen of hip modernity. The ground-level units boast retractable walls — garage doors made up of big windows, basically — and in a pleasant open-air cafe, the menu scrolled like an old-fashioned airport departure board. The vibe suggested a clientele of high-powered itinerants, or people who take their laptops on vacation.
Today, the team has a good sense of what that successor looks like. In fact, more than just a sense: Something resembling a game already exists. The team can play it, and theyplaying it. In varying stages of completeness the game comprises a 1v1 mode; a campaign that can be played cooperatively ; 3v3 and 3vE modes; and an editor to enable fans to make their own maps.
Last April, in that small glass conference room, the studio’s decades of experience were marshaled in service of figuring out what Frost Giant’s debut game would be called. Around the room, sheets of paper held up by blue tape were marked with key pillars of a good video game title, including “Game Fit,” “Cool Factor,” and for Frost Giant’s debut specifically, “Hopeful/Optimistic.” Tim Morten, the studio’s CEO and co-founder, quietly recused himself from the selection process.
Third Dawn was another buzzy candidate. Someone asked: Would it register to fans as a winking reference to “StarCraft III”? Just days before Frost Giantin 2020, Blizzard, the steward of the StarCraft franchise, announced it would no longer develop new content for 2010’s “StarCraft II.” The news felt like a death knell for the series. The name Third Dawn, then, might be viewed as a cutting retort — Frost Giant picking up the baton conspicuously dropped by Blizzard.
In a way, I was the perfect test subject. I had dabbled in RTS games before but always bounced off, never quite feeling comfortable with the genre. Controlling the movement of hundreds of units, monitoring the outputs of scores of different bases, all while fending off enemy attacks — it always made me feel small and stupid.
The result, Morten said, was that the quality of a new player’s experience depended entirely on how good of a teacher the friend who invited them was. And that’s not to say the default RTS onboarding experience had ever been. In many cases, Campbell said, tutorials for RTS games were designed last, after the rest of the game was completed.
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