Blizzard’s franchise and story development director, George Krstic, has opened the Reboot Develop in Dubrovnik with a speech in which he talked about inclusion and the different challenges the firm faces after StarCraft, World of Warcraft or Overwatch with every decision they make when making their characters: “Internally, as storytellers, we are creating a narrative for a global audience and our team should reflect that.” Our study comes from different backgrounds and points of view, so I love that in our meetings there is not a single voice or the same type of person. “
“I found that that keeps us alert and makes the story much better,” he explained, “we’re talking to global audiences and it’s very exciting to see more players, more voices and points of view, playing and doing our games.” Faced with the complaints of users who do not accept, for example, the sexuality of their characters, the American firm explained that “specifically with World of Warcraft, our creative director, Alex Afrasiabi, said something precious, saying that our stories were dojos, sacred spaces, and we had to try to tell stories in the best possible way to make our players happy, what we should do is to prevent negativity from entering our dojos. “
“You must free your mind, focus your head on important things and do a good job, do we listen to our players and fans?” Yes, but we also try not to distract ourselves from our goal in expansions or new patches. some of those voices are also somewhat more strident than others. ” It seems that Blizzard is comfortable giving voice to all types of players with decisions such as the presentation of Tracer’s girlfriend or the homosexuality of Soldier 76. The objective of the company would be no other than to continue working for its global audience in future video games with the same philosophy that has characterized them in recent years.