Single-player didn't appear until "halfway through the development process", Pardo says. 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. 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. 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." "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. "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. "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.
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