Renewed artistic direction for Starcraft 2 sign now


This petition is being made as a way to express the disappointment of us, the Starcraft fans, about the way Starcraft II artistic direction is being done.

The main objective of this petition is to show Blizzard that there's a significant number of players that dont agree with the current art style of the game, with this petition we hope to make Blizzard ear our voices, our opinions and our suggestions and we seriously want some changes in the artistic direction of the game so it could be more coherent and familiar with the Starcraft universe.

It is our opinion that the graphic elements that characterize the Starcraft universe are not fully present in this sequel, Starcraft universe is made of:

- Gothic and obscure scenarios, cryptic, dark and shadowy dungeons

- Graphically realistic world with realistic, dirty and muddy textures

- Realistic armory and weaponry without over-sized and exaggerated proportions like big shoulder guards

- A macabre, dark and realistic art style

- Light radius, as all of you can remember, Starcraft dungeons were characterized by the combination of a light radius system with shadows, everything that resides outside of the character vision sight is shadowed.

What we got in Starcraft II:

- Cartoon'ish art direction, obviously influenced by the Warcraft universe, Starcraft isnt Warcraft.

- Hand made, pastel looking textures with bold lines, defined contours, smooth colors and clean shapes.

- Dungeons with a blue/green environment lighting, technique used in cartoons to depict a dark, creepy and scary feeling but once again, this is Starcraft, a mature game, dungeons should have a dark aura with the occasional lights from candles, just like we got in the previews Starcraft's.

- Character models defined by cartoon characteristics like over-sized and exaggerated parts, vivid colors and unrealistic elements, almost directly taken away from World of Warcraft and pasted to Starcraft.

- Outside scenarios with vivid colors, beautiful forests with colorful vegetation, shinny and beautiful waterfalls where even rainbows take place.

- Cartoon'ish and unrealistic weaponry and armory, over-sized and stylish armors, over-sized weapons, items that look pasted directly from World of Warcraft.

- Blocky, cartoon'ish graphic elements like big, over-sized fire braziers in dungeons, heavily influenced by the World of Warcraft art style, over-sized and cartoon'ish scenario decorations like smiling statues, Warcraft styled architecture and decorations.

What we want:

- A darker, gothic, cryptic and creepier environment.

- A more realistic artistic direction, more independent from the Warcraft universe art direction.

- Darker dungeons without a blue/green environment, Starcraft dungeons are dark and shadowy.

Common arguments:

Q: The game is still under development, it's on pre alpha stage, we only saw the first act, much can change.

A: True, the game is still under development but the artistic direction isnt since it's one of the first steps in the development of a game, until you have a fully developed artistic direction and concept you cant easily move on with the development of the game, the artistic direction will tell the artists (modelers, texture artists, etc) how the game elements shall look and feel. Since this artistic direction is already fully and happily developed (words from Blizzard) this cartoon'ish and colorful style will be present in the whole game.

Q: Being less cartoon'ish and more realistic would make the game heavier on computers

A: False, there's a lot of techniques like bump mapping that help developers give a realistic look to textures, any recent graphic card with less than 8 years support bump mapping, there's a lot more techniques that can help giving that realistic look, being 3D doesnt mean it should look cartoon'ish.

What we ask Blizzard is to find a way of pleasing the fans of the Starcraft universe by giving us a true sequel to Starcraft 1 that is graphically coherent with the Starcraft universe it belongs to.


Alex Smith,

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