The reason that Blizzard gave for Starcraft II being split into three different games is that they wanted to give each race a narrative chance to shine in single-player. Now they are dealing with the repercussions of their decision on the multiplayer side of things. In this interview shot at Anaheim's Major League Gaming tournament, Starcraft II: Heart of the Swarm's production director Chris Sigaty explains why both removing and/or adding units is a tricky proposition and why the team is putting an emphasis on UI and Diablo III-inspired matchmaking for the Heart of the Swarm. Sigaty also talks about the future of the series and what the changes to Heart of the Swarm will mean for the development of Starcraft II: Legacy of the Void.