1 00:00:04,240 --> 00:00:07,240 Speaker 1: Welcome to tech Stuff, a production of I Heart Radios 2 00:00:07,320 --> 00:00:14,040 Speaker 1: How Stuff Works. Hey there, and welcome to tech Stuff. 3 00:00:14,080 --> 00:00:17,200 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer with 4 00:00:17,239 --> 00:00:20,560 Speaker 1: I Heart Radio and I love all things tech. And 5 00:00:20,840 --> 00:00:24,680 Speaker 1: we are now in the home stretch, my friends, least 6 00:00:24,720 --> 00:00:28,520 Speaker 1: as far as Blizzard Entertainment's story so far is concerned. 7 00:00:29,000 --> 00:00:32,959 Speaker 1: So in our last episode, which was longer for me 8 00:00:33,000 --> 00:00:35,320 Speaker 1: than for you because I had a week of vacation 9 00:00:35,479 --> 00:00:38,680 Speaker 1: between that episode and this one, I ended that episode 10 00:00:38,720 --> 00:00:41,800 Speaker 1: just as Blizzard was launching what would become one of 11 00:00:41,840 --> 00:00:46,000 Speaker 1: its major successes. In fact, it's biggest success, the m 12 00:00:46,200 --> 00:00:50,120 Speaker 1: m O RPG, World of Warcraft. Now, I figured before 13 00:00:50,159 --> 00:00:52,440 Speaker 1: I go on, it would help to explain what an 14 00:00:52,600 --> 00:00:55,000 Speaker 1: m m O RPG is for those of you who 15 00:00:55,040 --> 00:00:59,960 Speaker 1: may not know. So those letters stand for massively multiplayer 16 00:01:00,360 --> 00:01:04,640 Speaker 1: online role playing game. That helps break it down when 17 00:01:04,680 --> 00:01:08,840 Speaker 1: you look at it that way. It's massively multiplayer because 18 00:01:09,120 --> 00:01:12,280 Speaker 1: every server which you connect to over the Internet, that's 19 00:01:12,319 --> 00:01:15,200 Speaker 1: the online parts, So that part sinking care of. But 20 00:01:15,240 --> 00:01:17,880 Speaker 1: every server could have up to thousands of players on 21 00:01:17,920 --> 00:01:20,759 Speaker 1: it um. The early version of World of Warcraft had 22 00:01:20,800 --> 00:01:26,800 Speaker 1: servers that supported between around to players, at least according 23 00:01:26,800 --> 00:01:30,920 Speaker 1: to most accounts. I couldn't find an official Blizzard source 24 00:01:30,959 --> 00:01:35,160 Speaker 1: that nailed it down, but somewhere between players per server. 25 00:01:35,800 --> 00:01:38,640 Speaker 1: Later versions of World of Warcraft would hike that number 26 00:01:38,800 --> 00:01:43,360 Speaker 1: up further, and private servers could potentially hold more players, 27 00:01:43,440 --> 00:01:47,640 Speaker 1: but there's a diminishing returns problem because an overloaded server 28 00:01:48,120 --> 00:01:50,680 Speaker 1: would not run the game as smoothly and could have 29 00:01:50,720 --> 00:01:54,520 Speaker 1: stability issues. On top of that, Blizzard runs this game 30 00:01:54,640 --> 00:01:59,320 Speaker 1: on hundreds of servers, and Blizzard calls them realms, which 31 00:01:59,320 --> 00:02:01,680 Speaker 1: means you and your fellow gamers would have to choose 32 00:02:01,800 --> 00:02:05,480 Speaker 1: which one of your characters will um live on whichever 33 00:02:05,600 --> 00:02:08,000 Speaker 1: realm so as you could all play together. You know, 34 00:02:08,040 --> 00:02:09,880 Speaker 1: if you were on one realm and your friends were 35 00:02:09,919 --> 00:02:13,360 Speaker 1: in a different realm, you would be in different instances 36 00:02:13,400 --> 00:02:15,799 Speaker 1: of these fantasy worlds, so you wouldn't be able to 37 00:02:15,840 --> 00:02:18,560 Speaker 1: interact with each other. The worlds would all be the same, 38 00:02:19,160 --> 00:02:22,120 Speaker 1: but you wouldn't be in the same instance, so you 39 00:02:22,160 --> 00:02:24,000 Speaker 1: had to make sure you were all picking the same 40 00:02:24,040 --> 00:02:27,919 Speaker 1: server to play on. Role playing games, for their part, 41 00:02:28,000 --> 00:02:31,120 Speaker 1: they involve a player taking on the role of a character, 42 00:02:31,240 --> 00:02:34,400 Speaker 1: so to some degree you could argue that all games 43 00:02:34,400 --> 00:02:36,960 Speaker 1: in which you control some sort of avatar are a 44 00:02:37,000 --> 00:02:40,000 Speaker 1: type of role playing game, but stuff like simple arcade 45 00:02:40,000 --> 00:02:43,320 Speaker 1: games like you know, Mario Brothers or something, or action 46 00:02:43,400 --> 00:02:47,880 Speaker 1: adventure games like tomb Raider have some limited role playing, 47 00:02:47,880 --> 00:02:50,720 Speaker 1: but it's very limited. You're really just controlling a digital 48 00:02:50,760 --> 00:02:53,920 Speaker 1: character to maneuver through some sort of environment in those games. 49 00:02:54,440 --> 00:02:57,919 Speaker 1: Role playing games generally have you taken on more of 50 00:02:57,960 --> 00:03:02,840 Speaker 1: the digital avatar's actions, including stuff that isn't so pivotal, 51 00:03:02,919 --> 00:03:06,640 Speaker 1: like jumping or attacking or something. And some people take 52 00:03:06,680 --> 00:03:10,240 Speaker 1: this further than others. They will type out and chat 53 00:03:10,560 --> 00:03:15,560 Speaker 1: using character appropriate phrasing and language, and so they're actually 54 00:03:15,600 --> 00:03:18,160 Speaker 1: acting out a role. In fact, there are some servers 55 00:03:18,200 --> 00:03:21,519 Speaker 1: that were better known for that kind of play. Other 56 00:03:21,600 --> 00:03:25,480 Speaker 1: types of players find that kind of behavior really cringeworthy, 57 00:03:26,040 --> 00:03:29,880 Speaker 1: and they'll just chat and modern language and slang. They'll 58 00:03:29,960 --> 00:03:33,400 Speaker 1: use you know, abbreviations and stuff to communicate things quickly 59 00:03:33,440 --> 00:03:35,640 Speaker 1: to each other, using it more as a strategy game, 60 00:03:36,080 --> 00:03:37,920 Speaker 1: and looking at the game is sort of a series 61 00:03:37,960 --> 00:03:41,800 Speaker 1: of achievements to to accomplish, and not so much of 62 00:03:41,880 --> 00:03:45,680 Speaker 1: playing out a role. Now. I'm not saying either version 63 00:03:45,720 --> 00:03:48,760 Speaker 1: of gameplay is better or worse than the other. They're 64 00:03:48,760 --> 00:03:51,440 Speaker 1: just different and they appeal to different types of gamers. 65 00:03:52,640 --> 00:03:55,480 Speaker 1: I certainly have been the type who have enjoyed role 66 00:03:55,520 --> 00:03:58,040 Speaker 1: playing games where I play a role, But I've also 67 00:03:58,120 --> 00:04:01,000 Speaker 1: been the type who have I've seen some very awkward 68 00:04:01,440 --> 00:04:05,040 Speaker 1: examples of that, and I have wanted to avoid it, 69 00:04:05,160 --> 00:04:08,480 Speaker 1: So I get both schools of thought. Now, these games 70 00:04:08,840 --> 00:04:11,880 Speaker 1: typically have missions in the form of quests that are 71 00:04:11,920 --> 00:04:16,320 Speaker 1: handed out by n PC's or non player characters. These 72 00:04:16,320 --> 00:04:20,440 Speaker 1: are computer controlled characters. Players can also join with other 73 00:04:20,600 --> 00:04:24,320 Speaker 1: like minded players to form their own groups or guilds, 74 00:04:24,400 --> 00:04:27,720 Speaker 1: and they can go on coordinated missions or raids together. 75 00:04:28,000 --> 00:04:32,040 Speaker 1: They can also wage war against players from opposing factions. 76 00:04:32,080 --> 00:04:35,960 Speaker 1: So m m O RPGs present a real challenge to 77 00:04:36,120 --> 00:04:39,160 Speaker 1: game developers because, on the one hand, you want players 78 00:04:39,200 --> 00:04:42,839 Speaker 1: to feel as though their actions matter, and it sort 79 00:04:42,880 --> 00:04:46,000 Speaker 1: of breaks the illusion that you're inhabiting a fantasy world. 80 00:04:46,720 --> 00:04:49,240 Speaker 1: If you, for example, you just finish a quest to 81 00:04:49,320 --> 00:04:51,720 Speaker 1: return I don't know a frying pan to an elf, 82 00:04:52,320 --> 00:04:55,279 Speaker 1: and then that elf turns around and offers that same 83 00:04:55,520 --> 00:04:58,760 Speaker 1: lost frying pan quest to the person who's standing right 84 00:04:58,800 --> 00:05:01,760 Speaker 1: next to you in the game, that kind of breaks 85 00:05:01,800 --> 00:05:05,080 Speaker 1: the illusion because you literally just did that. But on 86 00:05:05,120 --> 00:05:08,560 Speaker 1: the other hand, you can't really let the world change 87 00:05:08,600 --> 00:05:13,320 Speaker 1: that much because not everyone in the game world would 88 00:05:13,320 --> 00:05:16,000 Speaker 1: be there at the same time, right, so they wouldn't 89 00:05:16,000 --> 00:05:18,479 Speaker 1: see the world change until they logged in again, and 90 00:05:18,480 --> 00:05:21,520 Speaker 1: then suddenly there would be content that would be unavailable 91 00:05:21,520 --> 00:05:24,520 Speaker 1: to them because the world had literally changed at that point. 92 00:05:24,920 --> 00:05:28,359 Speaker 1: New players should get the same chance to experience content 93 00:05:28,440 --> 00:05:31,239 Speaker 1: the way everyone else does. Now, most of the time, 94 00:05:31,640 --> 00:05:34,160 Speaker 1: m m O RPGs air on the side of making 95 00:05:34,200 --> 00:05:36,240 Speaker 1: sure everyone gets a chance to play the game the 96 00:05:36,279 --> 00:05:40,479 Speaker 1: same way. That means that the game world tends to 97 00:05:40,520 --> 00:05:44,880 Speaker 1: be pretty static from day to day, with some minor changes, 98 00:05:44,920 --> 00:05:48,440 Speaker 1: like World of Warcraft in particular changes throughout the year 99 00:05:48,760 --> 00:05:52,640 Speaker 1: to reflect certain seasonal things like around Halloween, you'll see 100 00:05:52,680 --> 00:05:56,400 Speaker 1: some seasonally appropriate stuff appearing in the game, but otherwise 101 00:05:56,400 --> 00:05:59,480 Speaker 1: the game world doesn't really change that much unless there's 102 00:05:59,760 --> 00:06:03,760 Speaker 1: a major expansion rolled out, and that is one way 103 00:06:03,880 --> 00:06:07,360 Speaker 1: that game developers can make big changes to the world. 104 00:06:07,400 --> 00:06:11,279 Speaker 1: They can release expansion packs. World of Warcraft has done 105 00:06:11,279 --> 00:06:14,679 Speaker 1: this multiple times, and in some cases has made truly 106 00:06:14,800 --> 00:06:18,120 Speaker 1: dramatic changes to the online world in the process. The 107 00:06:18,160 --> 00:06:21,039 Speaker 1: mythical World and World of Warcraft is called as a roth, 108 00:06:21,520 --> 00:06:24,159 Speaker 1: and the game's events generally take place a few years 109 00:06:24,240 --> 00:06:27,160 Speaker 1: after the events that were depicted in the real time 110 00:06:27,200 --> 00:06:31,640 Speaker 1: strategy game Warcraft three, So that story ends and then 111 00:06:32,279 --> 00:06:35,000 Speaker 1: you typically here that four years later you've got the 112 00:06:35,040 --> 00:06:38,599 Speaker 1: events of World of Warcraft. Early on, when the game 113 00:06:38,680 --> 00:06:41,760 Speaker 1: was first released, players had access to two continents that 114 00:06:41,839 --> 00:06:45,960 Speaker 1: they could explore, but later expansion packs increase the game 115 00:06:46,040 --> 00:06:49,760 Speaker 1: areas dramatically and then transformed some of the existing ones 116 00:06:49,960 --> 00:06:53,599 Speaker 1: quite extensively. Players could choose to play as one of 117 00:06:53,680 --> 00:06:57,720 Speaker 1: several races of beings, which in turn determined which faction 118 00:06:57,920 --> 00:07:00,560 Speaker 1: they belonged to. So in the original game, you could 119 00:07:00,560 --> 00:07:04,640 Speaker 1: be human dwarf or a night elf uh or Gnome 120 00:07:04,680 --> 00:07:08,359 Speaker 1: and that represented the Alliance faction. Or you could play 121 00:07:08,520 --> 00:07:11,880 Speaker 1: as an orc, a troll, a turn which is a 122 00:07:11,960 --> 00:07:14,840 Speaker 1: humanoid with bull like features, sort of like a minotaur 123 00:07:15,720 --> 00:07:18,800 Speaker 1: uh and the or minatar if you prefer, and or 124 00:07:18,840 --> 00:07:22,400 Speaker 1: the Forsaken, which were a race of undead creatures. They 125 00:07:22,400 --> 00:07:25,000 Speaker 1: made up a faction called the Horde, and they still do. 126 00:07:25,440 --> 00:07:28,760 Speaker 1: The choice of Alliance versus Hoarde determines lots of stuff, 127 00:07:28,840 --> 00:07:31,680 Speaker 1: not just who your allies are and who your enemies are, 128 00:07:31,920 --> 00:07:34,480 Speaker 1: but also which areas of the map you are able 129 00:07:34,520 --> 00:07:37,800 Speaker 1: to explore, and which quests will be available to you, 130 00:07:38,200 --> 00:07:40,720 Speaker 1: and which bits of lore you will encounter as you 131 00:07:40,760 --> 00:07:43,800 Speaker 1: play through the game. Later expansion packs would increase the 132 00:07:43,880 --> 00:07:47,120 Speaker 1: number of races players would have access to, as well 133 00:07:47,120 --> 00:07:50,880 Speaker 1: as the types of classes you could play, so not 134 00:07:50,960 --> 00:07:53,680 Speaker 1: just your race, you also have to determine what class 135 00:07:54,000 --> 00:07:57,200 Speaker 1: you are. This is sort of like what type or 136 00:07:57,240 --> 00:08:01,600 Speaker 1: occupation your character has, so a player of either faction 137 00:08:01,640 --> 00:08:06,040 Speaker 1: could become either a druid, a hunter, a major, a priest, 138 00:08:06,160 --> 00:08:09,840 Speaker 1: a rogue, a warlock, or a warrior. And in addition, 139 00:08:10,120 --> 00:08:13,680 Speaker 1: alliance players could be a paladin and Hoarde players could 140 00:08:13,680 --> 00:08:17,240 Speaker 1: be a shaman. Again, later expansion packs would increase the 141 00:08:17,280 --> 00:08:21,280 Speaker 1: number of playable classes, so for a monthly fee, players 142 00:08:21,320 --> 00:08:23,880 Speaker 1: can create a character and go on quests throughout a 143 00:08:24,000 --> 00:08:28,000 Speaker 1: persistent online world. They can form alliances with other players, 144 00:08:28,280 --> 00:08:33,280 Speaker 1: and they can unlock the somewhat complicated and frankly confusing 145 00:08:33,400 --> 00:08:37,280 Speaker 1: story of asar Roth. Now I say confusing only because 146 00:08:37,559 --> 00:08:40,280 Speaker 1: I never really got into these games, so I didn't 147 00:08:40,320 --> 00:08:43,080 Speaker 1: get an introduction, and by now the lore is so 148 00:08:43,240 --> 00:08:48,199 Speaker 1: deep that I can't really suss out what it means. 149 00:08:48,760 --> 00:08:51,920 Speaker 1: Blizzard executives hope that the company would be able to 150 00:08:51,960 --> 00:08:55,360 Speaker 1: sell around four hundred thousand copies of the game within 151 00:08:55,400 --> 00:08:57,679 Speaker 1: its first year of release. They thought, if we can 152 00:08:57,720 --> 00:09:00,280 Speaker 1: sell four hundred thousand copies in the United States eights, 153 00:09:00,679 --> 00:09:03,760 Speaker 1: then this will be a viable business and we can 154 00:09:03,880 --> 00:09:07,559 Speaker 1: run the game. They actually managed to hit four hundred 155 00:09:07,600 --> 00:09:12,680 Speaker 1: thousand copies within the first month. That far outperformed their hopes. 156 00:09:13,280 --> 00:09:15,720 Speaker 1: Of course, that also meant that they had to quickly 157 00:09:15,880 --> 00:09:19,160 Speaker 1: ramp up more servers to host games because they were 158 00:09:19,160 --> 00:09:22,040 Speaker 1: starting to fill up to capacity pretty quickly. That's not 159 00:09:22,080 --> 00:09:24,880 Speaker 1: a bad problem to have, except in those cases where 160 00:09:24,920 --> 00:09:27,559 Speaker 1: players who were joining the game relatively late, we're having 161 00:09:27,640 --> 00:09:30,240 Speaker 1: trouble linking up with friends because their friends were on 162 00:09:30,360 --> 00:09:34,280 Speaker 1: more crowded servers and there was no availability for them 163 00:09:34,280 --> 00:09:37,880 Speaker 1: to log into those same servers. The later expansions, by 164 00:09:37,920 --> 00:09:42,160 Speaker 1: the way, include here are all the names. The Burning Crusade, 165 00:09:42,480 --> 00:09:45,480 Speaker 1: Wreath of the Lynch King Cataclysm. That's the one that 166 00:09:45,640 --> 00:09:49,160 Speaker 1: really dramatically changed the online world and made new areas 167 00:09:49,200 --> 00:09:53,040 Speaker 1: accessible while eliminating some traditional areas in the base game. 168 00:09:53,840 --> 00:09:59,800 Speaker 1: Mists of Pandaria, Warlords of dran Our Legion, Battle of Azaroth, 169 00:10:00,040 --> 00:10:03,880 Speaker 1: and then there's the upcoming shadow Lands expansion. I'm not 170 00:10:03,920 --> 00:10:07,160 Speaker 1: going to go into all of these because honestly, I 171 00:10:07,200 --> 00:10:09,400 Speaker 1: could do a full episode just dedicated to World of 172 00:10:09,400 --> 00:10:12,360 Speaker 1: Warcraft and all these different expansions, but that's really going 173 00:10:12,400 --> 00:10:16,160 Speaker 1: too far. But this was generally away for Blizzard Entertainment 174 00:10:16,160 --> 00:10:20,320 Speaker 1: to provide ongoing content for dedicated players who might otherwise 175 00:10:20,360 --> 00:10:24,040 Speaker 1: have experienced pretty much everything the base game had to offer. 176 00:10:24,080 --> 00:10:27,240 Speaker 1: I mean, if you have advanced your character to as 177 00:10:27,360 --> 00:10:30,000 Speaker 1: maximum a level as is allowable in the game, and 178 00:10:30,040 --> 00:10:32,640 Speaker 1: you've pretty much explored the whole world, you might not 179 00:10:32,720 --> 00:10:36,480 Speaker 1: have any reason to keep playing that game. And this 180 00:10:36,559 --> 00:10:38,719 Speaker 1: is one of the major differences between an m m 181 00:10:38,760 --> 00:10:42,000 Speaker 1: O RPG and a standalone game, right because with a 182 00:10:42,040 --> 00:10:46,000 Speaker 1: traditional standalone game, the old style standalone games, you would 183 00:10:46,040 --> 00:10:48,600 Speaker 1: go out and purchase the game and that would be it. 184 00:10:48,760 --> 00:10:50,480 Speaker 1: You would play the game, and you play it as 185 00:10:50,480 --> 00:10:52,600 Speaker 1: long as you wanted, and maybe you finish it, maybe 186 00:10:52,600 --> 00:10:55,160 Speaker 1: you don't, whatever, but you've already purchased it. You've you've 187 00:10:55,240 --> 00:10:57,560 Speaker 1: laid down your money, and that is the end of 188 00:10:57,600 --> 00:11:01,240 Speaker 1: the revenue stream in that traditional app coach. Companies like 189 00:11:01,320 --> 00:11:05,600 Speaker 1: Blizzard began to develop expansion titles to generate additional revenue. Right, 190 00:11:05,640 --> 00:11:10,200 Speaker 1: you would expand the base game, and typically those expansions 191 00:11:10,200 --> 00:11:13,160 Speaker 1: required the player to own the original copy of the 192 00:11:13,200 --> 00:11:16,439 Speaker 1: game itself. So in those cases, you would sell the 193 00:11:16,480 --> 00:11:19,439 Speaker 1: base game to players. They hopefully love the game, they 194 00:11:19,480 --> 00:11:22,320 Speaker 1: want more of it, So you create an expansion that 195 00:11:22,400 --> 00:11:24,800 Speaker 1: keeps those players happy. They stay in the game world 196 00:11:24,800 --> 00:11:27,559 Speaker 1: they love, and they get to play more content, and 197 00:11:28,040 --> 00:11:30,920 Speaker 1: they buy the expansion. That's the most important part. They 198 00:11:30,960 --> 00:11:33,480 Speaker 1: put down new money to keep playing the game they've 199 00:11:33,480 --> 00:11:36,560 Speaker 1: already played. Plus you might even attract new players to 200 00:11:36,600 --> 00:11:39,600 Speaker 1: your game. But those folks have to buy both the 201 00:11:39,600 --> 00:11:42,839 Speaker 1: expansion and the original game if they want to get 202 00:11:42,840 --> 00:11:45,560 Speaker 1: all the content. They can't just buy the expansion because 203 00:11:45,880 --> 00:11:49,160 Speaker 1: the expansion is built on top of the existing game. 204 00:11:49,800 --> 00:11:52,680 Speaker 1: So with an m m O RPG, you also have 205 00:11:53,280 --> 00:11:56,360 Speaker 1: a monthly subscription fee, and that is a healthy stream 206 00:11:56,400 --> 00:12:00,200 Speaker 1: of revenue coming into the company. At its peak, World 207 00:12:00,200 --> 00:12:04,600 Speaker 1: of Warcraft had about twelve million active player accounts around 208 00:12:04,600 --> 00:12:07,760 Speaker 1: the world. When it originally launched, the base game of 209 00:12:07,800 --> 00:12:11,520 Speaker 1: World of Warcraft cost about fifty dollars, and there was 210 00:12:11,559 --> 00:12:13,959 Speaker 1: also a collector's edition if you wanted to pony up 211 00:12:14,080 --> 00:12:18,880 Speaker 1: eighty bucks a princely Some either version of those games 212 00:12:18,960 --> 00:12:22,400 Speaker 1: included a one month subscription, but after that month you 213 00:12:22,400 --> 00:12:26,160 Speaker 1: would have to subscribe at one of three plans. The 214 00:12:26,280 --> 00:12:29,320 Speaker 1: month to month plan, where you're just paying for each 215 00:12:29,360 --> 00:12:33,319 Speaker 1: month of service as you're playing, was fifteen dollars every month. 216 00:12:33,840 --> 00:12:37,640 Speaker 1: A three month package would knock that down to being 217 00:12:37,679 --> 00:12:40,319 Speaker 1: equivalent to about fourteen dollars per month, and if you 218 00:12:40,360 --> 00:12:44,079 Speaker 1: committed to six months of a package it would be 219 00:12:44,160 --> 00:12:46,760 Speaker 1: it would even out to more like thirteen dollars per month. 220 00:12:47,120 --> 00:12:49,840 Speaker 1: So you know, you buy in bulk and you save money. 221 00:12:49,880 --> 00:12:52,760 Speaker 1: I guess. The game was a huge hit, and so 222 00:12:52,960 --> 00:12:56,680 Speaker 1: every month those subscriptions were rolling in as additional revenue. 223 00:12:57,000 --> 00:12:59,280 Speaker 1: But it was also clear that Blizzard would need to 224 00:12:59,320 --> 00:13:03,720 Speaker 1: keep adding or content to keep the players engaged or 225 00:13:03,760 --> 00:13:06,600 Speaker 1: else they were likely to become bored and disenchanted and 226 00:13:06,679 --> 00:13:09,960 Speaker 1: walk away once their subscription lapsed, and that's where those 227 00:13:09,960 --> 00:13:13,760 Speaker 1: expansions came in. The first one, the Burning Crusade, launched 228 00:13:13,920 --> 00:13:16,520 Speaker 1: three years after the base game it launched in two 229 00:13:16,520 --> 00:13:19,800 Speaker 1: thousand seven. Blizzard had announced it way back in October 230 00:13:19,800 --> 00:13:23,240 Speaker 1: two thousand five and intended to launch it earlier, but 231 00:13:23,760 --> 00:13:26,040 Speaker 1: as is the case with Blizzard, they wanted to make 232 00:13:26,080 --> 00:13:28,680 Speaker 1: sure that the expansion was absolutely as good as it 233 00:13:28,720 --> 00:13:31,520 Speaker 1: could be before they pushed it out the door, so 234 00:13:31,600 --> 00:13:34,440 Speaker 1: they delayed its launch in order to make sure that 235 00:13:34,520 --> 00:13:36,840 Speaker 1: it was right. This is one of those things about 236 00:13:36,840 --> 00:13:41,000 Speaker 1: Blizzard that becomes like a an ongoing thing with that company. 237 00:13:41,040 --> 00:13:43,760 Speaker 1: They frequently would delay launches in order to try and 238 00:13:43,800 --> 00:13:47,640 Speaker 1: get something just right, and I think more often than 239 00:13:47,720 --> 00:13:52,560 Speaker 1: not that ended up benefiting the company, because while it 240 00:13:52,720 --> 00:13:55,200 Speaker 1: is frustrating to see a launch date get pushed back, 241 00:13:55,520 --> 00:13:58,680 Speaker 1: it's way more frustrated to get a broken game and 242 00:13:58,760 --> 00:14:01,400 Speaker 1: have to wait for something to get patch so it's playable. 243 00:14:02,360 --> 00:14:05,959 Speaker 1: The expansion, The Burning Crusade, sold two point four million 244 00:14:06,000 --> 00:14:08,680 Speaker 1: copies in the first twenty four hours. Not keep in 245 00:14:08,720 --> 00:14:11,880 Speaker 1: mind the original game sold four hundred thousand copies in 246 00:14:11,920 --> 00:14:15,440 Speaker 1: the first month. This expansion sold two point four million 247 00:14:15,520 --> 00:14:19,680 Speaker 1: copies in twenty four hours. It broke PC game sale 248 00:14:19,720 --> 00:14:23,240 Speaker 1: records back in uh those days, so it was the 249 00:14:23,320 --> 00:14:27,320 Speaker 1: fastest selling PC game at that time. Now, like the 250 00:14:27,320 --> 00:14:29,640 Speaker 1: base game, players would have to cough up some dough 251 00:14:29,720 --> 00:14:32,800 Speaker 1: to buy this expansion pack like thirty bucks, and then 252 00:14:32,800 --> 00:14:35,360 Speaker 1: they would also then have to maintain their subscription to 253 00:14:35,400 --> 00:14:39,200 Speaker 1: continue playing the game. In two thousand and eleven, Blizzard 254 00:14:39,360 --> 00:14:42,440 Speaker 1: chose to roll in all the content from the Burning 255 00:14:42,440 --> 00:14:45,560 Speaker 1: Crusade into the base game, so if you went and 256 00:14:45,600 --> 00:14:48,800 Speaker 1: bought World of Warcraft from two thousand eleven on, the 257 00:14:48,840 --> 00:14:51,480 Speaker 1: Burning Crusade was included with it, you wouldn't have to 258 00:14:51,480 --> 00:14:54,200 Speaker 1: go out and purchase the expansion pack, and this would 259 00:14:54,200 --> 00:14:55,920 Speaker 1: be the start of a trend that the company would 260 00:14:55,920 --> 00:14:59,200 Speaker 1: follow over time, leading up to the present practice where 261 00:14:59,360 --> 00:15:03,400 Speaker 1: the base game includes all of the previous expansion packs 262 00:15:03,440 --> 00:15:06,720 Speaker 1: except for whatever is the most recent one, and that 263 00:15:06,760 --> 00:15:09,240 Speaker 1: one you would have to purchase to get access to that, 264 00:15:09,280 --> 00:15:12,080 Speaker 1: but everything else would already be included in the base game. 265 00:15:12,520 --> 00:15:15,040 Speaker 1: In two thousand eighteen, the company also made the base 266 00:15:15,080 --> 00:15:17,560 Speaker 1: game free to all players, so you don't even have 267 00:15:17,640 --> 00:15:20,120 Speaker 1: to buy World of Warcraft anymore. You can play the 268 00:15:20,160 --> 00:15:23,200 Speaker 1: game for free, or at least you can get access 269 00:15:23,240 --> 00:15:24,640 Speaker 1: to the game for free, but you have to pay 270 00:15:24,720 --> 00:15:27,440 Speaker 1: for the monthly subscription so that you can actually continue 271 00:15:27,480 --> 00:15:29,200 Speaker 1: to play the game. So if you wanted to play 272 00:15:29,240 --> 00:15:31,080 Speaker 1: World of Warcraft right now, you would not have to 273 00:15:31,160 --> 00:15:34,760 Speaker 1: buy the base game. You would just have to pay 274 00:15:34,800 --> 00:15:36,760 Speaker 1: for the monthly subscription to be able to do so. 275 00:15:37,040 --> 00:15:40,520 Speaker 1: Blizzard also let players advance up to level twenty without 276 00:15:40,520 --> 00:15:43,600 Speaker 1: having to subscribe to the game, giving players a taste, 277 00:15:43,640 --> 00:15:46,600 Speaker 1: maybe just enough to get hooked before the players would 278 00:15:46,640 --> 00:15:48,960 Speaker 1: hit a level cap that they could not go beyond 279 00:15:49,040 --> 00:15:53,720 Speaker 1: without subscribing to the full game. Another thing Blizzard introduced 280 00:15:53,760 --> 00:15:58,160 Speaker 1: in World of Warcraft were micro transactions, which really got 281 00:15:58,200 --> 00:16:01,400 Speaker 1: started back in two thousand nine. The company allowed players 282 00:16:01,400 --> 00:16:05,000 Speaker 1: to spend real world money, you know, cash money, to 283 00:16:05,120 --> 00:16:09,240 Speaker 1: buy in game pets for their characters, and the pets 284 00:16:09,240 --> 00:16:12,640 Speaker 1: were cosmetic additions that meant that they didn't change the 285 00:16:12,720 --> 00:16:15,520 Speaker 1: game play at all. They didn't give advantages to players. 286 00:16:15,800 --> 00:16:18,880 Speaker 1: They're just sort of cute additions to the game. And 287 00:16:18,920 --> 00:16:21,000 Speaker 1: this was when a player could opt to have a 288 00:16:21,160 --> 00:16:26,120 Speaker 1: Pandaran monk with a Pandaran is sort of an anthropomorphic panda. 289 00:16:26,320 --> 00:16:28,320 Speaker 1: You could have that as a pet, which is a 290 00:16:28,320 --> 00:16:31,760 Speaker 1: bit weird because later on, in another expansion, The Mists 291 00:16:31,760 --> 00:16:37,080 Speaker 1: of Pandaria, you could play as a Pandaran. Yikes. Later on, 292 00:16:37,200 --> 00:16:41,480 Speaker 1: Blizzard would introduce many other potential micro transactions, and the 293 00:16:41,520 --> 00:16:46,360 Speaker 1: company didn't do this, you know, universally. Uh, some in 294 00:16:46,560 --> 00:16:50,080 Speaker 1: game items were only sold in certain markets, such as Asia. 295 00:16:50,320 --> 00:16:55,240 Speaker 1: Asia had consumables in World of Warcraft that they could purchase, 296 00:16:55,400 --> 00:16:58,680 Speaker 1: but in other markets that was not an option. So 297 00:16:59,800 --> 00:17:03,440 Speaker 1: it Blizzard was kind of weighing out where these strategies 298 00:17:03,480 --> 00:17:07,840 Speaker 1: would work best, and uh, you know, maximizing that revenue 299 00:17:08,240 --> 00:17:11,440 Speaker 1: the expansion packs and micro transactions would become an enormous 300 00:17:11,560 --> 00:17:14,879 Speaker 1: sea change in the world of video games. Developing games 301 00:17:15,400 --> 00:17:18,400 Speaker 1: is expensive. One estimate for the cost of developing World 302 00:17:18,400 --> 00:17:21,320 Speaker 1: of Warcraft, the base game of World of Warcraft was 303 00:17:21,320 --> 00:17:25,919 Speaker 1: around sixty five million dollars to develop that game, and 304 00:17:25,960 --> 00:17:29,600 Speaker 1: of course, businesses exist in order to create profits, so 305 00:17:29,960 --> 00:17:32,520 Speaker 1: business owners are always interested in finding new ways to 306 00:17:32,520 --> 00:17:35,919 Speaker 1: generate streams of revenue. When it's done well, then it 307 00:17:35,960 --> 00:17:40,480 Speaker 1: can enhance the experience of a game, and players typically 308 00:17:40,480 --> 00:17:42,720 Speaker 1: are are happy to get more of what they love. 309 00:17:43,400 --> 00:17:45,879 Speaker 1: When it's done poorly, it creates a sense that you 310 00:17:45,920 --> 00:17:49,479 Speaker 1: have to pay to win the game, and that players 311 00:17:49,520 --> 00:17:51,960 Speaker 1: who have more cash to burn end up with an 312 00:17:52,040 --> 00:17:55,760 Speaker 1: unfair advantage over everyone else who might really be into 313 00:17:55,800 --> 00:17:58,480 Speaker 1: the game, but they might not have the spare change 314 00:17:58,520 --> 00:18:01,520 Speaker 1: to buy all the do Dads and nick next. Interestingly, 315 00:18:02,119 --> 00:18:05,080 Speaker 1: this tied back to an idea that the original Diablo 316 00:18:05,160 --> 00:18:07,919 Speaker 1: team had if you remember from my previous episodes, and 317 00:18:08,000 --> 00:18:11,440 Speaker 1: that concept players would end up buying a physical CD 318 00:18:11,680 --> 00:18:14,440 Speaker 1: that would contain in game items that they could use 319 00:18:14,480 --> 00:18:17,719 Speaker 1: to enhance their characters, like weapons and armor and that 320 00:18:17,800 --> 00:18:22,119 Speaker 1: kind of stuff. This was early enough that delivering stuff 321 00:18:22,160 --> 00:18:26,320 Speaker 1: digitally online wasn't as popular as using physical media. People 322 00:18:26,520 --> 00:18:29,360 Speaker 1: still went out and bought CDs, and some people still do, 323 00:18:29,440 --> 00:18:34,840 Speaker 1: but it's increasingly rare and now it's almost all digital delivery. Well. Ultimately, 324 00:18:35,160 --> 00:18:38,280 Speaker 1: the Diablo team did not pursue that strategy, which was 325 00:18:38,320 --> 00:18:41,560 Speaker 1: probably for the best, since the rampant cheating in that 326 00:18:41,640 --> 00:18:45,960 Speaker 1: game would have made that additional material moot Anyway. Recently, 327 00:18:46,359 --> 00:18:51,000 Speaker 1: Blizzard Entertainment released World of Warcraft Classic, which updates many 328 00:18:51,040 --> 00:18:54,119 Speaker 1: things about the original game, but brings back the game 329 00:18:54,160 --> 00:18:57,119 Speaker 1: world and the quests the players could find if they 330 00:18:57,119 --> 00:18:59,560 Speaker 1: had logged in way back in two thousand four when 331 00:18:59,560 --> 00:19:03,439 Speaker 1: the game for launched. The version of World Warcraft UH 332 00:19:03,640 --> 00:19:07,560 Speaker 1: is now running parallel to, but but separate from, the 333 00:19:07,640 --> 00:19:11,440 Speaker 1: ongoing official World of Warcraft game that has evolved over 334 00:19:11,440 --> 00:19:13,880 Speaker 1: the course of all those expansion sets. So now you've 335 00:19:13,920 --> 00:19:16,600 Speaker 1: got two flavors of World of Warcraft. You've got the 336 00:19:16,600 --> 00:19:19,439 Speaker 1: one that has evolved over the time since two thousand 337 00:19:19,440 --> 00:19:21,800 Speaker 1: four with all those expansion packs, and you have World 338 00:19:21,840 --> 00:19:25,400 Speaker 1: of Warcraft Classic. That is the way the game came 339 00:19:25,440 --> 00:19:29,359 Speaker 1: out originally, with some enhancements thrown in, and it's a 340 00:19:29,400 --> 00:19:31,960 Speaker 1: nod to those loyal fans of the series who missed 341 00:19:32,000 --> 00:19:34,520 Speaker 1: the good old days of the original World of Warcraft. 342 00:19:35,000 --> 00:19:37,640 Speaker 1: The games subscription fees and the number of active players 343 00:19:37,680 --> 00:19:40,159 Speaker 1: means that a rough estimate of the revenue generated by 344 00:19:40,160 --> 00:19:43,960 Speaker 1: this game is at its peak around a billion dollars 345 00:19:43,960 --> 00:19:48,840 Speaker 1: per year, which is crazy. Uh. That number has fluctuated 346 00:19:48,880 --> 00:19:52,320 Speaker 1: over time. It peaked at twelve million, and it went 347 00:19:52,320 --> 00:19:56,720 Speaker 1: into decline afterward, but it's still an incredibly popular M 348 00:19:56,880 --> 00:20:01,440 Speaker 1: M O RPG and still a healthy moneymaker for Blizzard. 349 00:20:01,920 --> 00:20:04,360 Speaker 1: All right. So that's our basic rundown on World of Warcraft. 350 00:20:04,400 --> 00:20:07,040 Speaker 1: And of course we could spend a lot more time 351 00:20:07,119 --> 00:20:09,879 Speaker 1: going over all of the details, but instead I'm going 352 00:20:09,920 --> 00:20:12,280 Speaker 1: to take a quick break and then get back to 353 00:20:12,400 --> 00:20:15,119 Speaker 1: what was happening to the company in general over the 354 00:20:15,200 --> 00:20:19,480 Speaker 1: last decade or so. So let's take a quick break. 355 00:20:27,000 --> 00:20:30,760 Speaker 1: The enormous early success of World of Warcraft had a 356 00:20:31,000 --> 00:20:34,959 Speaker 1: downside because it meant that projects like StarCraft two and 357 00:20:35,119 --> 00:20:39,800 Speaker 1: Diablo three would actually receive less attention so that Blizzard 358 00:20:39,840 --> 00:20:45,160 Speaker 1: could cater to the Wow community World of Warcraft community. Then, 359 00:20:45,520 --> 00:20:48,280 Speaker 1: if you listen to my last episode, you know that 360 00:20:48,760 --> 00:20:53,120 Speaker 1: two major camps from Blizzard North that was the team 361 00:20:53,160 --> 00:20:57,800 Speaker 1: responsible for creating Diablo and Diablo two. Two camps had 362 00:20:57,880 --> 00:21:01,160 Speaker 1: split off from Blizzard North to form new video game 363 00:21:01,200 --> 00:21:05,240 Speaker 1: development studios, and that left the Blizzard North team severely 364 00:21:05,400 --> 00:21:09,600 Speaker 1: understaffed and without key leadership. Diablo three, as a result, 365 00:21:09,720 --> 00:21:13,879 Speaker 1: was floundering in development. The art design was stuck at 366 00:21:13,960 --> 00:21:17,240 Speaker 1: least a generation behind, the team was having trouble creating 367 00:21:17,280 --> 00:21:21,080 Speaker 1: a good game, and Blizzards new owner Vivendi was still 368 00:21:21,119 --> 00:21:24,600 Speaker 1: kind of a scary shadow over the whole company. So ultimately, 369 00:21:25,040 --> 00:21:28,840 Speaker 1: the leaders at Blizzards South decided that to make games 370 00:21:29,000 --> 00:21:32,439 Speaker 1: up to the standards of Blizzard, they needed to be 371 00:21:32,480 --> 00:21:35,320 Speaker 1: able to oversee the whole process that and they couldn't 372 00:21:35,320 --> 00:21:38,840 Speaker 1: really do that from southern California for a team that 373 00:21:39,000 --> 00:21:43,560 Speaker 1: was located in the Bay Area in northern California. This 374 00:21:43,640 --> 00:21:46,679 Speaker 1: is exactly the kind of thing that Blizzard North was 375 00:21:46,840 --> 00:21:50,600 Speaker 1: trying to protect itself from in its early days. And 376 00:21:50,680 --> 00:21:54,280 Speaker 1: so with all those considerations, Blizzard South decided to shut 377 00:21:54,480 --> 00:21:59,000 Speaker 1: down Blizzard North, and that was the branch that had 378 00:21:59,040 --> 00:22:02,800 Speaker 1: formerly been known as on Door. So Blizzard South offered 379 00:22:03,040 --> 00:22:06,000 Speaker 1: jobs to the team's up at Blizzard North. They said, 380 00:22:06,080 --> 00:22:08,679 Speaker 1: you can still work for Blizzard, but to do it, 381 00:22:08,720 --> 00:22:12,000 Speaker 1: you're gonna have to move down to southern California. So 382 00:22:12,080 --> 00:22:15,359 Speaker 1: some people, but not everybody, took them up on that offer. 383 00:22:16,080 --> 00:22:18,800 Speaker 1: So that meant that it would almost be an entirely 384 00:22:18,880 --> 00:22:22,640 Speaker 1: new team working on Diablo three, and as part of that, 385 00:22:23,160 --> 00:22:26,480 Speaker 1: they decided to start over from scratch, so that's set 386 00:22:26,520 --> 00:22:30,960 Speaker 1: that project back considerably. In October two thousand five, Blizzard 387 00:22:31,040 --> 00:22:34,879 Speaker 1: hosted the first blizz Con in Anaheim, California. This was 388 00:22:34,920 --> 00:22:38,520 Speaker 1: a convention for fans of the company's games, so attendees 389 00:22:38,600 --> 00:22:42,200 Speaker 1: got early looks at games and development, including StarCraft Ghost, 390 00:22:42,480 --> 00:22:45,560 Speaker 1: which would ultimately be canceled, so some people got a 391 00:22:45,640 --> 00:22:48,199 Speaker 1: chance to kind of get some hands on time with 392 00:22:48,280 --> 00:22:52,000 Speaker 1: early builds of games that just never came out. They 393 00:22:52,040 --> 00:22:56,240 Speaker 1: attended presentations that were given by Blizzard employees about the 394 00:22:56,280 --> 00:22:58,719 Speaker 1: games and the lore around the games, the art design, 395 00:22:58,800 --> 00:23:01,520 Speaker 1: all that kind of stuff, and the company would hold 396 00:23:01,560 --> 00:23:05,639 Speaker 1: another one in two thousand seven. So between two thousand 397 00:23:05,600 --> 00:23:07,400 Speaker 1: and five and two thousand seven was the year. Two 398 00:23:07,400 --> 00:23:09,600 Speaker 1: thousand and six. There was no blizz Con that year, 399 00:23:09,680 --> 00:23:12,280 Speaker 1: but from two thousand seven onward it would become an 400 00:23:12,320 --> 00:23:16,320 Speaker 1: annual event. It became so popular and so useful that 401 00:23:16,600 --> 00:23:20,240 Speaker 1: eventually Blizzard decided that in two thousand nine it wouldn't 402 00:23:20,280 --> 00:23:23,000 Speaker 1: go to E three anymore. It didn't need to because 403 00:23:23,119 --> 00:23:26,560 Speaker 1: it had its own promotional event with a very engaged 404 00:23:26,800 --> 00:23:30,719 Speaker 1: group of of users. The community of Blizzard was really 405 00:23:30,800 --> 00:23:34,240 Speaker 1: passionate about this, so why would they go to E 406 00:23:34,440 --> 00:23:37,840 Speaker 1: three where they would just be another company competing for 407 00:23:37,920 --> 00:23:42,160 Speaker 1: attention from press and retailers. And we've seen other companies 408 00:23:42,200 --> 00:23:45,720 Speaker 1: follow blizzards lead, and many of them now hold their 409 00:23:45,720 --> 00:23:49,240 Speaker 1: own events and either they also attend E three or 410 00:23:49,280 --> 00:23:52,240 Speaker 1: they skip E three entirely. Uh. Their events tend to 411 00:23:52,240 --> 00:23:55,480 Speaker 1: be a little less elaborate than blizz Con tends to be, 412 00:23:56,160 --> 00:23:59,119 Speaker 1: so they don't tend to be full on conferences the 413 00:23:59,119 --> 00:24:02,920 Speaker 1: way blizz Con is, but they are similar in effect, 414 00:24:02,960 --> 00:24:06,280 Speaker 1: and that it's a company holding its own event on 415 00:24:06,359 --> 00:24:09,320 Speaker 1: its own terms instead of sticking with the three. In 416 00:24:09,359 --> 00:24:13,480 Speaker 1: two thousand six, the year without a blizz Con, Blizzard 417 00:24:13,520 --> 00:24:16,520 Speaker 1: made another big announcement. The studio revealed that it had 418 00:24:16,760 --> 00:24:21,880 Speaker 1: entered into a project with the movie studio Legendary Pictures 419 00:24:21,920 --> 00:24:26,040 Speaker 1: for the purposes of developing a Warcraft motion picture. Now, 420 00:24:26,080 --> 00:24:29,280 Speaker 1: the original plan was to script and shoot a movie 421 00:24:29,359 --> 00:24:33,480 Speaker 1: in time for a two thousand nine release, and this 422 00:24:33,760 --> 00:24:37,080 Speaker 1: whole move to doing a film wasn't that surprising because 423 00:24:37,119 --> 00:24:40,040 Speaker 1: since two thousand Blizzard had been publishing novels that were 424 00:24:40,080 --> 00:24:43,760 Speaker 1: set in the Warcraft universe, and they were also exploring 425 00:24:44,040 --> 00:24:47,880 Speaker 1: opportunities and other media like comic books. So the original 426 00:24:47,920 --> 00:24:51,760 Speaker 1: plan was that Sam Ramy, who had just recently finished 427 00:24:51,760 --> 00:24:54,760 Speaker 1: directing Spider Man two, to come over and direct the 428 00:24:54,760 --> 00:24:59,560 Speaker 1: Warcraft movie. However, like some other Blizzard projects, this one 429 00:24:59,680 --> 00:25:02,680 Speaker 1: hit more than a few snags in development and would 430 00:25:02,680 --> 00:25:06,280 Speaker 1: not launch in two thousand nine. There were issues with 431 00:25:06,320 --> 00:25:08,680 Speaker 1: the script and there was a real struggle to turn 432 00:25:08,720 --> 00:25:12,920 Speaker 1: the film into something other than just another generic fantasy epic. 433 00:25:13,400 --> 00:25:15,399 Speaker 1: The Lord of the Rings films had set a pretty 434 00:25:15,480 --> 00:25:17,760 Speaker 1: high bar, and there was a real danger of being 435 00:25:17,840 --> 00:25:21,320 Speaker 1: viewed as sort of a copycat of that franchise. So 436 00:25:21,400 --> 00:25:24,520 Speaker 1: as time went on, Sam Raimi would leave the project 437 00:25:24,640 --> 00:25:28,280 Speaker 1: to pursue other opportunities, and Duncan Jones, the son of 438 00:25:28,359 --> 00:25:32,200 Speaker 1: David Bowie, signed on to direct the Warcraft movie. Jones 439 00:25:32,200 --> 00:25:35,399 Speaker 1: worked with Blizzard to create a new script, reportedly because 440 00:25:35,600 --> 00:25:39,320 Speaker 1: he felt that the initial draft fell into the cliche 441 00:25:39,600 --> 00:25:43,000 Speaker 1: of humans are the good guys Orcs are the bad guys, 442 00:25:43,160 --> 00:25:46,760 Speaker 1: and they fight. He wanted there to be more ambiguity 443 00:25:47,160 --> 00:25:50,960 Speaker 1: in the story and for both sides to have motivations 444 00:25:51,000 --> 00:25:54,320 Speaker 1: that the audience could get behind. Actually, ultimately some critics 445 00:25:54,320 --> 00:25:58,080 Speaker 1: would say that the Orcs got a much deeper presentation 446 00:25:58,119 --> 00:26:01,200 Speaker 1: than the humans did, and so almost aired on the 447 00:26:01,240 --> 00:26:05,080 Speaker 1: flip side of what Jones was concerned about. Now, all 448 00:26:05,119 --> 00:26:08,959 Speaker 1: of this meant that the movies released was delayed multiple times. 449 00:26:09,080 --> 00:26:11,639 Speaker 1: It missed the initial plan to premiere in two thousand nine, 450 00:26:11,920 --> 00:26:14,520 Speaker 1: it missed another date in two thousand and eleven, and 451 00:26:14,680 --> 00:26:17,639 Speaker 1: Blizzard remained tight lipped about the film for a good 452 00:26:17,720 --> 00:26:20,240 Speaker 1: long while. Like after they announced it, they didn't really 453 00:26:20,280 --> 00:26:23,600 Speaker 1: talk about it so much. But while progress was slow 454 00:26:23,960 --> 00:26:27,920 Speaker 1: and intermittent, it was at least happening, and in two 455 00:26:27,920 --> 00:26:32,320 Speaker 1: thousand sixteen, the movie was finally ready for audiences, a 456 00:26:32,480 --> 00:26:36,439 Speaker 1: decade after it's been announced, and a hundred sixty million 457 00:26:36,480 --> 00:26:42,040 Speaker 1: dollars reportedly for the budget. It's global box office got 458 00:26:42,720 --> 00:26:45,760 Speaker 1: a little close to half a billion dollars, but it 459 00:26:45,840 --> 00:26:49,200 Speaker 1: was still largely viewed as a commercial failure. It actually 460 00:26:49,200 --> 00:26:52,800 Speaker 1: made less than fifty million dollars in the United States. Now, 461 00:26:52,840 --> 00:26:55,919 Speaker 1: I cannot comment on the quality of the movie because 462 00:26:56,640 --> 00:26:59,479 Speaker 1: I never saw it, But on rotten Tomatoes it has 463 00:26:59,520 --> 00:27:04,440 Speaker 1: a twenty eight percent approval rating, meaning it's a rotten film. 464 00:27:04,480 --> 00:27:08,000 Speaker 1: But just a quick reminder for you guys, on rotten 465 00:27:08,000 --> 00:27:11,040 Speaker 1: Tomatoes does not mean that the movie is way worse 466 00:27:11,040 --> 00:27:14,240 Speaker 1: than say, a different movie that got a forty percent rating, 467 00:27:14,400 --> 00:27:17,760 Speaker 1: because the percentage doesn't actually tell you how good or 468 00:27:17,880 --> 00:27:21,440 Speaker 1: bad a film is. Rather, it tells you the percentage 469 00:27:21,480 --> 00:27:26,119 Speaker 1: of critics who gave the film either a positive or 470 00:27:26,119 --> 00:27:29,639 Speaker 1: a negative review. And these are critics that Rotten Tomatoes 471 00:27:29,680 --> 00:27:33,400 Speaker 1: recognizes as legitimate critics, So it's not all critics, it's 472 00:27:33,400 --> 00:27:36,480 Speaker 1: a selection of them, And it's really more like saying 473 00:27:36,720 --> 00:27:40,120 Speaker 1: around thirty of the critics who reviewed the film gave 474 00:27:40,160 --> 00:27:44,879 Speaker 1: it a mediocre to positive response, but it doesn't necessarily 475 00:27:44,920 --> 00:27:48,160 Speaker 1: mean that the movie is objectively better or worse than 476 00:27:48,200 --> 00:27:51,359 Speaker 1: other movies that have similar scores, or even scores that 477 00:27:51,400 --> 00:27:54,199 Speaker 1: are slightly higher slightly lower. Also, I should add that 478 00:27:54,600 --> 00:27:57,800 Speaker 1: the audience score for the film is much higher at 479 00:27:57,840 --> 00:28:02,080 Speaker 1: seventy six percent. So the critics weren't thrilled with it, 480 00:28:02,320 --> 00:28:05,920 Speaker 1: but you know, audiences seemed to be more positive about 481 00:28:05,960 --> 00:28:10,359 Speaker 1: the whole thing. Now, considering Blizzard Entertainment's reputation for highly 482 00:28:10,440 --> 00:28:14,040 Speaker 1: produced cut scenes and video games, some of which featured 483 00:28:14,040 --> 00:28:17,200 Speaker 1: animation that could easily rival that of the c g 484 00:28:17,359 --> 00:28:20,200 Speaker 1: I you found in feature films, I'm sure this came 485 00:28:20,240 --> 00:28:23,560 Speaker 1: as a major disappointment to the company. It's still exceeded 486 00:28:23,680 --> 00:28:28,800 Speaker 1: the performance of most other video game film adaptations, but 487 00:28:28,920 --> 00:28:32,520 Speaker 1: that bar wasn't set terribly high to begin with. I mean, 488 00:28:33,240 --> 00:28:36,000 Speaker 1: just watch the Super Mario Brothers movie, so maybe that 489 00:28:36,080 --> 00:28:40,240 Speaker 1: wasn't such a stretch goal. The critical consensus was that 490 00:28:40,320 --> 00:28:43,160 Speaker 1: the movie was just too deeply mired in mythology that 491 00:28:43,240 --> 00:28:47,040 Speaker 1: might be familiar to hardcore warcraft players but not to 492 00:28:47,080 --> 00:28:49,880 Speaker 1: anyone else, and so there are entire sequences that were 493 00:28:49,920 --> 00:28:53,400 Speaker 1: inscrutable and absurd to someone just viewing the material. For 494 00:28:53,400 --> 00:28:56,720 Speaker 1: the first time. While Duncan Jones expressed a desire to 495 00:28:56,760 --> 00:29:00,280 Speaker 1: continue the storyline in two thousand eighteen, he we did 496 00:29:00,280 --> 00:29:04,800 Speaker 1: that such a possibility was at best unlikely. Okay, so 497 00:29:04,880 --> 00:29:07,600 Speaker 1: let's rewind again to two thousand seven, and you may 498 00:29:07,640 --> 00:29:11,560 Speaker 1: wonder why I'm not talking about other games that Blizzard 499 00:29:11,600 --> 00:29:15,080 Speaker 1: was making right now. That's because Blizzard was really dedicating 500 00:29:15,280 --> 00:29:18,440 Speaker 1: the vast majority of its focus on World of Warcraft, 501 00:29:18,680 --> 00:29:21,320 Speaker 1: which again makes sense when you realize how that game 502 00:29:21,320 --> 00:29:24,400 Speaker 1: was responsible for the financial performance of the company overall. 503 00:29:25,160 --> 00:29:27,840 Speaker 1: So two thousand seven would be a really big year 504 00:29:27,880 --> 00:29:30,800 Speaker 1: for Blizzard. Part of that was because they launched the 505 00:29:30,800 --> 00:29:35,040 Speaker 1: Burning Crusade, which was the World of Warcraft first expansion 506 00:29:35,040 --> 00:29:38,440 Speaker 1: pack that year. Another reason was that the World of 507 00:29:38,480 --> 00:29:43,960 Speaker 1: Warcraft game would hit eight point five million subscribers, big milestone. 508 00:29:44,240 --> 00:29:48,080 Speaker 1: Blizzard also announced that StarCraft two would officially become a 509 00:29:48,200 --> 00:29:51,000 Speaker 1: thing in two thousand seven, and they did that during 510 00:29:51,080 --> 00:29:55,520 Speaker 1: their third Worldwide Invitational event, as an event that takes 511 00:29:55,520 --> 00:30:00,160 Speaker 1: place in South Korea, where StarCraft competition is huge. But 512 00:30:00,200 --> 00:30:04,280 Speaker 1: above all of that was another big corporate move outside 513 00:30:04,280 --> 00:30:08,840 Speaker 1: of Blizzards direct control. So Vivendi, the parent company, announced 514 00:30:08,880 --> 00:30:11,360 Speaker 1: that it was going into a merger deal with the 515 00:30:11,440 --> 00:30:15,000 Speaker 1: video game company Activision, and that would happen towards the 516 00:30:15,160 --> 00:30:17,680 Speaker 1: end of two thousand seven when they announced this. The 517 00:30:17,720 --> 00:30:21,240 Speaker 1: actual acquisition happened into two thousand eight. So Activision and 518 00:30:21,360 --> 00:30:25,880 Speaker 1: Vivindi Games, the division of Vindy that was all about games. Obviously, 519 00:30:26,360 --> 00:30:28,440 Speaker 1: they would come together and they would form a new 520 00:30:28,720 --> 00:30:32,880 Speaker 1: kind of parent company, publishing company really, and it was 521 00:30:32,920 --> 00:30:37,880 Speaker 1: going to be called Activision Blizzard, non Activision Vivendi Activision Blizzard. 522 00:30:37,920 --> 00:30:41,920 Speaker 1: That's how much clout Blizzard had. They could demand that 523 00:30:42,000 --> 00:30:45,520 Speaker 1: their name would get equal billing with Activision. So this 524 00:30:45,560 --> 00:30:48,680 Speaker 1: new company would still trade on the Nasdaq Stock Exchange 525 00:30:48,760 --> 00:30:52,640 Speaker 1: under the Activision ticker of a t v I, and 526 00:30:52,680 --> 00:30:56,160 Speaker 1: the merger would make Activision Blizzard the world's largest video 527 00:30:56,240 --> 00:31:00,560 Speaker 1: game publisher. Activision was writing high at that time from 528 00:31:00,600 --> 00:31:04,320 Speaker 1: the release of Call of Duty for Modern Warfare. Vivendi 529 00:31:04,400 --> 00:31:07,960 Speaker 1: Games was enjoying the tremendous financial success of World of Warcraft, 530 00:31:08,480 --> 00:31:11,560 Speaker 1: and the company, Vivendi Games had a value of eight 531 00:31:11,560 --> 00:31:15,720 Speaker 1: point one billion dollars at that time, and according to 532 00:31:16,360 --> 00:31:19,040 Speaker 1: UH a lot of sources, they would contribute about one 533 00:31:19,080 --> 00:31:22,840 Speaker 1: point seven billion dollars towards this acquisition deal. So when 534 00:31:22,880 --> 00:31:27,080 Speaker 1: you lump that cash offering along with the value of 535 00:31:27,080 --> 00:31:30,840 Speaker 1: the company, that comes up to nine point eight billion dollars. 536 00:31:30,840 --> 00:31:33,280 Speaker 1: That's a lot of cheddar right there, A princely some 537 00:31:33,520 --> 00:31:38,120 Speaker 1: if ever there was one. In return, Vivendi would get 538 00:31:38,160 --> 00:31:43,320 Speaker 1: a fifty two steak in Activision Blizzard. Activisions CEO, a 539 00:31:43,320 --> 00:31:47,240 Speaker 1: guy named Bobby Kodik would head up the new company, 540 00:31:47,280 --> 00:31:49,840 Speaker 1: and the two companies completed the acquisition. As I said 541 00:31:49,880 --> 00:31:52,320 Speaker 1: in two thousand eight, now skipping ahead a bit just 542 00:31:52,360 --> 00:31:55,160 Speaker 1: to stick with this particular part of the story. About 543 00:31:55,240 --> 00:31:58,640 Speaker 1: six years later, Codek would lead an investment group to 544 00:31:58,680 --> 00:32:02,840 Speaker 1: purchase most of the fifty of the ownership from the Vindy, 545 00:32:03,480 --> 00:32:06,080 Speaker 1: and they did it with an offer of eight point 546 00:32:06,160 --> 00:32:10,680 Speaker 1: two billion dollars. Now, remember Vivendi Games when it went 547 00:32:10,760 --> 00:32:14,520 Speaker 1: into this acquisition was worth eight point one So they 548 00:32:14,560 --> 00:32:16,960 Speaker 1: offer eight point two billion dollars and buy back most 549 00:32:17,160 --> 00:32:20,320 Speaker 1: of that steak. The Vendi would still hold on to 550 00:32:20,400 --> 00:32:23,840 Speaker 1: a little bit more of its ownership of Activision Blizzard, 551 00:32:24,160 --> 00:32:27,959 Speaker 1: but it did divest itself of those shares in two 552 00:32:28,400 --> 00:32:31,840 Speaker 1: future transactions. One happened in two thousand fourteen and one 553 00:32:31,880 --> 00:32:35,800 Speaker 1: for two thousand sixteen, and together they accounted for about 554 00:32:35,840 --> 00:32:40,200 Speaker 1: two billion dollars combined um, which I realized I just 555 00:32:40,280 --> 00:32:43,360 Speaker 1: said in a redundant and repetitive way. I just want 556 00:32:43,360 --> 00:32:47,960 Speaker 1: to reiterate that, as Brendan Sinclair of Games Industry dot 557 00:32:48,000 --> 00:32:50,960 Speaker 1: Biz would observe, that would mean that the Vendi itself 558 00:32:50,960 --> 00:32:55,040 Speaker 1: would effectively hand over nine point eight billion dollars that 559 00:32:55,080 --> 00:32:57,200 Speaker 1: would be the value of the company and the cash 560 00:32:57,280 --> 00:33:00,600 Speaker 1: they paid during the acquisition, and in return ten years 561 00:33:00,680 --> 00:33:04,920 Speaker 1: later it would net ten point one five billion dollars. 562 00:33:04,960 --> 00:33:08,200 Speaker 1: That's a net gain of around three hundred fifty million bucks, 563 00:33:08,440 --> 00:33:10,960 Speaker 1: which is a princely sum, but it represents just a 564 00:33:11,040 --> 00:33:14,360 Speaker 1: three point five percent gain in value over a decade, 565 00:33:14,640 --> 00:33:18,400 Speaker 1: Whereas if you had just purchased shares in the company 566 00:33:18,520 --> 00:33:21,400 Speaker 1: back when the acquisition happened and sat on them and 567 00:33:21,440 --> 00:33:24,520 Speaker 1: then sold them when Vivendi sold off the final shares, 568 00:33:24,960 --> 00:33:27,320 Speaker 1: you would have seen a return of three hundred sixties 569 00:33:27,360 --> 00:33:30,440 Speaker 1: seven percent. So not a great move on Vivindy's part. 570 00:33:31,120 --> 00:33:34,160 Speaker 1: They made this decision, by the way, because the company, Vivendi, 571 00:33:34,840 --> 00:33:38,320 Speaker 1: was in thirteen billion dollars of debt around that time, 572 00:33:38,400 --> 00:33:42,480 Speaker 1: so they needed to be able to sell off assets 573 00:33:42,520 --> 00:33:45,720 Speaker 1: in order to settle some of that debt. Now, granted, 574 00:33:46,320 --> 00:33:50,120 Speaker 1: none of that is really a concern for Blizzard the 575 00:33:50,200 --> 00:33:55,000 Speaker 1: video game development company. It was more of a questionable 576 00:33:55,120 --> 00:33:58,920 Speaker 1: mark on Blizzards parent company and the decisions of its 577 00:33:59,120 --> 00:34:03,080 Speaker 1: executive team, up being Vindi Games. As for Blizzard, the 578 00:34:03,160 --> 00:34:05,440 Speaker 1: company was able to operate almost as if it were 579 00:34:05,720 --> 00:34:10,320 Speaker 1: an independent studio even under this merger because the revenue 580 00:34:10,440 --> 00:34:17,319 Speaker 1: was bringing in made it an incredibly valuable asset, so 581 00:34:17,520 --> 00:34:19,759 Speaker 1: it just made sense not to mess with it too much. 582 00:34:20,040 --> 00:34:23,840 Speaker 1: So while Activision Blizzard would publish the games, Blizzard the 583 00:34:23,880 --> 00:34:28,600 Speaker 1: development company, because it's a different thing, would otherwise operate 584 00:34:28,719 --> 00:34:31,239 Speaker 1: without too much interference from anyone higher up on the chain, 585 00:34:31,320 --> 00:34:33,600 Speaker 1: at least for the time being, because Blizzard had that 586 00:34:33,719 --> 00:34:37,759 Speaker 1: much clout. In two thousand and eight, it was more Warcraft, 587 00:34:38,120 --> 00:34:41,160 Speaker 1: with music from the game's becoming tracks on iTunes and 588 00:34:41,200 --> 00:34:44,880 Speaker 1: the second expansion for Wow, that being Wrath of the 589 00:34:44,960 --> 00:34:47,719 Speaker 1: lich King that launched at the end of two thousand eight, 590 00:34:47,960 --> 00:34:51,680 Speaker 1: and like its predecessor, the expansion pack broke PC sales 591 00:34:51,719 --> 00:34:54,960 Speaker 1: records for most copies sold within twenty four hours, and 592 00:34:55,000 --> 00:34:58,600 Speaker 1: around that time, while hit a subscription base of eleven 593 00:34:58,760 --> 00:35:03,480 Speaker 1: million players almost at its peak. Blizzard would not release 594 00:35:03,560 --> 00:35:08,319 Speaker 1: another title until and that's when StarCraft two Wings of 595 00:35:08,360 --> 00:35:13,040 Speaker 1: Liberty finally came out, twelve years after the original title 596 00:35:13,040 --> 00:35:16,919 Speaker 1: had published way back in now. Along with the game, 597 00:35:17,280 --> 00:35:22,480 Speaker 1: Blizzard released an updated version of its battle Net service. Eventually, 598 00:35:23,160 --> 00:35:25,799 Speaker 1: Blizzard would update battle nets so that it was sort 599 00:35:25,840 --> 00:35:29,120 Speaker 1: of a universal log in for all Blizzard games, including 600 00:35:29,200 --> 00:35:33,640 Speaker 1: World of Warcraft. Eager gamers Zurg rushed the stores to 601 00:35:33,680 --> 00:35:36,640 Speaker 1: get their copies of StarCraft two. Oh and you know what, 602 00:35:36,760 --> 00:35:39,400 Speaker 1: I never even talked about the Zurg rush and the 603 00:35:39,400 --> 00:35:42,200 Speaker 1: previous episode, but I guess I should because it's a 604 00:35:42,280 --> 00:35:45,480 Speaker 1: meme that goes beyond the games itself. So here we go. 605 00:35:45,840 --> 00:35:49,240 Speaker 1: So in the StarCraft games, one of the three faction 606 00:35:49,600 --> 00:35:52,680 Speaker 1: or races that you can control as a player are 607 00:35:52,800 --> 00:35:56,600 Speaker 1: an insectoid race called the Zerg z e r G. 608 00:35:57,400 --> 00:35:59,760 Speaker 1: An early unit that you can produce with the Zurg 609 00:36:00,000 --> 00:36:03,799 Speaker 1: are these zurg Lings, which are not terribly powerful, but 610 00:36:03,920 --> 00:36:06,840 Speaker 1: if you're fast, if you're really a fast player, you 611 00:36:06,880 --> 00:36:09,160 Speaker 1: can produce a whole bunch of them early on in 612 00:36:09,200 --> 00:36:12,600 Speaker 1: the game. So there's a tactic that was really developed 613 00:36:12,600 --> 00:36:16,440 Speaker 1: in South Korea where StarCraft is a popular sport, and 614 00:36:16,640 --> 00:36:19,200 Speaker 1: that tactic is to produce as many Zurglings as you 615 00:36:19,239 --> 00:36:22,280 Speaker 1: possibly can early in the game, and then you send 616 00:36:22,320 --> 00:36:25,920 Speaker 1: them to overwhelm and wipe out an opponent while your 617 00:36:25,960 --> 00:36:28,920 Speaker 1: opponent is still just getting set up. It's called a 618 00:36:29,040 --> 00:36:33,080 Speaker 1: zerg rush. Also in the lore is that Korean players 619 00:36:33,120 --> 00:36:36,600 Speaker 1: who use this tactic would end up responding to opponents. 620 00:36:36,640 --> 00:36:38,960 Speaker 1: Their opponents would cry out an alarm, they say, oh 621 00:36:38,960 --> 00:36:42,360 Speaker 1: my god, zurg rush, and the South Koreans would respond 622 00:36:42,360 --> 00:36:45,400 Speaker 1: with key ki ki k e k e k e. 623 00:36:45,719 --> 00:36:49,320 Speaker 1: That's similar to how you would write l O l 624 00:36:49,360 --> 00:36:51,319 Speaker 1: O l L, you know, laugh out loud, over and 625 00:36:51,320 --> 00:36:54,640 Speaker 1: over lola la la uh. And it was meant to 626 00:36:54,680 --> 00:36:58,360 Speaker 1: convey a kind of mischievous chuckle. The meme got popular 627 00:36:58,480 --> 00:37:00,759 Speaker 1: enough for Google to use it in an Easter egg 628 00:37:00,760 --> 00:37:03,160 Speaker 1: in two thousand twelve. And if you search the term 629 00:37:03,400 --> 00:37:06,680 Speaker 1: zerg rush and Google to get a little playable game 630 00:37:06,680 --> 00:37:09,680 Speaker 1: in which lower case oh letters start to come out 631 00:37:09,719 --> 00:37:13,920 Speaker 1: and destroy all your search results. It's adorable anyway. The 632 00:37:14,000 --> 00:37:17,680 Speaker 1: general reception was that StarCraft two was more than worth 633 00:37:17,719 --> 00:37:22,279 Speaker 1: the weight it delivered upon its promise. The game was 634 00:37:22,320 --> 00:37:24,880 Speaker 1: set just a few years after the events of the 635 00:37:25,000 --> 00:37:29,040 Speaker 1: StarCraft brood War expansion packs, So even though the actual 636 00:37:29,080 --> 00:37:32,839 Speaker 1: game came out twelve years later, it was set four 637 00:37:32,920 --> 00:37:36,000 Speaker 1: years later. It would be followed by three expansion packs 638 00:37:36,040 --> 00:37:38,239 Speaker 1: of its own, the first two of which gave more 639 00:37:38,280 --> 00:37:41,000 Speaker 1: in depth treatment to one of the three factions in 640 00:37:41,000 --> 00:37:43,319 Speaker 1: the game. The Human faction was actually taken care of 641 00:37:43,360 --> 00:37:46,239 Speaker 1: in the initial release of the base game, which, you know. 642 00:37:47,160 --> 00:37:50,000 Speaker 1: Typical critics loved the game. They said it was one 643 00:37:50,000 --> 00:37:53,719 Speaker 1: of the best RTS titles for the PC. Ever. Now, 644 00:37:53,719 --> 00:37:55,680 Speaker 1: when we come back, I'm going to catch you up 645 00:37:55,719 --> 00:37:59,560 Speaker 1: on what's been going on since StarCraft two with Blizzard Entertainment. 646 00:37:59,600 --> 00:38:10,239 Speaker 1: But first let's take another quick break. StarCraft two debuted 647 00:38:10,239 --> 00:38:14,760 Speaker 1: in mid Blizzard Entertainment put out another expansion for World 648 00:38:14,800 --> 00:38:18,520 Speaker 1: of Warcraft in eleven, but otherwise no new titles in 649 00:38:19,400 --> 00:38:23,600 Speaker 1: Blizzard published Diablo three to great anticipation, and once again 650 00:38:23,640 --> 00:38:25,920 Speaker 1: the company saw one of its titles break records for 651 00:38:25,960 --> 00:38:29,239 Speaker 1: the most copies sold within twenty four hours. Now, as 652 00:38:29,280 --> 00:38:33,320 Speaker 1: I mentioned earlier, this version of Diablo three was different 653 00:38:33,400 --> 00:38:37,200 Speaker 1: from what the creators of Diablo had originally intended. The 654 00:38:37,280 --> 00:38:40,840 Speaker 1: leaders behind the Diablo franchise had not been part of 655 00:38:40,880 --> 00:38:44,480 Speaker 1: Blizzard since two thousand three, when they all left in 656 00:38:44,680 --> 00:38:48,680 Speaker 1: mass and UH and Blizzard North, the studio that had 657 00:38:48,719 --> 00:38:52,759 Speaker 1: actually developed Diablo and Diablo two ceased to exist in 658 00:38:52,800 --> 00:38:55,680 Speaker 1: two thousand five. So the team that built Diablo three 659 00:38:55,719 --> 00:38:58,399 Speaker 1: included some folks who were famous for working on other 660 00:38:58,560 --> 00:39:02,439 Speaker 1: big games for different companies. For example, Leonard Boyarski, who 661 00:39:02,440 --> 00:39:05,440 Speaker 1: worked as a head designer on the game, had been 662 00:39:05,440 --> 00:39:08,320 Speaker 1: one of the original creators for the game series Fallout. 663 00:39:08,680 --> 00:39:11,240 Speaker 1: And there was also j Wilson, who worked on titles 664 00:39:11,280 --> 00:39:14,279 Speaker 1: like Company of Heroes and Warhammer for d K, and 665 00:39:14,440 --> 00:39:18,120 Speaker 1: he served as the lead designer for Diablo three. In 666 00:39:18,120 --> 00:39:20,640 Speaker 1: some ways, the game was very similar to previous versions 667 00:39:20,640 --> 00:39:24,600 Speaker 1: of Diablo. It had an emphasis on loot to boost 668 00:39:24,640 --> 00:39:28,359 Speaker 1: a player's abilities and stats. It used an overhead view 669 00:39:28,400 --> 00:39:30,880 Speaker 1: that was similar to the isometric view that Diablo and 670 00:39:30,960 --> 00:39:34,920 Speaker 1: Diablo two used. It also had some new things like 671 00:39:34,960 --> 00:39:39,280 Speaker 1: destructible environments where you could have certain effects that actually 672 00:39:39,280 --> 00:39:41,799 Speaker 1: would affect the environment you were in. That was new. 673 00:39:42,080 --> 00:39:45,160 Speaker 1: All the other environments and Diablo and Diablo two, although 674 00:39:45,160 --> 00:39:48,440 Speaker 1: they were randomly generated, were largely static, so that was 675 00:39:48,520 --> 00:39:51,520 Speaker 1: kind of cool. Um this was done. It was made 676 00:39:51,520 --> 00:39:53,600 Speaker 1: possible by the fact that Blizzard was using its own 677 00:39:53,600 --> 00:39:56,440 Speaker 1: proprietary engine that had been built out of a previously 678 00:39:56,600 --> 00:39:59,840 Speaker 1: established game engine. One thing that Diablo three had that 679 00:40:00,080 --> 00:40:04,080 Speaker 1: did not excite people too much was a requirement for 680 00:40:04,120 --> 00:40:06,560 Speaker 1: all gamers, which was, if you want to play the game, 681 00:40:06,920 --> 00:40:11,200 Speaker 1: you had to have a persistent online connection. Even if 682 00:40:11,200 --> 00:40:15,000 Speaker 1: you were only playing as a single player. So you're 683 00:40:15,000 --> 00:40:18,480 Speaker 1: playing a single player game, the game exists on your computer, 684 00:40:18,880 --> 00:40:22,799 Speaker 1: you still had to have a persistent Internet connection to 685 00:40:23,120 --> 00:40:28,280 Speaker 1: Blizzards servers. UH. This was a DRM feature. DRM stands 686 00:40:28,320 --> 00:40:31,239 Speaker 1: for Digital Rights Management. It was meant to ensure that 687 00:40:31,280 --> 00:40:34,000 Speaker 1: the people who were playing the game, we're using authorized 688 00:40:34,040 --> 00:40:36,239 Speaker 1: copies of the game, because Blizzard had seen many of 689 00:40:36,239 --> 00:40:40,520 Speaker 1: its titles pirated. StarCraft two in particular, had a huge 690 00:40:40,560 --> 00:40:44,160 Speaker 1: problem with people pirating the game. So this was a 691 00:40:44,160 --> 00:40:46,800 Speaker 1: way to make sure that the people who were playing 692 00:40:46,800 --> 00:40:50,120 Speaker 1: the game were doing so on authorized copies and they 693 00:40:50,160 --> 00:40:54,320 Speaker 1: had purchased the game. The online requirement left some critics 694 00:40:54,360 --> 00:40:58,560 Speaker 1: and some players unhappy. UH. Server issues during high demand 695 00:40:58,840 --> 00:41:00,960 Speaker 1: made this worse. I mean, if a server goes down, 696 00:41:01,400 --> 00:41:04,640 Speaker 1: you cannot verify that your copy is legitimate. You could 697 00:41:04,640 --> 00:41:07,960 Speaker 1: have gone out and bought a game, spent money supporting 698 00:41:08,280 --> 00:41:11,359 Speaker 1: the video game company, brought it home and found out 699 00:41:11,400 --> 00:41:15,200 Speaker 1: you can't play it because their authentication server is down. 700 00:41:16,040 --> 00:41:19,400 Speaker 1: That's not great. That is an example of how legitimate 701 00:41:19,440 --> 00:41:22,520 Speaker 1: players can feel like they're being punished for playing by 702 00:41:22,520 --> 00:41:25,240 Speaker 1: the rules when they say, Hey, if I had broken 703 00:41:25,280 --> 00:41:27,160 Speaker 1: the rules and I had found a way to get 704 00:41:27,200 --> 00:41:29,680 Speaker 1: around this, I could actually play the game I I 705 00:41:29,840 --> 00:41:33,319 Speaker 1: paid for, So why are you punishing me? Which is 706 00:41:33,320 --> 00:41:36,600 Speaker 1: a pretty legit argument if you ask me. Um, It's 707 00:41:36,640 --> 00:41:38,719 Speaker 1: it's not easy to explain to a player why they 708 00:41:38,760 --> 00:41:41,320 Speaker 1: can't enjoy a single player experience on a game they've 709 00:41:41,320 --> 00:41:44,160 Speaker 1: purchased and installed on their computer just because their internet 710 00:41:44,160 --> 00:41:48,120 Speaker 1: connection goes down or a server goes offline. So that 711 00:41:48,239 --> 00:41:51,120 Speaker 1: was a kind of black mark against Diablo three. Now, 712 00:41:51,160 --> 00:41:53,799 Speaker 1: since Diablo three, we've seen lots of other games used 713 00:41:53,840 --> 00:41:57,920 Speaker 1: this same method of DRN and I don't think gamers 714 00:41:58,000 --> 00:42:00,680 Speaker 1: are any happier about this. A lot of them have 715 00:42:00,920 --> 00:42:03,360 Speaker 1: sort of become used to it, just because it's become 716 00:42:03,600 --> 00:42:07,120 Speaker 1: kind of a common uh strategy among a lot of 717 00:42:07,160 --> 00:42:10,880 Speaker 1: different game developers. Now between two thousand and twelve and 718 00:42:10,920 --> 00:42:15,000 Speaker 1: two thousand fourteen, Blizzard released expansion packs for StarCraft two 719 00:42:15,040 --> 00:42:17,439 Speaker 1: and World of Warcraft, as well as a console version 720 00:42:17,440 --> 00:42:20,359 Speaker 1: of Diabo three, but that was it. There were no 721 00:42:21,160 --> 00:42:24,080 Speaker 1: other new games coming out in two thousand twelve to 722 00:42:24,120 --> 00:42:27,719 Speaker 1: two thousand fourteen, But in two thousand fourteen, Blizzard would 723 00:42:27,760 --> 00:42:30,239 Speaker 1: actually release a brand new game. Now, granted, it was 724 00:42:30,280 --> 00:42:31,920 Speaker 1: a brand new game that was still tied to the 725 00:42:31,920 --> 00:42:35,560 Speaker 1: Warcraft universe, so it wasn't totally original i p. But 726 00:42:35,719 --> 00:42:39,680 Speaker 1: the game was called Hearthstone, still an incredibly popular game. 727 00:42:40,200 --> 00:42:43,120 Speaker 1: This is a digital card games similar to physical trading 728 00:42:43,160 --> 00:42:46,440 Speaker 1: card games like Magic the Gathering. So in Hearthstone, you 729 00:42:46,480 --> 00:42:48,640 Speaker 1: are a player who's building a deck of cards. It 730 00:42:48,680 --> 00:42:52,279 Speaker 1: contains various units and abilities, and you're using it in 731 00:42:52,320 --> 00:42:54,799 Speaker 1: an effort to take down opponents who have their own 732 00:42:54,840 --> 00:42:57,680 Speaker 1: deck of cards, and your opponents might be computer controlled 733 00:42:58,000 --> 00:43:01,399 Speaker 1: or there might be other human players. More importantly, it's 734 00:43:01,400 --> 00:43:04,960 Speaker 1: a game that's absolutely married to the concept of micro transactions. 735 00:43:05,400 --> 00:43:08,880 Speaker 1: Now you can play the game without making in game purchases, 736 00:43:09,520 --> 00:43:12,520 Speaker 1: but the fastest way to augment a deck is to 737 00:43:12,680 --> 00:43:16,040 Speaker 1: buy packs of virtual cards, so it's like buying a 738 00:43:16,280 --> 00:43:18,960 Speaker 1: booster pack, and then you can construct a deck of 739 00:43:19,040 --> 00:43:22,680 Speaker 1: thirty cards that best matches your playing style. You can't 740 00:43:22,719 --> 00:43:25,440 Speaker 1: guarantee that you're going to have any particular card in 741 00:43:25,560 --> 00:43:28,439 Speaker 1: your hand when you start off, but you can create 742 00:43:28,440 --> 00:43:31,160 Speaker 1: a deck that's more likely to be useful at various 743 00:43:31,200 --> 00:43:33,920 Speaker 1: stages of a match. The game is free to play, 744 00:43:34,120 --> 00:43:36,600 Speaker 1: so you can play Hearthstone without ever spending a dime 745 00:43:36,640 --> 00:43:38,560 Speaker 1: on it if you want to. But if you're going 746 00:43:38,600 --> 00:43:42,600 Speaker 1: up against other players who are purchasing booster packs, that 747 00:43:42,680 --> 00:43:44,680 Speaker 1: might prove to be a challenge because your odds of 748 00:43:45,239 --> 00:43:48,399 Speaker 1: getting a card you might really need uh in order 749 00:43:48,440 --> 00:43:51,319 Speaker 1: to build a good deck are low, and it takes 750 00:43:51,360 --> 00:43:54,600 Speaker 1: a lot more time to earn booster packs than it 751 00:43:54,640 --> 00:43:57,920 Speaker 1: does to just buy them out right. Blizzards released a 752 00:43:57,920 --> 00:44:00,399 Speaker 1: lot of new cards for the games several times since 753 00:44:00,440 --> 00:44:04,240 Speaker 1: it has introduced Hearthstone, and in November two thousand nineteen, 754 00:44:04,600 --> 00:44:08,320 Speaker 1: the company announced not only an expansion for the game, 755 00:44:08,600 --> 00:44:12,920 Speaker 1: but also a new game mode within Hearthstone called Battlegrounds, 756 00:44:13,239 --> 00:44:16,120 Speaker 1: which is what is called an auto battler. And I 757 00:44:16,160 --> 00:44:18,920 Speaker 1: had to actually look this up because I had no 758 00:44:18,960 --> 00:44:22,320 Speaker 1: idea what an auto battler was. I play video games, 759 00:44:22,360 --> 00:44:25,239 Speaker 1: but I had not come across this term. So in 760 00:44:25,280 --> 00:44:28,720 Speaker 1: an Auto Battler. There is a board upon which players 761 00:44:28,760 --> 00:44:32,080 Speaker 1: can place pieces, and it's kind of like a chess 762 00:44:32,120 --> 00:44:34,319 Speaker 1: game you but you can actually figure out where you're 763 00:44:34,320 --> 00:44:37,520 Speaker 1: going to put each piece, and the pieces they select 764 00:44:37,800 --> 00:44:42,160 Speaker 1: and the positions that they take determine their side's strengths 765 00:44:42,160 --> 00:44:45,799 Speaker 1: and weaknesses, and their opponent does the same thing on 766 00:44:45,880 --> 00:44:50,840 Speaker 1: their side. Then they get matched up together and the 767 00:44:50,920 --> 00:44:55,319 Speaker 1: conflict automatically resolves, So players are not directing anything at 768 00:44:55,360 --> 00:44:57,919 Speaker 1: that point. They've already made all their choices based upon 769 00:44:58,000 --> 00:45:00,760 Speaker 1: the pieces they've picked and the position as they've chosen, 770 00:45:01,160 --> 00:45:04,239 Speaker 1: and the computer system determines which side wins based on 771 00:45:04,280 --> 00:45:07,120 Speaker 1: the criteria, and it all sounds like a type of game. 772 00:45:07,160 --> 00:45:11,239 Speaker 1: I'd be really really terrible at As for Hearthstone, it 773 00:45:11,320 --> 00:45:13,680 Speaker 1: has been in the news recently as of the recording 774 00:45:13,719 --> 00:45:17,640 Speaker 1: of this podcast due to some political controversies and Blizzards 775 00:45:17,680 --> 00:45:20,840 Speaker 1: response to them. So in October two thousand nineteen, a 776 00:45:20,880 --> 00:45:25,560 Speaker 1: professional Hearthstone player express support for Hong Kong protesters, who 777 00:45:25,640 --> 00:45:29,080 Speaker 1: as of this recording are still protesting against the Chinese 778 00:45:29,080 --> 00:45:31,920 Speaker 1: government for reasons that are far too complicated to get 779 00:45:31,960 --> 00:45:36,680 Speaker 1: into in this podcast, but are very important. Blizzard banned 780 00:45:36,800 --> 00:45:40,600 Speaker 1: the player who supported Hong Kong from the tournament that 781 00:45:40,680 --> 00:45:44,040 Speaker 1: the player was participating in and banned them from all 782 00:45:44,160 --> 00:45:47,360 Speaker 1: future tournaments, and essentially you said you don't get to 783 00:45:47,400 --> 00:45:50,600 Speaker 1: earn any money off of Hearthstone anymore. And they cited 784 00:45:50,640 --> 00:45:53,880 Speaker 1: a rule that said players are not allowed to do 785 00:45:53,960 --> 00:45:57,600 Speaker 1: anything that would bring the game or Blizzard into disrepute 786 00:45:58,800 --> 00:46:01,120 Speaker 1: or to hurt their public imag in some way. But 787 00:46:01,160 --> 00:46:03,640 Speaker 1: that really opens up an entire can of worms, because 788 00:46:03,640 --> 00:46:06,320 Speaker 1: a lot of people suggested that it made Blizzard appear 789 00:46:06,480 --> 00:46:11,080 Speaker 1: to be complicit with the actions and philosophy of the 790 00:46:11,160 --> 00:46:14,440 Speaker 1: Chinese government, which if you've listened to my episode about 791 00:46:14,760 --> 00:46:18,560 Speaker 1: why is everything made in China, you'll understand that's not 792 00:46:18,640 --> 00:46:21,960 Speaker 1: necessarily a great thing. And after a lot of criticism, 793 00:46:22,040 --> 00:46:25,320 Speaker 1: the company walked back some of the penalties it placed 794 00:46:25,360 --> 00:46:28,839 Speaker 1: on this professional gamer. They reduced those penalties, but they 795 00:46:28,840 --> 00:46:32,000 Speaker 1: didn't remove them entirely. And the situation was made more 796 00:46:32,040 --> 00:46:35,480 Speaker 1: complicated by the fact that the Chinese government Tencent, owns 797 00:46:35,520 --> 00:46:39,040 Speaker 1: a stake in Activision Blizzard. So this led to a 798 00:46:39,040 --> 00:46:42,200 Speaker 1: big discussion about how more and more companies are at 799 00:46:42,239 --> 00:46:46,560 Speaker 1: least becoming partly dependent upon Chinese companies, and that Chinese 800 00:46:46,560 --> 00:46:50,680 Speaker 1: companies by and large are state backed entities or even 801 00:46:50,760 --> 00:46:54,760 Speaker 1: state owned entities, which means that the Chinese government itself 802 00:46:55,200 --> 00:46:59,520 Speaker 1: has influence over those companies. And so you could argue 803 00:46:59,640 --> 00:47:03,800 Speaker 1: that through these Chinese companies, the Chinese government is exerting 804 00:47:03,840 --> 00:47:07,360 Speaker 1: political influence on companies that are in other parts of 805 00:47:07,400 --> 00:47:10,560 Speaker 1: the world. UH, and that appears to be what happened 806 00:47:10,560 --> 00:47:14,600 Speaker 1: in this case. So it's still a situation that's unfolding 807 00:47:14,640 --> 00:47:17,799 Speaker 1: as of the recording of this episode. UH. And it's 808 00:47:17,840 --> 00:47:21,160 Speaker 1: something that has extended far beyond just Blizzard. There's been 809 00:47:21,160 --> 00:47:24,640 Speaker 1: a lot of discussion about this for other types of companies, 810 00:47:24,719 --> 00:47:28,319 Speaker 1: largely media companies. Let's get back to the timeline. In 811 00:47:28,360 --> 00:47:31,680 Speaker 1: two thousand fifteen, Blizzard released Heroes of the Storm, which 812 00:47:31,760 --> 00:47:35,960 Speaker 1: was a multiplayer online battle arena game or mobile UH. 813 00:47:36,040 --> 00:47:39,360 Speaker 1: This game features characters from various Blizzard titles and pits 814 00:47:39,400 --> 00:47:42,440 Speaker 1: players in an arena in which teams try to establish 815 00:47:42,440 --> 00:47:45,840 Speaker 1: control over the playing area. So generally speaking, with a 816 00:47:45,920 --> 00:47:49,360 Speaker 1: mobile UH, typically you play as part of a team 817 00:47:49,560 --> 00:47:52,480 Speaker 1: and you have a goal of protecting your team and 818 00:47:52,520 --> 00:47:55,839 Speaker 1: your little home base while you battle for control of 819 00:47:55,880 --> 00:47:58,720 Speaker 1: the playing board, and your ultimate goal is to defeat 820 00:47:58,719 --> 00:48:04,279 Speaker 1: the opposing team by either completely exhausting their resources by 821 00:48:04,360 --> 00:48:07,799 Speaker 1: killing off all of their their units, or by invading 822 00:48:07,840 --> 00:48:09,680 Speaker 1: their side of the board and taking it over and 823 00:48:09,719 --> 00:48:11,920 Speaker 1: making sure that they don't have control over any part 824 00:48:11,960 --> 00:48:14,799 Speaker 1: of the board. There are various ways of getting to 825 00:48:14,840 --> 00:48:18,040 Speaker 1: a win scenario, so this game kind of marries strategy 826 00:48:18,120 --> 00:48:21,759 Speaker 1: with action. In two thousand and sixteen, Blizzard released the 827 00:48:21,840 --> 00:48:24,960 Speaker 1: team based shooter Overwatch, and this game has lots of 828 00:48:25,000 --> 00:48:28,640 Speaker 1: different modes of play, ranging from stuff like zone offense 829 00:48:28,760 --> 00:48:33,360 Speaker 1: or defense games or escort missions and other types of games. 830 00:48:33,560 --> 00:48:35,880 Speaker 1: But it's all in the style of a first person 831 00:48:35,880 --> 00:48:39,120 Speaker 1: shooter with a you know, team based first person shooter. 832 00:48:39,480 --> 00:48:42,440 Speaker 1: So players take on the roles of one of several characters. 833 00:48:42,480 --> 00:48:45,239 Speaker 1: I think there's up to thirty now. Each of those 834 00:48:45,280 --> 00:48:48,440 Speaker 1: characters have their own strengths and weaknesses and abilities, and 835 00:48:48,520 --> 00:48:51,239 Speaker 1: play is really fast paced and a good team, like 836 00:48:51,280 --> 00:48:54,200 Speaker 1: a team that actually knows each other's strengths, they can 837 00:48:54,239 --> 00:48:59,280 Speaker 1: really coordinate to be incredibly effective. Watching a team where 838 00:48:59,560 --> 00:49:01,040 Speaker 1: they really you know each other and they know how 839 00:49:01,040 --> 00:49:05,440 Speaker 1: to communicate, watching them play this game is insane. Um. 840 00:49:05,719 --> 00:49:09,480 Speaker 1: I've played the game casually online with people I didn't know, 841 00:49:10,120 --> 00:49:14,160 Speaker 1: and we are obviously nowhere close to as effective because 842 00:49:14,200 --> 00:49:17,760 Speaker 1: we don't have that level of communication and familiarity. Also, 843 00:49:18,120 --> 00:49:20,360 Speaker 1: I found out that I am most useful as a 844 00:49:20,400 --> 00:49:24,440 Speaker 1: support class character, like someone who gives healing boosts and stuff, 845 00:49:24,480 --> 00:49:27,120 Speaker 1: because it turns out people can move faster than I 846 00:49:27,160 --> 00:49:30,680 Speaker 1: can see, and so if I land a shot on someone, 847 00:49:30,760 --> 00:49:34,080 Speaker 1: it's almost always by accident. So I'm really impressed by 848 00:49:34,080 --> 00:49:36,440 Speaker 1: people who are really good at this game. Over time, 849 00:49:36,440 --> 00:49:40,000 Speaker 1: Blizzard has released updates to Overwatch with new characters. It 850 00:49:40,040 --> 00:49:42,080 Speaker 1: didn't start off with thirty, but that's how many it 851 00:49:42,120 --> 00:49:45,760 Speaker 1: has now, and the company has reported that since its release, 852 00:49:45,840 --> 00:49:49,239 Speaker 1: the game has earned a billion dollars in revenue with 853 00:49:49,280 --> 00:49:52,799 Speaker 1: more than fifty million players. And like many other Blizzard games, 854 00:49:52,800 --> 00:49:57,040 Speaker 1: this one also has micro transactions, which players can purchase lootboxes. 855 00:49:57,719 --> 00:50:01,480 Speaker 1: Opening up a lootbox gives you a chance to win 856 00:50:01,600 --> 00:50:04,759 Speaker 1: certain types of items. You will get items in every 857 00:50:04,960 --> 00:50:07,840 Speaker 1: loot box you open. It might not be the ones 858 00:50:07,880 --> 00:50:10,800 Speaker 1: you want, but you'll get something, and they have different 859 00:50:10,880 --> 00:50:13,759 Speaker 1: levels of rarity, so some you might just get a 860 00:50:13,800 --> 00:50:19,560 Speaker 1: bunch of common pieces of of cosmetic stuff like that's 861 00:50:19,600 --> 00:50:22,520 Speaker 1: not meant to influence the actual gameplay. You're not supposed 862 00:50:22,520 --> 00:50:24,480 Speaker 1: to get any advantages, like you're not gonna be able 863 00:50:24,480 --> 00:50:27,920 Speaker 1: to jump higher or move faster or anything. You'll look different, 864 00:50:28,120 --> 00:50:30,360 Speaker 1: or you might have a different catchphrase you can say 865 00:50:30,560 --> 00:50:33,200 Speaker 1: in the game, or a different pose you might make 866 00:50:33,239 --> 00:50:37,400 Speaker 1: before after a match, but otherwise it's not supposed to 867 00:50:37,400 --> 00:50:40,520 Speaker 1: really affect gameplay. So the idea is that, yeah, it's 868 00:50:40,520 --> 00:50:42,719 Speaker 1: a way to make money, but you could play the 869 00:50:42,760 --> 00:50:44,880 Speaker 1: game without ever buying a lootbox and it's not going 870 00:50:44,920 --> 00:50:49,600 Speaker 1: to change the actual gameplay. However, lootboxes in general are 871 00:50:49,680 --> 00:50:53,040 Speaker 1: now a controversial topic. A lot of governments around the 872 00:50:53,040 --> 00:50:57,080 Speaker 1: world are investigating as to whether or not they constitute gambling, 873 00:50:57,520 --> 00:51:00,440 Speaker 1: since you cannot guarantee you're going to get a particular 874 00:51:00,440 --> 00:51:03,319 Speaker 1: item when you purchase the lootbox. But these are things 875 00:51:03,360 --> 00:51:06,799 Speaker 1: that are obviously of monetary value, or else they would 876 00:51:06,800 --> 00:51:11,040 Speaker 1: not be able to sell lootboxes. It's um something that 877 00:51:11,080 --> 00:51:13,440 Speaker 1: has not yet been resolved, so we'll have to revisit 878 00:51:13,480 --> 00:51:17,080 Speaker 1: that concept in the future. During blizz Con twenty nineteen, 879 00:51:17,600 --> 00:51:20,400 Speaker 1: Blizzard announced that it was working on the sequel to 880 00:51:20,440 --> 00:51:24,360 Speaker 1: Overwatch Overwatch two, and that it would allow players to 881 00:51:24,400 --> 00:51:26,799 Speaker 1: port over the stuff they've unlocked from the first game, 882 00:51:26,840 --> 00:51:29,400 Speaker 1: which is good because if you spend a lot of 883 00:51:29,440 --> 00:51:33,239 Speaker 1: time and or money unlocking your favorite costumes for your 884 00:51:33,239 --> 00:51:36,160 Speaker 1: favorite characters, you'd probably be a little ticked off if 885 00:51:36,200 --> 00:51:40,000 Speaker 1: that didn't transfer over to the sequel. Other upcoming Blizzard 886 00:51:40,080 --> 00:51:44,120 Speaker 1: games include Diablo Immortal, which was it is a Diablo 887 00:51:44,239 --> 00:51:48,239 Speaker 1: game based for mobile devices like smartphones. When they announced 888 00:51:48,239 --> 00:51:52,319 Speaker 1: that at blizz Con a while back, um it did 889 00:51:52,320 --> 00:51:56,879 Speaker 1: not get a good reception. Fans really unhappy because they 890 00:51:56,960 --> 00:52:01,040 Speaker 1: really wanted a full blown Diablo see quell and look 891 00:52:01,080 --> 00:52:02,759 Speaker 1: like they were going to have to settle for a 892 00:52:03,400 --> 00:52:07,160 Speaker 1: what they viewed as a watered down experience for mobile. However, 893 00:52:07,160 --> 00:52:09,560 Speaker 1: in blizz Con twenty nineteen, the company did announce the 894 00:52:09,680 --> 00:52:14,960 Speaker 1: Diablo four, the the actual full PC sequel to Diablo 895 00:52:15,080 --> 00:52:19,759 Speaker 1: three uh, and that got a slightly better response. Some 896 00:52:19,840 --> 00:52:23,120 Speaker 1: other little notes. In two thousand eighteen, Michael Mooreheim, one 897 00:52:23,120 --> 00:52:26,600 Speaker 1: of the three original founders of the company, announced that 898 00:52:26,640 --> 00:52:29,080 Speaker 1: he was leaving Lizzard, although he would remain on as 899 00:52:29,080 --> 00:52:31,920 Speaker 1: sort of an advisory role. He had been serving as 900 00:52:31,960 --> 00:52:36,279 Speaker 1: president for you know, a couple of decades, and Jay 901 00:52:36,360 --> 00:52:38,839 Speaker 1: Alan Brack, who had been with the company since two 902 00:52:38,880 --> 00:52:41,920 Speaker 1: thousand six and who had served as the executive producer 903 00:52:42,000 --> 00:52:44,640 Speaker 1: of World of Warcraft, would take over as the president 904 00:52:45,120 --> 00:52:48,720 Speaker 1: of the company the following summer. In two thousand nineteen, 905 00:52:48,880 --> 00:52:53,920 Speaker 1: Frank Pierce, the third original co founder, announced that he 906 00:52:54,000 --> 00:52:57,919 Speaker 1: was retiring and would leave Blizzard as well. Now you 907 00:52:58,000 --> 00:53:00,239 Speaker 1: might remember from a previous episode I mentioned and that 908 00:53:00,320 --> 00:53:03,560 Speaker 1: Alan Adham had left in the mid two thousand's he 909 00:53:03,640 --> 00:53:08,160 Speaker 1: wanted to pursue a career in in finance. He had 910 00:53:08,320 --> 00:53:11,360 Speaker 1: been totally burnt out on the process of developing games 911 00:53:11,360 --> 00:53:13,799 Speaker 1: and he needed to kind of step away. Well, he 912 00:53:13,840 --> 00:53:17,239 Speaker 1: actually returned to Blizzard in two thousand and sixteen, so 913 00:53:17,280 --> 00:53:20,440 Speaker 1: he still serves as a senior vice president at Blizzard Entertainment. 914 00:53:20,440 --> 00:53:23,160 Speaker 1: So while he was the first of the original founders 915 00:53:23,200 --> 00:53:26,120 Speaker 1: to leave, he's now the last one to still be 916 00:53:26,239 --> 00:53:29,480 Speaker 1: there because he came back in sixteen. He's also the 917 00:53:29,480 --> 00:53:32,319 Speaker 1: founder that Pierce and Moreheim both credited with being the 918 00:53:32,360 --> 00:53:36,440 Speaker 1: actual force that brought the company together. So I just 919 00:53:36,520 --> 00:53:39,400 Speaker 1: find it interesting that he returned not long before the 920 00:53:39,400 --> 00:53:42,799 Speaker 1: other two co founders decided to step away. Now, over 921 00:53:42,800 --> 00:53:45,839 Speaker 1: the last year or so, the company has been at 922 00:53:45,880 --> 00:53:48,480 Speaker 1: the center of criticism not just because of the Hong 923 00:53:48,560 --> 00:53:52,440 Speaker 1: Kong controversy, but also because they cut jobs while they 924 00:53:52,440 --> 00:53:57,040 Speaker 1: were also posting record profits, which that seemed weird to people. 925 00:53:57,600 --> 00:54:00,680 Speaker 1: There's been a concern that Activision is pushing a more 926 00:54:00,719 --> 00:54:05,520 Speaker 1: aggressive approach to managing costs and maximizing profits at the 927 00:54:05,560 --> 00:54:08,239 Speaker 1: expense of the quality of the games. You know, this 928 00:54:08,320 --> 00:54:11,840 Speaker 1: is tough for a company that really established a reputation 929 00:54:11,880 --> 00:54:14,239 Speaker 1: of making sure a game is absolutely the best it 930 00:54:14,239 --> 00:54:17,800 Speaker 1: can be before it launches, So that's been an issue 931 00:54:17,840 --> 00:54:21,240 Speaker 1: for Blizzard recently as well. That being said, there's still 932 00:54:21,280 --> 00:54:24,920 Speaker 1: an enormous amount of anticipation for Blizzard games. That their 933 00:54:25,000 --> 00:54:28,960 Speaker 1: games tend to be really well received by critics and 934 00:54:29,040 --> 00:54:33,040 Speaker 1: by fans alike. It's not a guarantee in every case, obviously, 935 00:54:33,520 --> 00:54:38,040 Speaker 1: but they've got a really strong track record, so they're 936 00:54:38,080 --> 00:54:42,600 Speaker 1: still weathering some pretty rough criticisms, and the Activision connection 937 00:54:42,719 --> 00:54:46,040 Speaker 1: remains something that a lot of fans are very leery about. 938 00:54:46,719 --> 00:54:49,560 Speaker 1: But I expect that we're gonna continue to see a 939 00:54:49,560 --> 00:54:54,440 Speaker 1: lot of passionate support and anticipation around their games, and 940 00:54:54,640 --> 00:54:58,000 Speaker 1: blizz Con every year is a testament to that because 941 00:54:58,360 --> 00:55:01,719 Speaker 1: it sells out within half an hour of tickets going 942 00:55:01,920 --> 00:55:05,560 Speaker 1: on sale. So I believe that it happens every year 943 00:55:05,560 --> 00:55:08,359 Speaker 1: in Anaheim, California. I have never been. I know I've 944 00:55:08,360 --> 00:55:11,600 Speaker 1: got friends who go there or have gone there pretty 945 00:55:11,680 --> 00:55:14,160 Speaker 1: much every year. One of these years, I'm gonna have 946 00:55:14,160 --> 00:55:17,920 Speaker 1: to try and get my way over there. But you know, hey, Blizzard, 947 00:55:17,960 --> 00:55:20,200 Speaker 1: if you ever want meet out there, let me know. 948 00:55:20,640 --> 00:55:24,400 Speaker 1: Otherwise I'll just have to take some vacation time. Not 949 00:55:24,520 --> 00:55:27,560 Speaker 1: that I am above that. I'd be happy to, but 950 00:55:27,560 --> 00:55:30,160 Speaker 1: if I can get there forming order, I'll just come 951 00:55:30,200 --> 00:55:33,160 Speaker 1: out there, you know. So that wraps up this episode 952 00:55:33,360 --> 00:55:37,719 Speaker 1: of text Stuff, this exhaustive look at Blizzard. It was 953 00:55:37,800 --> 00:55:40,719 Speaker 1: fun to take a deeper look at this company and 954 00:55:40,760 --> 00:55:43,759 Speaker 1: to really look at some of the things that drove 955 00:55:43,920 --> 00:55:47,920 Speaker 1: the decisions behind making those games, as well as some 956 00:55:48,040 --> 00:55:50,600 Speaker 1: of the stories, like the controversies behind them that I 957 00:55:50,640 --> 00:55:53,879 Speaker 1: wasn't really familiar with before I started researching this. If 958 00:55:53,920 --> 00:55:56,480 Speaker 1: you guys have suggestions for future episodes of tech Stuff, 959 00:55:56,480 --> 00:55:58,920 Speaker 1: send me an email the addresses tech Stuff at how 960 00:55:59,000 --> 00:56:01,360 Speaker 1: stuff works dot com or drop me a line on 961 00:56:01,400 --> 00:56:03,560 Speaker 1: Facebook or Twitter. Hand over both of those is tech 962 00:56:03,600 --> 00:56:07,600 Speaker 1: Stuff hs W. Don't forget we have our website tech 963 00:56:07,680 --> 00:56:11,360 Speaker 1: Stuff Podcast dot com that has our archive of every 964 00:56:11,440 --> 00:56:15,479 Speaker 1: episode text Stuff has ever recorded, and you can also 965 00:56:15,600 --> 00:56:18,320 Speaker 1: find a link to our online store, where every purchase 966 00:56:18,360 --> 00:56:20,719 Speaker 1: you make goes to help the show. We greatly appreciate it, 967 00:56:21,120 --> 00:56:28,840 Speaker 1: and I'll talk to you again really soon. Text Stuff 968 00:56:28,880 --> 00:56:31,200 Speaker 1: is a production of I Heart Radio's How Stuff Works. 969 00:56:31,360 --> 00:56:34,160 Speaker 1: For more podcasts from my heart Radio, visit the i 970 00:56:34,280 --> 00:56:37,520 Speaker 1: heart Radio app, Apple Podcasts, or wherever you listen to 971 00:56:37,560 --> 00:56:38,520 Speaker 1: your favorite shows.