WEBVTT - Winter is Coming: The Early Days of Blizzard

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<v Speaker 1>Welcome to Tech Stuff, a production of I Heart Radios

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<v Speaker 1>How Stuff Works. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer for

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<v Speaker 1>I Heart Radio and I love all things tech. And

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<v Speaker 1>you know, in the world of computer games, there are

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<v Speaker 1>few companies that have as big a claim to fame

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<v Speaker 1>as Blizzard. I think Valve might be the best comparison,

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<v Speaker 1>but these days Valve is known more for its Steam

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<v Speaker 1>platform than for making games. Blizzard would swoop in to

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<v Speaker 1>redefine the genre of massively multiplayer online role playing games,

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<v Speaker 1>taking the torch away from pioneers like ever Quest and

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<v Speaker 1>Ultimate Online and becoming the dominant presence with the truly

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<v Speaker 1>enormous hit of World of Warcraft. And it would also

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<v Speaker 1>court some major controversies and criticisms in twenty nineteen, would

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<v Speaker 1>involve politics and globalization. But where did the company come

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<v Speaker 1>from and how has it evolved over time? How has

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<v Speaker 1>its acquisition by Activision changed things. In the next two episodes,

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<v Speaker 1>we're going to explore the story of Blizzard Entertainment. Now,

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<v Speaker 1>I should point out that way back in the day,

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<v Speaker 1>Chris Palette and I did an episode about Blizzard that

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<v Speaker 1>episode published all the way back on December nineteen, two

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<v Speaker 1>thousand eleven. Not only has a lot happened since then,

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<v Speaker 1>text Stuff itself is a very different show from what

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<v Speaker 1>it was like back in those early years, So I

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<v Speaker 1>figured this one merits a full revisit. The history of

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<v Speaker 1>Blizzard Entertainment can be traced back to the computer lab

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<v Speaker 1>at the University of California, Los Angeles. Now, one day,

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<v Speaker 1>in this computer lab, there was an electrical engineering student

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<v Speaker 1>named Mike Moreheim and there was a computer science student

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<v Speaker 1>named Alan Adam, and they were sitting next to each other.

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<v Speaker 1>They didn't really know each other, they just happened to

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<v Speaker 1>both be sitting in the computer lab. Now, Alan Adam

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<v Speaker 1>sent a job to a printer. But here's the crazy thing.

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<v Speaker 1>The printer was on a different floor from the computer

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<v Speaker 1>lab they were in, so he was going to have

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<v Speaker 1>to leave his computer, walked to a different floor of

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<v Speaker 1>the building, and go retrieve his print out. So he

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<v Speaker 1>locks his computer terminal like a good responsible computer user,

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<v Speaker 1>and heads off to retrieve the print out in question. Now,

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<v Speaker 1>Moreheim said that after about ten minutes of him being gone,

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<v Speaker 1>Adam's computer unlocked automatically. So Moreheim relocked it, and to

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<v Speaker 1>do that he had to put in a brand new password.

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<v Speaker 1>He chose the word Joe j O E all lower case.

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<v Speaker 1>He figured it was both responsible for him to do this,

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<v Speaker 1>because otherwise Adam's terminal would remain locked or unlocked while

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<v Speaker 1>he was gone and anyone could use it. But he

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<v Speaker 1>also could do this as a prank, right, he could

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<v Speaker 1>lock this with a brand new password, a very simple one,

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<v Speaker 1>and when Adam would return, he would himself unable to

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<v Speaker 1>get back into his computer session. Ha ha ha prank.

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<v Speaker 1>So Adam finally returns with his print out, He sits

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<v Speaker 1>down at his computer and he types in his password

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<v Speaker 1>and he's right back into the computer session. So Moreheim

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<v Speaker 1>is shocked he had changed the password. So how did

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<v Speaker 1>Adam know what he changed the password to? Or was

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<v Speaker 1>it possible that Allan Adam had had some other tricks,

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<v Speaker 1>some sort of administrative level password, some uber password, a

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<v Speaker 1>skeleton key. So Moreheim asks Adam, how did you do that? Well,

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<v Speaker 1>Allan Adam e's he's confused, says, I don't know, I

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<v Speaker 1>don't know what you mean. So then Moreheim says, well,

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<v Speaker 1>what was your password? And Adam says, well, I'm not

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<v Speaker 1>I'm not going to tell you my password. That's I mean,

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<v Speaker 1>that's against the whole point of having a password. So

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<v Speaker 1>Moreheim says it was Joe, wasn't it. Well, I'd surprise Adam,

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<v Speaker 1>and Moreheim came clean with his intended prank, saying no, no,

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<v Speaker 1>I tried to change your password to Joe, and the

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<v Speaker 1>two laughed about how they both just coincidentally picked Joe

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<v Speaker 1>as a quick password, and then they continued to have

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<v Speaker 1>a conversation and it was the beginning of a close friendship. Now.

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<v Speaker 1>During summer breaks when he was in school, Alan Adam

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<v Speaker 1>had taken up temp jobs working for various video game

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<v Speaker 1>development studios. He provided code for different video games and

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<v Speaker 1>he loved games. He loved playing them, he loved working

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<v Speaker 1>on them. He had already set a goal for himself

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<v Speaker 1>to work on video games professionally after he graduated college,

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<v Speaker 1>and he was ambitious. He didn't want to just work

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<v Speaker 1>for some other studio and grind out code based on

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<v Speaker 1>their wants and needs. He wanted to make games of

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<v Speaker 1>his very own. So he graduated u c l A

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<v Speaker 1>about six months ahead of Moreheim, and when Moreheim graduated,

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<v Speaker 1>he took on a job at a company called Western Digital. Now,

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<v Speaker 1>his main job at the time was to build test

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<v Speaker 1>software for network cards, which I'm sure was just as

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<v Speaker 1>exciting as it sounds. But Allan Adam kept in touch

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<v Speaker 1>with Moreheim and invited him to help form a brand

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<v Speaker 1>new video game devel element company. Now, this took some convincing,

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<v Speaker 1>but Moreheim eventually agreed after talking to one of his cousins.

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<v Speaker 1>His cousin essentially said, hey, you're young. If it all

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<v Speaker 1>goes pear shaped, you can get another job. So he said,

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<v Speaker 1>all right, I'm on board now. Meanwhile, Alan Adam also

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<v Speaker 1>tapped his buddy Frank Pierce, whom he had also met

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<v Speaker 1>back in You See l A. So he was another

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<v Speaker 1>college friend of his. When it comes to the founders,

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<v Speaker 1>Frank Pierce tends to be the one that people talk

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<v Speaker 1>about the least. Uh. He just is one of those

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<v Speaker 1>people who tends to be kind of quiet and in

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<v Speaker 1>the background for a lot of these sorts of things.

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<v Speaker 1>But in the end, Frank Pierce would spend twenty eight

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<v Speaker 1>years with the company spoiler Alert, and he was incredibly

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<v Speaker 1>important in the development of many of Blizzards big games.

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<v Speaker 1>He's a more soft spoken founder of the company than

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<v Speaker 1>the other two, but he would be just as important. Now.

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<v Speaker 1>I say this because a lot of company histories tend

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<v Speaker 1>to gravitate more toward Moreheim, who Sir of the sort

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<v Speaker 1>of the face of the company. He would lead the company,

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<v Speaker 1>and he was the most forward facing of all of

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<v Speaker 1>the three founders. Now, they formed a company that they

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<v Speaker 1>originally called Silicon and Synaps, and they founded it on

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<v Speaker 1>February eighth, n in Coasta Mesa, California. Their original office

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<v Speaker 1>was a thirty six hundred square foot office space, and

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<v Speaker 1>Frank Pierce would later say that Allan Adam was really

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<v Speaker 1>the founder of the company. He was the one with

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<v Speaker 1>the drive to make games, and he was the one

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<v Speaker 1>with the powerful personality that would attract Pierce and Moreheim,

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<v Speaker 1>and they were on board largely because Alan Adam was

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<v Speaker 1>just so passionate and enthusiastic about making video games. Moreheim

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<v Speaker 1>said he met Pierce on the first day of the

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<v Speaker 1>company's existence. He had not crossed paths with Frank Pierce

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<v Speaker 1>when they were all in college, and while Moreheim and

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<v Speaker 1>Pierce were both uncertain about the prospects of the company,

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<v Speaker 1>Allan Adam maintained that if you just got the right

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<v Speaker 1>skills and talent. Together, success would surely follow. Alan Adam

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<v Speaker 1>would take on the job of president of the company,

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<v Speaker 1>Mooreheim's role was vice president, and Frank Pierce would become

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<v Speaker 1>the lead programmer. Now before long they hired on a

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<v Speaker 1>small staff of programmers to join them and some game designers,

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<v Speaker 1>and Pierce would later say you could fit the entire

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<v Speaker 1>company in two or three cars in those early days.

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<v Speaker 1>The first game that they developed was called RPM Racing

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<v Speaker 1>for the Super Nintendo Entertainment System or SNSs RBM in

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<v Speaker 1>this case stood for Radical Psycho Machine because the nineties

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<v Speaker 1>were totally radical, y'all. Silicon and Synapps landed a deal

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<v Speaker 1>with a video game publisher called Interplay for that title.

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<v Speaker 1>This was one of the companies that Adam had actually

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<v Speaker 1>worked for over his summer breaks while he was attending

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<v Speaker 1>u c l A, so he knew some of the

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<v Speaker 1>people over there, and he already had some previous relationships.

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<v Speaker 1>RPM Racing would be the very first Super Nintendo Entertainment

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<v Speaker 1>System title from an American video game studio, so that's

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<v Speaker 1>two first that the game can claim. It was the

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<v Speaker 1>first game from what would become Blizzard Entertainment, and the

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<v Speaker 1>first American S and E S video game cartridge. The

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<v Speaker 1>title was a racing game, obviously, in which players controlled

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<v Speaker 1>a vehicle from a third person perspective, looking at the

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<v Speaker 1>track from an isometric point of view, so isometric being

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<v Speaker 1>kind of above and sort of an angle to the

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<v Speaker 1>playing field, so you weren't inside the vehicle. It wasn't

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<v Speaker 1>a first person view, and you weren't directly behind the vehicle.

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<v Speaker 1>It's sort of this weird overview and uh, to me,

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<v Speaker 1>that always made racing games hard. It was just kind

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<v Speaker 1>of difficult to judge when you were supposed to turn.

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<v Speaker 1>I could never quite get the spatial relationships right in

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<v Speaker 1>those type of games. Now, a couple of other things

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<v Speaker 1>set that title apart from many of its contemporaries. For one,

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<v Speaker 1>it ran in a high resolution mode on the S

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<v Speaker 1>and E S, or at least higher resolution than the

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<v Speaker 1>standard sick team bit games of the time. But that

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<v Speaker 1>mode also limited the number of colors that could be

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<v Speaker 1>shown on the screen at one time, so it did

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<v Speaker 1>come at a price. In the game, winning a race

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<v Speaker 1>would net you a prize purse. You would win money

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<v Speaker 1>depending upon how you placed in a race. Then you

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<v Speaker 1>could use that money to upgrade your vehicle or pay

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<v Speaker 1>to enter more advanced races which had bigger purses. And finally,

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<v Speaker 1>the game came with a track editor, which allowed players

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<v Speaker 1>to create their own race courses, complete with hills, dips,

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<v Speaker 1>and turns. Now all that being said, the general consensus

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<v Speaker 1>was that the game wasn't really that good and had

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<v Speaker 1>no real sense of speed. The cars just seemed to

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<v Speaker 1>plod along, but did feature some innovative options that helped

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<v Speaker 1>it stand out, even if the actual gameplay was a

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<v Speaker 1>little lackluster. The development for RPM Racer took about five months,

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<v Speaker 1>with the game coming out in late nineteen. After completing

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<v Speaker 1>work on the title, the fled dgling company divided its

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<v Speaker 1>attention on two different strategies. One was to continue developing

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<v Speaker 1>new games. The next original title from Silicon and Synapse

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<v Speaker 1>was The Lost Vikings, which I'll talk about more in

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<v Speaker 1>just a moment. The second strategy was to work with

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<v Speaker 1>other studios to port existing games to different platforms. So,

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<v Speaker 1>in the world of video games, you've got a lot

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<v Speaker 1>of different challenges you have to consider, and one of

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<v Speaker 1>the big ones is which platform you're going to develop

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<v Speaker 1>for when you start making a new game. Now, you

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<v Speaker 1>could try and adapt the game idea you have for

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<v Speaker 1>all existing platforms, but that is going to dramatically increase

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<v Speaker 1>the amount of time it takes to develop the game

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<v Speaker 1>and put it through Q and A testing to make

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<v Speaker 1>sure the experience is roughly the same across all the platforms,

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<v Speaker 1>or as close as you can make it as possible.

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<v Speaker 1>This also requires hiring people with a diverse set of

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<v Speaker 1>coding skills, since different platforms require knowledge in specific coding

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<v Speaker 1>languages and structures, and some of the tools that are

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<v Speaker 1>used to help port code from one platform to another

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<v Speaker 1>they're not perfect, so it requires a little bit of

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<v Speaker 1>hands on work to tweak things and make sure it

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<v Speaker 1>works properly. Another option is to identify the platform that

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<v Speaker 1>you feel will net you the most sales for your title,

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<v Speaker 1>or the platform for which your skill set is best suited,

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<v Speaker 1>and then you developed for just that platform. So you

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<v Speaker 1>might say, you know what, we have some code developers

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<v Speaker 1>who are are great at making games for the PC,

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<v Speaker 1>but they don't do so well when developing for the MAC.

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<v Speaker 1>So we're just going to focus on making a game

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<v Speaker 1>for the PC. Then after the game is finished, you

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<v Speaker 1>can either look to port it to other platforms yourself

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<v Speaker 1>or you can hire some other studio to do that

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<v Speaker 1>work for you. And that's where Silicon and Synapse got

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<v Speaker 1>a lot of its early work to act as this

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<v Speaker 1>studio that would take some other game developers work for

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<v Speaker 1>one platform and adapt for a different one. The company

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<v Speaker 1>landed deals to port games to various platforms, including To

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<v Speaker 1>Win Does, the Amiga and the Mac, and they included

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<v Speaker 1>games that are some of my favorites from those years,

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<v Speaker 1>like Battle Chess, which originally was an Amiga game, and

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<v Speaker 1>Silicon and Synapse took the Amiga game imported it to

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<v Speaker 1>Windows and the Commodore sixty four. The Amiga version was

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<v Speaker 1>superior by the way. Other games included a Lord of

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<v Speaker 1>the Rings game, there was a medieval warfare strategy game

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<v Speaker 1>called Castles, and there was a sports game in the

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<v Speaker 1>form of micro League Baseball, among others and all the

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<v Speaker 1>company ported eight titles to other platforms between nineteen two

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<v Speaker 1>and ninetee. Also in nineteen two, the company released The

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<v Speaker 1>Lost Vikings, aside scrolling platforming game with a truly odd storyline.

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<v Speaker 1>So in the game, three Vikings are kidnapped by aliens

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<v Speaker 1>led by the evil Tomatour. They must find their way

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<v Speaker 1>back home and the player could control all three vikings

0:12:57.360 --> 0:12:59.520
<v Speaker 1>one at a time. You could cycle through them through

0:12:59.559 --> 0:13:03.240
<v Speaker 1>in a level, and each Viking had his own special abilities.

0:13:03.480 --> 0:13:07.080
<v Speaker 1>Those abilities were needed to solve different puzzles throughout the levels.

0:13:07.480 --> 0:13:09.680
<v Speaker 1>That really helps set the title apart. It showed off

0:13:09.720 --> 0:13:13.080
<v Speaker 1>this innovative thinking at the company. It wasn't just another

0:13:13.160 --> 0:13:16.520
<v Speaker 1>side scrolling clone of a game like Super Mario Brothers.

0:13:17.040 --> 0:13:20.080
<v Speaker 1>The game's art style and sense of humor were much

0:13:20.120 --> 0:13:24.160
<v Speaker 1>more indicative of the overall company's culture than the earlier

0:13:24.320 --> 0:13:27.600
<v Speaker 1>RBM Racing or the Ports had been. The game also

0:13:27.640 --> 0:13:31.400
<v Speaker 1>featured incidental dialogue and cut scenes that would become hallmarks

0:13:31.440 --> 0:13:33.840
<v Speaker 1>of Blizzard games in the future. It was also the

0:13:33.840 --> 0:13:37.240
<v Speaker 1>first truly original title, as RBM Racing was built on

0:13:37.280 --> 0:13:41.280
<v Speaker 1>top of older code for other racing games. Silicon and

0:13:41.320 --> 0:13:45.000
<v Speaker 1>Synapse developed the title for several different platforms, including the

0:13:45.120 --> 0:13:48.200
<v Speaker 1>S and E S, the Amiga, and later the Genesis.

0:13:48.520 --> 0:13:51.720
<v Speaker 1>Like RPM Racing, Interplay would serve as the publisher for

0:13:51.760 --> 0:13:55.680
<v Speaker 1>this game. Interplay would also publish the third original title

0:13:55.760 --> 0:13:59.640
<v Speaker 1>from Silicon and Synapse, which was Rock and Roll Racing.

0:14:00.120 --> 0:14:04.680
<v Speaker 1>Interplay published that game in This was another isometric point

0:14:04.679 --> 0:14:06.600
<v Speaker 1>of view. Racing game for the S and E s

0:14:06.679 --> 0:14:09.559
<v Speaker 1>and for the Sega Genesis or the Mega Drive if

0:14:09.559 --> 0:14:12.800
<v Speaker 1>you're not in the United States now. Originally this was

0:14:12.840 --> 0:14:15.600
<v Speaker 1>supposed to be a direct sequel to RPM Racing, but

0:14:15.679 --> 0:14:19.040
<v Speaker 1>Interplay stepped in with a major tweak. The company licensed

0:14:19.160 --> 0:14:22.280
<v Speaker 1>music tracks from various rock bands to be included with

0:14:22.360 --> 0:14:25.760
<v Speaker 1>the game. The companies decided to name the video game

0:14:25.840 --> 0:14:29.640
<v Speaker 1>to reflect this big get, the fact that they were

0:14:29.680 --> 0:14:34.720
<v Speaker 1>able to land these licenses. The music consisted of many

0:14:35.000 --> 0:14:39.440
<v Speaker 1>orchestrated covers, so they were all instrumental versions of songs,

0:14:39.880 --> 0:14:43.280
<v Speaker 1>and they include songs like Born to Be Wild, Bad

0:14:43.280 --> 0:14:46.320
<v Speaker 1>to the Bone, and the theme from Peter Gunn, which

0:14:46.400 --> 0:14:49.240
<v Speaker 1>was also made famous in the arcade game World by

0:14:49.400 --> 0:14:52.880
<v Speaker 1>the video games Spy Hunter. Up to two players can

0:14:52.920 --> 0:14:56.880
<v Speaker 1>play simultaneously in this game, and each race has four participants,

0:14:57.040 --> 0:14:59.920
<v Speaker 1>so the non player participants would be controlled by the

0:15:00.040 --> 0:15:04.240
<v Speaker 1>games AI. The game also featured vehicle mounted weapons, and

0:15:04.320 --> 0:15:07.640
<v Speaker 1>destroying your opponents would net you cash bonuses in a race.

0:15:08.400 --> 0:15:11.080
<v Speaker 1>You would respond in a race, so you wouldn't just

0:15:11.400 --> 0:15:14.080
<v Speaker 1>get blowed up and then your games over. You would

0:15:14.080 --> 0:15:17.000
<v Speaker 1>actually be able to rejoin the race after a brief

0:15:17.520 --> 0:15:22.560
<v Speaker 1>period of being you know, evaporated. Real life race announcer

0:15:22.640 --> 0:15:26.240
<v Speaker 1>Larry Huffman recorded audio tracks to serve as commentary for

0:15:26.320 --> 0:15:30.240
<v Speaker 1>the races. Like RBM Racing, players could dedicate the cash

0:15:30.280 --> 0:15:33.200
<v Speaker 1>they want in Racist towards upgrading their vehicles or buying

0:15:33.240 --> 0:15:36.960
<v Speaker 1>new ones as an easter egg. The programmers included ohl Off,

0:15:37.120 --> 0:15:39.960
<v Speaker 1>the stout from the Lost Vikings as a possible driver,

0:15:40.200 --> 0:15:43.120
<v Speaker 1>and he has some pretty boss stats to boot. The

0:15:43.200 --> 0:15:47.320
<v Speaker 1>game got pretty good reviews. Both The Lost Vikings and

0:15:47.400 --> 0:15:50.600
<v Speaker 1>Rock and Roll Racing were hits for the Young studio,

0:15:50.760 --> 0:15:53.880
<v Speaker 1>but modest ones. It did set them up pretty nicely

0:15:54.000 --> 0:15:57.160
<v Speaker 1>for n which was the year where things would really

0:15:57.280 --> 0:15:59.960
<v Speaker 1>come together for the company. I'll explain more in a second,

0:16:00.040 --> 0:16:10.200
<v Speaker 1>but first let's take a quick break. So let's close

0:16:10.240 --> 0:16:16.000
<v Speaker 1>out before we get to the big four. That year,

0:16:16.280 --> 0:16:20.200
<v Speaker 1>Video Games Magazine would name Silicon and Synaps as the

0:16:20.280 --> 0:16:23.960
<v Speaker 1>Developer of the Year, but internally, the three founders were

0:16:24.000 --> 0:16:27.800
<v Speaker 1>reconsidering the company's name. According to Moreheim, the problem was

0:16:27.840 --> 0:16:31.600
<v Speaker 1>that they were having issues pitching games because no one

0:16:31.680 --> 0:16:34.800
<v Speaker 1>knew what a synapse was, so they were having real

0:16:34.920 --> 0:16:38.400
<v Speaker 1>problems landing business deals with publishers and potential clients. They

0:16:38.400 --> 0:16:41.440
<v Speaker 1>wanted to get more traction, and they decided that rebranding

0:16:41.520 --> 0:16:44.760
<v Speaker 1>was the way to go, and originally they renamed themselves

0:16:44.960 --> 0:16:49.960
<v Speaker 1>Chaos Studios. There was just one small problem. There already

0:16:50.040 --> 0:16:52.760
<v Speaker 1>was a company with that name in New York, and

0:16:52.800 --> 0:16:55.240
<v Speaker 1>the owner of that name was not going to sell

0:16:55.280 --> 0:16:57.760
<v Speaker 1>the rights to it for less than a hundred thousand

0:16:57.800 --> 0:17:01.720
<v Speaker 1>bucks a princely some that was a bit too steep,

0:17:02.040 --> 0:17:05.240
<v Speaker 1>And by too steep, I mean way too expensive for

0:17:05.280 --> 0:17:08.560
<v Speaker 1>these guys, because at this stage the company was struggling

0:17:08.680 --> 0:17:12.359
<v Speaker 1>to meet overhead, to meet payroll despite its commercial and

0:17:12.400 --> 0:17:16.200
<v Speaker 1>critical success. The three founders had resorted to maxing out

0:17:16.240 --> 0:17:19.440
<v Speaker 1>their credit cards and asking their parents for loans so

0:17:19.480 --> 0:17:22.760
<v Speaker 1>that they could meet payroll for each pay period. Clearly

0:17:22.880 --> 0:17:26.560
<v Speaker 1>something needed to change if the company were to remain solvent. Now,

0:17:26.560 --> 0:17:29.760
<v Speaker 1>in the brief period when they were known as Chaos Studios,

0:17:30.359 --> 0:17:33.000
<v Speaker 1>they got a heck of an offer. Actually it was

0:17:33.080 --> 0:17:36.840
<v Speaker 1>two offers. One offer came from Interplay, the publisher that

0:17:36.920 --> 0:17:40.879
<v Speaker 1>had been responsible for actually publishing their games. The second

0:17:40.920 --> 0:17:44.520
<v Speaker 1>offer came from a software company called Davidson and Associates,

0:17:45.160 --> 0:17:49.680
<v Speaker 1>and both offers were to acquire Chaos Studios. Now, I'm

0:17:49.680 --> 0:17:53.040
<v Speaker 1>not sure how much the Interplay offer was for, but

0:17:53.200 --> 0:17:56.720
<v Speaker 1>the founders ultimately turned that one down. It wasn't that

0:17:56.800 --> 0:17:59.520
<v Speaker 1>the money wasn't right, but rather they were worried that

0:17:59.560 --> 0:18:03.159
<v Speaker 1>by join Interplay their company would just become one small

0:18:03.280 --> 0:18:06.880
<v Speaker 1>part of a larger computer game enterprise and they would

0:18:06.920 --> 0:18:09.840
<v Speaker 1>lose their creative freedom as a result, so they would

0:18:09.880 --> 0:18:14.640
<v Speaker 1>have to take orders from Interplay. Davidson and associates specialized

0:18:14.640 --> 0:18:18.960
<v Speaker 1>in educational software, not video games, so that actually seemed

0:18:19.000 --> 0:18:21.639
<v Speaker 1>like a safer bet. It was an acquisition offer that

0:18:21.680 --> 0:18:25.720
<v Speaker 1>was worth around ten million dollars or six point seven

0:18:25.760 --> 0:18:29.000
<v Speaker 1>five million dollars. It really depends upon which source you're citing.

0:18:29.440 --> 0:18:33.320
<v Speaker 1>I've seen all ranges in between those two. Either way,

0:18:33.400 --> 0:18:35.600
<v Speaker 1>it would give them the stability they needed to keep

0:18:35.640 --> 0:18:38.720
<v Speaker 1>the company going and to develop more games with a

0:18:38.800 --> 0:18:43.800
<v Speaker 1>minimum amount of interference from upper level management. Husband and

0:18:43.840 --> 0:18:47.600
<v Speaker 1>wife team Bob and Jan Davidson, had founded this educational

0:18:47.680 --> 0:18:51.400
<v Speaker 1>software company back in the early nineteen eighties. Jan Davidson,

0:18:51.480 --> 0:18:55.560
<v Speaker 1>a teacher, felt that computers could create unique educational opportunities

0:18:55.760 --> 0:18:58.800
<v Speaker 1>because using a computer is by its very nature interactive,

0:18:59.240 --> 0:19:03.760
<v Speaker 1>so by making lessons and interactive experience, Davidson felt students

0:19:03.760 --> 0:19:07.520
<v Speaker 1>would grasp concepts and develop skills much more easily than

0:19:07.560 --> 0:19:09.919
<v Speaker 1>if they were to sit in a classroom and passively

0:19:10.080 --> 0:19:15.440
<v Speaker 1>experience a lecture. Their company was generating revenues of around

0:19:15.520 --> 0:19:18.840
<v Speaker 1>forty million dollars and they wanted to expand into other

0:19:18.920 --> 0:19:22.679
<v Speaker 1>types of software. So the idea was that Chaos Studios

0:19:22.680 --> 0:19:26.520
<v Speaker 1>would become the entertainment division for the software company. They

0:19:26.560 --> 0:19:30.439
<v Speaker 1>promised Adam Mooreheiman Pierce, and that, you know, they and

0:19:30.440 --> 0:19:33.679
<v Speaker 1>their team of developers would retain autonomy they could develop

0:19:33.720 --> 0:19:36.480
<v Speaker 1>the types of games they wanted to make. So Chaos

0:19:36.520 --> 0:19:38.960
<v Speaker 1>Studios decided to take that deal, but the name was

0:19:39.040 --> 0:19:41.359
<v Speaker 1>going to have to go, so it was back to

0:19:41.400 --> 0:19:45.600
<v Speaker 1>the drawing board. They toyed with the idea of renaming

0:19:45.600 --> 0:19:49.440
<v Speaker 1>the company Ogre Studios, but that was an early case

0:19:49.440 --> 0:19:52.439
<v Speaker 1>where their new owners weren't that crazy about that idea.

0:19:52.720 --> 0:19:56.720
<v Speaker 1>So ultimately, after a quick scan of the dictionary, in

0:19:56.760 --> 0:20:00.200
<v Speaker 1>which the three would debate between seven different words that

0:20:00.240 --> 0:20:03.080
<v Speaker 1>were picked more or less at random, they hit upon

0:20:03.160 --> 0:20:05.800
<v Speaker 1>what would become the company name from that point forward,

0:20:06.240 --> 0:20:10.240
<v Speaker 1>Blizzard Entertainment. Now, during this whole process, the company was

0:20:10.280 --> 0:20:15.280
<v Speaker 1>still creating games, so Chaos Studios slash. Blizzard Entertainment developed

0:20:15.280 --> 0:20:17.840
<v Speaker 1>a game called Blackthorn for the S and E S

0:20:17.880 --> 0:20:21.000
<v Speaker 1>and for the PC, later porting it to other platforms.

0:20:21.280 --> 0:20:25.240
<v Speaker 1>This was another side scrolling platform er with cinematics throughout

0:20:25.240 --> 0:20:27.840
<v Speaker 1>to tell the story of the game, which featured protagonist

0:20:28.000 --> 0:20:32.760
<v Speaker 1>Kyle Blackthorne Vlaros returning to his home planet after having

0:20:32.760 --> 0:20:35.919
<v Speaker 1>been sent to Earth for safe keeping, a story pretty

0:20:36.040 --> 0:20:40.400
<v Speaker 1>reminiscent of the Superman story. Blackthorn has to overthrow an

0:20:40.400 --> 0:20:44.919
<v Speaker 1>evil ruler named Sarlac, guessing they were Star Wars fans.

0:20:45.280 --> 0:20:48.359
<v Speaker 1>The game received positive reviews, both for its gameplay and

0:20:48.480 --> 0:20:51.320
<v Speaker 1>for its dark tone, which was kind of new to

0:20:51.440 --> 0:20:54.640
<v Speaker 1>video games. To get the animation for Blackthorn, the team

0:20:54.680 --> 0:20:58.080
<v Speaker 1>actually shot video of Frank Pierce moving around, and then

0:20:58.119 --> 0:21:01.160
<v Speaker 1>they animated on top of this footage in a process

0:21:01.200 --> 0:21:05.320
<v Speaker 1>called rhodoscoping, which is frequently used in animation. The company

0:21:05.359 --> 0:21:09.960
<v Speaker 1>released the game in December. Around that same time that

0:21:10.000 --> 0:21:14.320
<v Speaker 1>they were developing Blackthorn, they were also working on the

0:21:14.400 --> 0:21:18.720
<v Speaker 1>Death and Return of Superman for sun Soft Games, based

0:21:18.760 --> 0:21:21.600
<v Speaker 1>off a storyline in d C from back in the

0:21:21.640 --> 0:21:24.639
<v Speaker 1>early nineties. This was a beat him up game in

0:21:24.640 --> 0:21:27.560
<v Speaker 1>which players would at certain points in The game storyline

0:21:27.800 --> 0:21:31.359
<v Speaker 1>control Superman and the various characters who appeared after the

0:21:31.440 --> 0:21:35.959
<v Speaker 1>villain Doomsday killed Superman in a comic book storyline that

0:21:36.000 --> 0:21:40.320
<v Speaker 1>included characters like Cyborg Superman, or a more hard edged

0:21:40.400 --> 0:21:44.879
<v Speaker 1>anti hero version of Superman called the Eradicateur, and a

0:21:44.960 --> 0:21:50.600
<v Speaker 1>self made man of Steel named uh Steel. This game

0:21:50.680 --> 0:21:54.280
<v Speaker 1>is one of many largely forgotten superhero video games. It

0:21:54.320 --> 0:21:57.880
<v Speaker 1>received mediocre reviews, which is still a lot better than

0:21:58.119 --> 0:22:01.320
<v Speaker 1>a lot of superhero games managed, at least until more

0:22:01.400 --> 0:22:05.040
<v Speaker 1>recent titles like the Arkham series. This game came out

0:22:05.080 --> 0:22:09.119
<v Speaker 1>in June. One other game the company worked on around

0:22:09.119 --> 0:22:12.800
<v Speaker 1>this time was Justice League task Force, which was another

0:22:12.880 --> 0:22:16.840
<v Speaker 1>DC superheroes fighting game, sort of like techn or Mortal

0:22:16.920 --> 0:22:20.520
<v Speaker 1>Kombat d C characters. So this was not a Blizzard

0:22:20.720 --> 0:22:24.800
<v Speaker 1>lead project. Rather, the company Sunsoft produced the game and

0:22:24.840 --> 0:22:28.199
<v Speaker 1>Acclaim would act as publisher. Blizzard was credited as a

0:22:28.240 --> 0:22:32.120
<v Speaker 1>code developer on the project and worked specifically on the

0:22:32.400 --> 0:22:35.160
<v Speaker 1>S and E S version of the game. Now, there

0:22:35.200 --> 0:22:38.919
<v Speaker 1>was another party involved in Justice League Task Force, and

0:22:39.000 --> 0:22:42.399
<v Speaker 1>that was a company called Condor. Condor was a Bay

0:22:42.480 --> 0:22:46.359
<v Speaker 1>area video game company, so in the San Francisco area,

0:22:46.640 --> 0:22:50.080
<v Speaker 1>and it was responsible for this Sega Genesis version of

0:22:50.200 --> 0:22:53.439
<v Speaker 1>the video game Condor will become an important part of

0:22:53.480 --> 0:22:55.800
<v Speaker 1>the Blizzard story later, So I thought it'd s been

0:22:55.920 --> 0:22:58.400
<v Speaker 1>just a little time giving a bit of background on

0:22:58.520 --> 0:23:03.200
<v Speaker 1>what Condor was now. The founders of Condor Incorporated included

0:23:03.280 --> 0:23:07.560
<v Speaker 1>Max and Eric Schaeffer and David Brevic. The name came

0:23:07.600 --> 0:23:10.959
<v Speaker 1>from a secret project and a digital clip art company

0:23:11.000 --> 0:23:14.480
<v Speaker 1>that Brevick had worked for. Now that company went belly up,

0:23:14.760 --> 0:23:17.480
<v Speaker 1>and Brevic and the Schaefer brothers decided to form a

0:23:17.600 --> 0:23:20.600
<v Speaker 1>video game development company, with the goal being to make

0:23:20.960 --> 0:23:24.520
<v Speaker 1>role playing games for computer systems. They took the name

0:23:24.560 --> 0:23:28.160
<v Speaker 1>Condor from that secret project. Their goal was to produce

0:23:28.359 --> 0:23:32.040
<v Speaker 1>the game called Diablo. They were naming it after Mount

0:23:32.080 --> 0:23:35.639
<v Speaker 1>Diablo in California. But they were encountering a lot of

0:23:35.680 --> 0:23:38.719
<v Speaker 1>resistance from publishers when they were pitching their idea for

0:23:38.720 --> 0:23:42.280
<v Speaker 1>this video game. So to make ends meet, they worked

0:23:42.280 --> 0:23:45.280
<v Speaker 1>on co developing games with other studios. That's how they

0:23:45.320 --> 0:23:48.000
<v Speaker 1>got the gig of designing the Genesis version of the

0:23:48.080 --> 0:23:51.600
<v Speaker 1>Justice League Task Force. Now, the story goes that neither

0:23:51.680 --> 0:23:54.840
<v Speaker 1>the Blizzard team nor the Condor team knew about the

0:23:54.880 --> 0:23:58.600
<v Speaker 1>other company working on this video game. They found out

0:23:58.800 --> 0:24:03.040
<v Speaker 1>when both companies attended ce S, the Consumer Electronics Show.

0:24:03.520 --> 0:24:06.679
<v Speaker 1>Because this was before E three became a thing. So

0:24:06.800 --> 0:24:09.520
<v Speaker 1>at CES that's where video game companies would go to

0:24:09.560 --> 0:24:12.720
<v Speaker 1>show off demos of their upcoming titles, they were frequently

0:24:13.040 --> 0:24:16.520
<v Speaker 1>shoehorned way in the back of the showroom floor. Now,

0:24:16.560 --> 0:24:20.040
<v Speaker 1>according to most histories, this happened when Blizzard was still

0:24:20.080 --> 0:24:23.000
<v Speaker 1>technically Silicon and Synapse, so it must have been at

0:24:23.040 --> 0:24:25.800
<v Speaker 1>least a year out from the publication. Since Justice League

0:24:25.840 --> 0:24:29.639
<v Speaker 1>Task Force would come out anyway, this would be the

0:24:29.720 --> 0:24:33.120
<v Speaker 1>first contact between these two companies, but it would not

0:24:33.560 --> 0:24:37.919
<v Speaker 1>be the last one. Blackthorne, the Superman Game, and Justice

0:24:38.000 --> 0:24:42.000
<v Speaker 1>League Task Force would all publish after the announced Davidson

0:24:42.040 --> 0:24:45.320
<v Speaker 1>and Associates acquisition, but none of those would be the

0:24:45.359 --> 0:24:49.680
<v Speaker 1>first game released under the Blizzard Entertainment label. They would

0:24:49.680 --> 0:24:52.520
<v Speaker 1>follow behind a different game, one that would end up

0:24:52.520 --> 0:24:57.440
<v Speaker 1>being an iconic starting point for Blizzards rise to true superstardom,

0:24:57.480 --> 0:25:01.280
<v Speaker 1>and the first game to come out post acquisition was

0:25:01.359 --> 0:25:04.640
<v Speaker 1>one that had been inspired by a different companies games.

0:25:05.040 --> 0:25:09.760
<v Speaker 1>Now that different company was Westwood Studios. Emphasis on was

0:25:09.920 --> 0:25:13.560
<v Speaker 1>Westwood Studios because the studio no longer exists it would

0:25:13.600 --> 0:25:16.320
<v Speaker 1>get folded into a division of Electronic Arts in two

0:25:16.400 --> 0:25:21.360
<v Speaker 1>thousand three. But back in this video game company developed

0:25:21.400 --> 0:25:25.879
<v Speaker 1>a real time strategy game called Dune two. This was

0:25:25.920 --> 0:25:30.520
<v Speaker 1>based off the film adaptation of the science fiction novel Dune. Now.

0:25:30.560 --> 0:25:33.359
<v Speaker 1>In this game, players would assume control of one of

0:25:33.480 --> 0:25:38.240
<v Speaker 1>three houses or factions attempting to gain dominion over a

0:25:38.280 --> 0:25:43.280
<v Speaker 1>planet called Aracus. Players would manage resources to build out structures,

0:25:43.280 --> 0:25:46.359
<v Speaker 1>they would produce military units, they would explore the map,

0:25:46.480 --> 0:25:49.600
<v Speaker 1>and they would try to defeat enemy forces. It's the

0:25:49.600 --> 0:25:53.480
<v Speaker 1>basic structure that many other RTS games would follow in

0:25:53.520 --> 0:25:55.840
<v Speaker 1>the years to come, but it was a pretty new

0:25:55.920 --> 0:25:59.679
<v Speaker 1>idea back in. A good player learns how to balance

0:25:59.720 --> 0:26:03.520
<v Speaker 1>rees was gathering production and troop movements without over extending

0:26:03.560 --> 0:26:06.359
<v Speaker 1>themselves or putting their home base at risk. It's a

0:26:06.400 --> 0:26:10.160
<v Speaker 1>skill I do not have. Dune Too received a great

0:26:10.200 --> 0:26:12.920
<v Speaker 1>deal of praise for its innovations in gameplay, and it

0:26:12.960 --> 0:26:15.760
<v Speaker 1>should come as little surprised that other studios wanted to

0:26:15.840 --> 0:26:21.200
<v Speaker 1>emulate those innovations that Westwood Studios had introduced. However, by

0:26:21.640 --> 0:26:25.240
<v Speaker 1>not a single other game that was following the same

0:26:25.440 --> 0:26:29.040
<v Speaker 1>game design and mechanics of Done two had yet to emerge.

0:26:29.359 --> 0:26:31.520
<v Speaker 1>So the crew at Blizzard thought that Doune two was

0:26:31.560 --> 0:26:35.159
<v Speaker 1>particularly compelling and innovative. They decided they would make a

0:26:35.160 --> 0:26:38.840
<v Speaker 1>game that followed a similar approach, though with several differentiating

0:26:38.920 --> 0:26:41.199
<v Speaker 1>features so it wasn't like a direct copy or anything.

0:26:41.760 --> 0:26:44.879
<v Speaker 1>One of the biggest differentiating factors was that Done Too

0:26:44.880 --> 0:26:48.119
<v Speaker 1>had been a single player game. Blizzard wanted to create

0:26:48.119 --> 0:26:51.080
<v Speaker 1>a game that would allow two human players to compete

0:26:51.080 --> 0:26:53.520
<v Speaker 1>against each other if they wanted to. They could play

0:26:53.560 --> 0:26:57.160
<v Speaker 1>as a single player or play competitively against another human.

0:26:57.480 --> 0:27:01.080
<v Speaker 1>Now keep in mind this was in ninete before most

0:27:01.119 --> 0:27:04.439
<v Speaker 1>people didn't even know much about the Internet, yet a

0:27:04.440 --> 0:27:07.399
<v Speaker 1>lot of us were still calling it the Information super Highway,

0:27:07.520 --> 0:27:10.080
<v Speaker 1>or we were thinking about like it was a series

0:27:10.080 --> 0:27:13.119
<v Speaker 1>of tubes. If you wanted to play against another human,

0:27:13.600 --> 0:27:16.720
<v Speaker 1>you really had two options open to you. One was

0:27:16.760 --> 0:27:20.040
<v Speaker 1>to create a direct connection between computers in a local

0:27:20.119 --> 0:27:24.680
<v Speaker 1>area network or land. This wasn't super hard to do,

0:27:25.200 --> 0:27:28.760
<v Speaker 1>but it was beyond tech novices, and it did mean

0:27:28.800 --> 0:27:30.840
<v Speaker 1>that you and your opponent had to be pretty much

0:27:30.840 --> 0:27:33.120
<v Speaker 1>in the same room as each other, so it puts

0:27:33.119 --> 0:27:36.919
<v Speaker 1>some restrictions on gameplay. The other option was to use

0:27:36.960 --> 0:27:40.800
<v Speaker 1>a modem to connect directly to another player's computer also

0:27:40.880 --> 0:27:43.320
<v Speaker 1>connected to a modem. But that would mean you would

0:27:43.320 --> 0:27:45.800
<v Speaker 1>need to know the specific I P address for your

0:27:45.800 --> 0:27:49.520
<v Speaker 1>opponent so that you can make that connection happen. Again,

0:27:49.600 --> 0:27:52.800
<v Speaker 1>for computer geeks, that wasn't at all order, But for

0:27:52.880 --> 0:27:55.480
<v Speaker 1>people just learning about the Internet, you know, keep in mind,

0:27:55.480 --> 0:27:58.320
<v Speaker 1>the World Wide Web itself had just become a thing,

0:27:58.960 --> 0:28:02.240
<v Speaker 1>this was asking a lot. Still, the fact that Blizzard

0:28:02.240 --> 0:28:04.480
<v Speaker 1>was able to take a brand new game type and

0:28:04.600 --> 0:28:07.880
<v Speaker 1>expand it into a multiplayer format was a big deal.

0:28:08.280 --> 0:28:11.800
<v Speaker 1>They also decided to embrace a different aesthetic, so instead

0:28:11.840 --> 0:28:14.960
<v Speaker 1>of using a science fiction setting like Dune two, they

0:28:15.000 --> 0:28:18.600
<v Speaker 1>decided to embrace the fantasy genre. The Finnish game was

0:28:18.640 --> 0:28:23.560
<v Speaker 1>called Warcraft ORCS Versus Humans, and Blizzard released it in November,

0:28:25.119 --> 0:28:27.760
<v Speaker 1>just in time for the holiday season. Now, when we

0:28:27.800 --> 0:28:31.119
<v Speaker 1>come back, I'll talk more about how Warcraft shaped blizzards future,

0:28:31.400 --> 0:28:35.119
<v Speaker 1>as well as how it's sequel managed to cement that future.

0:28:35.320 --> 0:28:46.120
<v Speaker 1>But first let's take another quick break. So before we

0:28:46.160 --> 0:28:47.959
<v Speaker 1>went to the break, you know, I talked about all

0:28:48.000 --> 0:28:51.040
<v Speaker 1>these different games that Blizzard was working on, and the

0:28:51.080 --> 0:28:55.040
<v Speaker 1>reason I mentioned those other games ahead of Warcraft, even

0:28:55.040 --> 0:28:58.440
<v Speaker 1>though technically Warcraft published first, was that while they were

0:28:58.480 --> 0:29:02.120
<v Speaker 1>important in the early history of Blizzard, Warcraft would play

0:29:02.120 --> 0:29:05.000
<v Speaker 1>a much more pivotal role in the future of the

0:29:05.040 --> 0:29:07.880
<v Speaker 1>company overall. It was also the first game that Blizzard

0:29:07.960 --> 0:29:11.760
<v Speaker 1>Entertainment would publish itself. The company didn't have to depend

0:29:11.800 --> 0:29:15.840
<v Speaker 1>upon an established video game publisher like Interplay. Instead, it

0:29:15.920 --> 0:29:19.200
<v Speaker 1>leaned on the reach of its parent company, Davidson and Associates,

0:29:19.400 --> 0:29:21.640
<v Speaker 1>which over a decade had managed to build up a

0:29:21.640 --> 0:29:25.680
<v Speaker 1>pretty impressive distribution arm of its own. In Warcraft, players

0:29:25.760 --> 0:29:29.800
<v Speaker 1>take control of one of two factions, humans or orcs.

0:29:30.240 --> 0:29:32.880
<v Speaker 1>In either case, the player is tasked with building out

0:29:32.920 --> 0:29:36.680
<v Speaker 1>a base and different buildings, assigning tasks to workers who

0:29:36.720 --> 0:29:40.880
<v Speaker 1>gather resources, or to military units who can scout and

0:29:40.960 --> 0:29:44.600
<v Speaker 1>engage with enemy forces. The user interface allowed players to

0:29:44.680 --> 0:29:48.479
<v Speaker 1>select groups of units, issuing orders to multiple entities at

0:29:48.520 --> 0:29:51.800
<v Speaker 1>the same time, rather than having to set each one individually,

0:29:52.080 --> 0:29:53.960
<v Speaker 1>but it also meant that the UI was getting a

0:29:54.000 --> 0:29:57.440
<v Speaker 1>bit too complicated for the typical video game controller. So

0:29:57.520 --> 0:30:01.040
<v Speaker 1>for that reason, Lizard made the decision to develop Warcraft

0:30:01.080 --> 0:30:04.440
<v Speaker 1>as a PC only game when it first started out,

0:30:04.720 --> 0:30:06.920
<v Speaker 1>with the intended players would rely on the mouse and

0:30:07.000 --> 0:30:10.840
<v Speaker 1>keyboard commands to control their factions. In that first game,

0:30:11.240 --> 0:30:14.840
<v Speaker 1>there wasn't that much that differentiated the Orcs from the humans,

0:30:14.880 --> 0:30:19.360
<v Speaker 1>apart from some appearance differences between the units. Both factions

0:30:19.360 --> 0:30:21.880
<v Speaker 1>had units that did pretty much the same thing with

0:30:21.960 --> 0:30:24.320
<v Speaker 1>the same sort of impact on the game world and

0:30:24.400 --> 0:30:27.640
<v Speaker 1>on enemy units. So a basic infantry unit for the

0:30:27.720 --> 0:30:30.880
<v Speaker 1>humans and a basic infantry unit for the Orcs were,

0:30:31.120 --> 0:30:35.280
<v Speaker 1>for any meaningful definition, identical. They look different, but they

0:30:35.280 --> 0:30:39.040
<v Speaker 1>had the exact same abilities and stats. That first Warcraft

0:30:39.040 --> 0:30:42.000
<v Speaker 1>game did pretty well among both critics and the general

0:30:42.080 --> 0:30:45.479
<v Speaker 1>game buying public. It didn't break any records or anything,

0:30:45.520 --> 0:30:47.720
<v Speaker 1>but the sales were encouraging, and it was enough for

0:30:47.800 --> 0:30:51.040
<v Speaker 1>Blizzard to convince Davidson and associates to allow the team

0:30:51.080 --> 0:30:53.960
<v Speaker 1>to create a sequel. I'll get back to that in

0:30:54.040 --> 0:30:56.400
<v Speaker 1>just a second. Well, things were picking up for the

0:30:56.440 --> 0:31:00.160
<v Speaker 1>company and so they decided they would pick themselves up

0:31:00.360 --> 0:31:03.560
<v Speaker 1>and they moved. They moved from their original office location

0:31:03.560 --> 0:31:06.640
<v Speaker 1>in Costa Mesa to a much larger one of fourteen

0:31:06.680 --> 0:31:10.760
<v Speaker 1>thousand square foot office in Irvine, California. Now these cities

0:31:10.800 --> 0:31:13.920
<v Speaker 1>are in southern California, by the way. In the fall

0:31:14.000 --> 0:31:20.040
<v Speaker 1>of nine, Blizzard launched its website, Blizzard dot com. Sadly,

0:31:20.440 --> 0:31:22.680
<v Speaker 1>the earliest version of the site I could get a

0:31:22.720 --> 0:31:26.000
<v Speaker 1>look at was from December of nineteen nine six, so

0:31:26.040 --> 0:31:28.920
<v Speaker 1>a year after it had launched. I highly recommend you

0:31:29.000 --> 0:31:32.600
<v Speaker 1>use archive dot org to check out old versions of websites.

0:31:32.880 --> 0:31:35.360
<v Speaker 1>You can really appreciate how far the web has come

0:31:35.720 --> 0:31:38.400
<v Speaker 1>when you take a look at what passed for a

0:31:38.440 --> 0:31:41.920
<v Speaker 1>cutting edge site back in nineteen five or ninety six.

0:31:42.160 --> 0:31:45.080
<v Speaker 1>The Blizzard site looked pretty darn primitive back then. It

0:31:45.160 --> 0:31:47.600
<v Speaker 1>also mentioned stuff that I haven't really gotten to yet,

0:31:47.680 --> 0:31:51.000
<v Speaker 1>namely the release of Diablo and the launch of Battle Neet.

0:31:51.440 --> 0:31:55.240
<v Speaker 1>I'll talk about those more in our next episode. So

0:31:55.880 --> 0:31:59.080
<v Speaker 1>Warcraft have been a success, though not a breakout hit

0:31:59.200 --> 0:32:01.360
<v Speaker 1>for Blizzard, and it was enough for them to get

0:32:01.360 --> 0:32:04.760
<v Speaker 1>the go ahead from their parent company, Davidson and Associates,

0:32:04.800 --> 0:32:07.760
<v Speaker 1>which would subsequently get acquired by another company called c

0:32:07.960 --> 0:32:11.640
<v Speaker 1>UC International, which would subsequently change its name to Sendent.

0:32:11.760 --> 0:32:14.600
<v Speaker 1>And don't worry, we'll go through all this again in

0:32:14.640 --> 0:32:16.600
<v Speaker 1>the next episode, and we won't be sticking with them

0:32:16.600 --> 0:32:20.080
<v Speaker 1>for very long. Turns out Blizzard has had a lot

0:32:20.160 --> 0:32:25.840
<v Speaker 1>of different corporate bosses anyway. Blizzards Warcraft two would end

0:32:25.920 --> 0:32:29.480
<v Speaker 1>up being an enormous improvement over its predecessor in many ways.

0:32:29.960 --> 0:32:33.320
<v Speaker 1>The official title for the game would be Warcraft two

0:32:33.520 --> 0:32:37.280
<v Speaker 1>Tides of Darkness. Much of what the game offered were

0:32:37.360 --> 0:32:40.560
<v Speaker 1>refinements to the systems of the first game, but there

0:32:40.560 --> 0:32:43.280
<v Speaker 1>were some big additions as well, such as air and

0:32:43.440 --> 0:32:46.240
<v Speaker 1>sea units in addition to the land units that you

0:32:46.280 --> 0:32:49.160
<v Speaker 1>could command. There was also a persistent fog of war

0:32:49.240 --> 0:32:52.200
<v Speaker 1>feature which might require a little bit of explanation. So

0:32:52.640 --> 0:32:56.480
<v Speaker 1>fog of war describes the area of a map that

0:32:56.640 --> 0:33:00.600
<v Speaker 1>a player is able to see before you exp laura map,

0:33:00.880 --> 0:33:02.960
<v Speaker 1>most of that map is going to get blacked out.

0:33:03.160 --> 0:33:05.320
<v Speaker 1>The only part you can really see is the part

0:33:05.360 --> 0:33:09.040
<v Speaker 1>immediately surrounding your base and your units, and that means

0:33:09.080 --> 0:33:12.200
<v Speaker 1>you haven't sent any units out to reveal what else

0:33:12.280 --> 0:33:15.240
<v Speaker 1>is out there. Now, as you move units around, you

0:33:15.320 --> 0:33:18.280
<v Speaker 1>uncover more of the map and it becomes visible to you.

0:33:19.040 --> 0:33:22.640
<v Speaker 1>Warcraft two took this this step further with persistent fog

0:33:22.640 --> 0:33:25.600
<v Speaker 1>of war, which meant that while a revealed portion of

0:33:25.600 --> 0:33:28.120
<v Speaker 1>the map would remain visible to the player, you know

0:33:28.160 --> 0:33:30.200
<v Speaker 1>once you explored it, you didn't have to explore it

0:33:30.240 --> 0:33:34.400
<v Speaker 1>again to know what was there. Geographically, you wouldn't be

0:33:34.440 --> 0:33:37.520
<v Speaker 1>able to see what was currently happening in any given

0:33:37.560 --> 0:33:41.720
<v Speaker 1>section of the map unless you had units in that area.

0:33:41.840 --> 0:33:45.160
<v Speaker 1>So let's say you move a scout through one part

0:33:45.160 --> 0:33:46.760
<v Speaker 1>of the map and you see it's a very hilly

0:33:46.920 --> 0:33:51.120
<v Speaker 1>section of the map, and then the scout gradually moves

0:33:51.160 --> 0:33:55.200
<v Speaker 1>out of that section into a different section. Meanwhile, once

0:33:55.200 --> 0:33:57.600
<v Speaker 1>your scout has moved away from a certain distance from

0:33:57.840 --> 0:34:02.040
<v Speaker 1>the explored territory, it fade slightly. That indicates that you

0:34:02.080 --> 0:34:04.720
<v Speaker 1>no longer have line of sight in that part of

0:34:04.720 --> 0:34:07.480
<v Speaker 1>the map, and that means anything could be happening in

0:34:07.560 --> 0:34:10.840
<v Speaker 1>that area, like an enemy could move into that area

0:34:10.960 --> 0:34:13.880
<v Speaker 1>and you wouldn't see it because you're not currently there.

0:34:14.600 --> 0:34:17.920
<v Speaker 1>So if you were to move a scout back and

0:34:17.960 --> 0:34:20.440
<v Speaker 1>an enemies moving through, then you would see the enemy

0:34:20.560 --> 0:34:23.200
<v Speaker 1>and it would become revealed to you. But if you

0:34:23.239 --> 0:34:24.960
<v Speaker 1>didn't have a unit there, you didn't have a line

0:34:24.960 --> 0:34:27.080
<v Speaker 1>of sight, you had no way of knowing what was happening.

0:34:27.239 --> 0:34:30.799
<v Speaker 1>So it may not just exploration important, but also maintaining

0:34:30.840 --> 0:34:35.200
<v Speaker 1>positions throughout the map. So that added another element of

0:34:35.239 --> 0:34:37.600
<v Speaker 1>strategy that you needed to keep in mind. Whether you

0:34:37.640 --> 0:34:41.680
<v Speaker 1>were playing against AI or another human. This feature would

0:34:41.680 --> 0:34:46.799
<v Speaker 1>become a pretty standard option for RTS games following Warcraft two.

0:34:47.320 --> 0:34:51.160
<v Speaker 1>It would become one of those hallmarks of the genre.

0:34:52.120 --> 0:34:55.600
<v Speaker 1>The game included more of Blizzards rather ridiculous sense of humor,

0:34:55.920 --> 0:34:59.160
<v Speaker 1>which I mostly remember manifesting as the responses that units

0:34:59.200 --> 0:35:01.719
<v Speaker 1>would have when you selected them. Like if you were

0:35:01.719 --> 0:35:05.080
<v Speaker 1>playing on the human side and you're selecting some human units,

0:35:05.480 --> 0:35:07.840
<v Speaker 1>you might get a response like what do you want

0:35:09.120 --> 0:35:11.680
<v Speaker 1>when you clicked on them. Then you might send them

0:35:11.719 --> 0:35:14.280
<v Speaker 1>someplace and you might hear one of them say something

0:35:14.320 --> 0:35:18.520
<v Speaker 1>like okay. The works were usually a bit more rude

0:35:19.040 --> 0:35:23.319
<v Speaker 1>about things. The game did support multiplayer, and again you

0:35:23.360 --> 0:35:26.239
<v Speaker 1>could play by connecting to computers directly together in a

0:35:26.320 --> 0:35:30.000
<v Speaker 1>local area network or via direct connection with modems, just

0:35:30.080 --> 0:35:33.120
<v Speaker 1>like with the first Warcraft. But Blizzard noticed something else

0:35:33.160 --> 0:35:36.799
<v Speaker 1>that was intriguing to them. There were some enterprising programmers

0:35:36.800 --> 0:35:40.360
<v Speaker 1>who had created a service that they called Collie k

0:35:40.680 --> 0:35:43.800
<v Speaker 1>a l I. This tool that you could download. Collie

0:35:43.880 --> 0:35:46.160
<v Speaker 1>was a bit of a work around, so it would

0:35:46.160 --> 0:35:49.640
<v Speaker 1>allow players to connect over the Internet to play various

0:35:49.719 --> 0:35:55.080
<v Speaker 1>multiplayer games by essentially tricking computers emulating a local area

0:35:55.239 --> 0:35:59.120
<v Speaker 1>network over the Internet. So to the computers. It would

0:35:59.120 --> 0:36:01.680
<v Speaker 1>seem like all these different machines are in the same

0:36:01.719 --> 0:36:04.919
<v Speaker 1>general vicinity and are directly connected to one another through

0:36:04.920 --> 0:36:08.680
<v Speaker 1>a land but in reality, they'd be connecting over the Internet.

0:36:09.160 --> 0:36:12.400
<v Speaker 1>So again, it was a workaround to facilitate multiplayer sessions.

0:36:12.840 --> 0:36:15.399
<v Speaker 1>Blizzard really liked that approach, and they worked to make

0:36:15.440 --> 0:36:18.839
<v Speaker 1>Warcraft Too compatible with it, which would mean that up

0:36:18.840 --> 0:36:23.160
<v Speaker 1>to eight players could participate in different types of multiplayer games,

0:36:23.280 --> 0:36:27.800
<v Speaker 1>ranging from team based competitions to free fur alls. Collie

0:36:27.800 --> 0:36:32.080
<v Speaker 1>itself was an ip X network emulator. I p X

0:36:32.160 --> 0:36:36.560
<v Speaker 1>stands for Internetwork Packet Exchange, but the important thing to

0:36:36.600 --> 0:36:38.759
<v Speaker 1>note is it was this sort of jerry rigged way

0:36:38.800 --> 0:36:41.840
<v Speaker 1>for people to play against each other online. Uh. The

0:36:41.960 --> 0:36:45.440
<v Speaker 1>technical explanation for ip X goes well beyond a discussion

0:36:45.480 --> 0:36:49.360
<v Speaker 1>about Blizzard. Blizzard Entertainment loved the idea of a system

0:36:49.360 --> 0:36:51.360
<v Speaker 1>that would allow for this kind of connectivity as a

0:36:51.440 --> 0:36:54.960
<v Speaker 1>native feature without the need to trick a computer system

0:36:55.000 --> 0:36:57.480
<v Speaker 1>into believing it was part of a local area network.

0:36:58.000 --> 0:37:01.680
<v Speaker 1>So this would become the genesis for battle Neet. That's

0:37:01.680 --> 0:37:04.080
<v Speaker 1>a service that allows players to connect with each other

0:37:04.400 --> 0:37:07.560
<v Speaker 1>and play with or against one another in various games.

0:37:08.000 --> 0:37:10.759
<v Speaker 1>If not for Colie, it might have taken another year

0:37:10.840 --> 0:37:14.080
<v Speaker 1>or two for Blizzard to jump on developing that project.

0:37:14.640 --> 0:37:17.920
<v Speaker 1>And this wasn't just because Blizzard wanted to give players

0:37:17.960 --> 0:37:20.560
<v Speaker 1>more options, so that was definitely a big part of it.

0:37:21.200 --> 0:37:24.319
<v Speaker 1>One of the side effects of the adoption of Kali

0:37:24.560 --> 0:37:27.719
<v Speaker 1>is that Warcraft two started to outperform the sales of

0:37:27.719 --> 0:37:31.960
<v Speaker 1>its predecessor. It was a legit, blockbuster hit, helped in

0:37:32.000 --> 0:37:36.200
<v Speaker 1>no small part by this third party tool developed by enthusiasts,

0:37:36.520 --> 0:37:39.520
<v Speaker 1>which sent a clear message there was a real market

0:37:39.560 --> 0:37:42.239
<v Speaker 1>to support online play if you could just figure out

0:37:42.280 --> 0:37:45.440
<v Speaker 1>a way to do it that wouldn't overtax your infrastructure.

0:37:46.040 --> 0:37:50.640
<v Speaker 1>Another thing that fueled Warcraft Too success was a rivalry

0:37:50.719 --> 0:37:54.160
<v Speaker 1>with Westwood Studios. That's the company that had made Doune Too.

0:37:54.440 --> 0:37:57.600
<v Speaker 1>Westwood developed an awesome RTS game of its own called

0:37:57.680 --> 0:38:02.120
<v Speaker 1>Command and Conquer Westwood, and there didn't really fire that

0:38:02.160 --> 0:38:04.920
<v Speaker 1>many shots at each other directly while competing in the

0:38:05.000 --> 0:38:08.520
<v Speaker 1>RTS space, but they didn't have to because their respective

0:38:08.560 --> 0:38:11.400
<v Speaker 1>fans took care of all that for them. That's one

0:38:11.400 --> 0:38:14.719
<v Speaker 1>of those early flame wars where you either loved one

0:38:15.239 --> 0:38:19.040
<v Speaker 1>or the other, but you couldn't love both of them.

0:38:19.080 --> 0:38:23.040
<v Speaker 1>The resulting Brewjaha raised the visibility of both titles, which

0:38:23.120 --> 0:38:26.520
<v Speaker 1>led to great sales. Warcraft two would eventually cross the

0:38:26.520 --> 0:38:31.319
<v Speaker 1>threshold of one million copies sold. Now today, that's not

0:38:31.440 --> 0:38:35.480
<v Speaker 1>necessarily a chartbuster, as popular games can count sales and

0:38:35.520 --> 0:38:38.760
<v Speaker 1>need tens or maybe even more than a hundred million

0:38:38.800 --> 0:38:42.720
<v Speaker 1>copies sold. That isn't always a fair fight either, because

0:38:42.800 --> 0:38:45.360
<v Speaker 1>some of the most popular games land on that list

0:38:45.719 --> 0:38:49.920
<v Speaker 1>not because the game was must have, but because it

0:38:50.000 --> 0:38:53.000
<v Speaker 1>had been bundled with a console or a game system

0:38:53.000 --> 0:38:57.640
<v Speaker 1>that was insanely popular. But a million units sold was

0:38:57.680 --> 0:39:01.880
<v Speaker 1>a huge landmark. This was big enough for Blizzard to

0:39:01.920 --> 0:39:05.719
<v Speaker 1>recognize the opportunity to deliver even more Warcraft goodness two

0:39:05.719 --> 0:39:08.759
<v Speaker 1>players now. At the same time, they had plans to

0:39:08.800 --> 0:39:13.080
<v Speaker 1>develop other titles, so they're just weren't enough resources inside

0:39:13.120 --> 0:39:17.200
<v Speaker 1>the company to create more Warcraft to content using Blizzard

0:39:17.239 --> 0:39:21.560
<v Speaker 1>resources by itself, or so they thought, so they tapped

0:39:21.600 --> 0:39:25.719
<v Speaker 1>a development studio called Cyberlore Studios to lead the development

0:39:25.760 --> 0:39:29.680
<v Speaker 1>on an expansion pack for Warcraft too. Blizzard began to

0:39:29.719 --> 0:39:32.400
<v Speaker 1>focus on another project that I'll talk more about in

0:39:32.440 --> 0:39:36.279
<v Speaker 1>the next episode. But to their dismay. They found the

0:39:36.360 --> 0:39:40.640
<v Speaker 1>cyber Lore team's work to be below blizzards own standards.

0:39:41.080 --> 0:39:43.840
<v Speaker 1>The company made the tough decision to cancel the contract

0:39:43.880 --> 0:39:48.040
<v Speaker 1>with Cyberlore and take over development of the expansion set themselves.

0:39:48.600 --> 0:39:52.000
<v Speaker 1>This also taught Blizzards founders that in house development might

0:39:52.040 --> 0:39:53.960
<v Speaker 1>be the best way to go in order to preserve

0:39:54.000 --> 0:39:58.120
<v Speaker 1>the company's reputation among gamers. The resulting product had the

0:39:58.200 --> 0:40:01.799
<v Speaker 1>name Warcraft Too Beyond on the Dark Portal, so if

0:40:01.800 --> 0:40:04.640
<v Speaker 1>you wanted to run this game, you had to first

0:40:04.680 --> 0:40:07.840
<v Speaker 1>own the base Warcraft two game. If you didn't have,

0:40:07.880 --> 0:40:11.040
<v Speaker 1>Tides of Darkness, Beyond the Dark Portal would not work.

0:40:11.600 --> 0:40:14.920
<v Speaker 1>But it would extend the storyline that had been started

0:40:15.000 --> 0:40:18.560
<v Speaker 1>by Warcraft Too, and it introduced new campaigns and new

0:40:18.640 --> 0:40:22.040
<v Speaker 1>heroes for both sides of the conflict. Not at the time,

0:40:22.480 --> 0:40:26.600
<v Speaker 1>I wasn't really aware that these games even had storylines.

0:40:26.760 --> 0:40:29.400
<v Speaker 1>To me, they were just real time strategy games that

0:40:29.480 --> 0:40:35.239
<v Speaker 1>consisted of matches that had you know, individual objectives, but

0:40:35.280 --> 0:40:38.719
<v Speaker 1>there was no real overarching narrative. This is because I

0:40:38.760 --> 0:40:41.920
<v Speaker 1>was not paying attention. This would also set me way

0:40:41.960 --> 0:40:45.080
<v Speaker 1>back for future Blizzard properties, and to this day I

0:40:45.160 --> 0:40:48.520
<v Speaker 1>can't really tell you what the story was for these games.

0:40:48.800 --> 0:40:51.400
<v Speaker 1>I know that the two sides were designated as the

0:40:51.440 --> 0:40:55.120
<v Speaker 1>Alliance for the human side and the Horde for the Orcs,

0:40:55.400 --> 0:40:57.360
<v Speaker 1>and that was something that would carry over and be

0:40:57.440 --> 0:41:01.919
<v Speaker 1>expanded upon in future Blizzard titles. But we'll chat more

0:41:02.000 --> 0:41:05.480
<v Speaker 1>about that in the next episode. In the meantime, if

0:41:05.480 --> 0:41:08.520
<v Speaker 1>you guys have any suggestions for future episodes for tech Stuff,

0:41:08.719 --> 0:41:11.359
<v Speaker 1>send me an email the addresses tech stuff at how

0:41:11.400 --> 0:41:14.080
<v Speaker 1>stuff works dot com, or drop me a line on

0:41:14.120 --> 0:41:16.200
<v Speaker 1>Facebook or Twitter. The handle for both of those is

0:41:16.239 --> 0:41:19.680
<v Speaker 1>text Stuff h s W. Don't forget. You can visit

0:41:19.719 --> 0:41:23.640
<v Speaker 1>our website that's tech Stuff podcast dot com. You'll find

0:41:23.719 --> 0:41:26.880
<v Speaker 1>a link to an archive of every episode we've ever published,

0:41:26.880 --> 0:41:30.560
<v Speaker 1>including the original Blizzard episode. You also find a link

0:41:30.600 --> 0:41:32.879
<v Speaker 1>to our online store, where every purchase you make goes

0:41:32.920 --> 0:41:35.600
<v Speaker 1>to help the show and we greatly appreciate it, and

0:41:35.640 --> 0:41:43.439
<v Speaker 1>I'll taught to you again about Blizzard really soon. Text

0:41:43.480 --> 0:41:46.120
<v Speaker 1>Stuff is a production of I Heart Radio's How Stuff Works.

0:41:46.280 --> 0:41:49.120
<v Speaker 1>For more podcasts from my heart Radio, visit the i

0:41:49.239 --> 0:41:52.440
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

0:41:52.480 --> 0:41:53.440
<v Speaker 1>your favorite shows.