WEBVTT - Things Get Hot for 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 with

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<v Speaker 1>I Heart Radio and Love all Things Tech. And in

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<v Speaker 1>our last episode, I talked about the origins of Blizzard

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<v Speaker 1>Entertainment leading up to the acquisition of Condor Incorporated and

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<v Speaker 1>the launch of the battle Neet service upon the release

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<v Speaker 1>of the game Diablo. So we're going to pick up

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<v Speaker 1>from there because it turns out there's a whole lot

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<v Speaker 1>of stuff that's happened to this relatively young company. All right,

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<v Speaker 1>So we're in a super important time in Blizzard's history

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<v Speaker 1>in this timeline. So Warcraft gave the company momentum and

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<v Speaker 1>set the stage for a sequel, Warcraft Two Tides of Darkness. Meanwhile,

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<v Speaker 1>the founders of Condor Incorporated reached out to Blizzard, and

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<v Speaker 1>as I mentioned earlier, the two companies had first come

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<v Speaker 1>into contact when they were each developing versions of Justice

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<v Speaker 1>League Task Force. Now, in the time that followed, Condor

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<v Speaker 1>had reached out to a lot of different publishers with

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<v Speaker 1>their idea for Diablo, but they got nowhere then out

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<v Speaker 1>of desperation more than anything else, they turned to Blizzard. Now,

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<v Speaker 1>the pitch was incredibly ambitious. Condor would develop a PC

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<v Speaker 1>based game, which they had never done before, and it

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<v Speaker 1>would be an RPG style game, role playing game, and

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<v Speaker 1>it would marry that with a more action oriented style

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<v Speaker 1>of gameplay. Ultimately, and originally, they were also thinking about

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<v Speaker 1>modeling all their characters using the claymation process. So claymation,

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<v Speaker 1>for those not familiar with the term, is a form

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<v Speaker 1>of stop motion animation. You build the animated stuff out

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<v Speaker 1>of some sort of multiple material, such as you know, clay,

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<v Speaker 1>and you pose them precisely the way you want them

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<v Speaker 1>to look in a particular sequence. Then you take a photo,

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<v Speaker 1>then you adjust the model ever slightly, Then you take

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<v Speaker 1>another photo, and you do that over and over again

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<v Speaker 1>until the sequence of photos follows the entire range of

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<v Speaker 1>motion that you wanted to capture. It's similar to hand

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<v Speaker 1>drawn animation in that way. So if you want to

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<v Speaker 1>show a character swinging a sword, for example, you'll have

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<v Speaker 1>to determine how many frames of animation that will require

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<v Speaker 1>and how far you need to move the model for

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<v Speaker 1>each frame. If you move too far between pictures, you

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<v Speaker 1>get really choppy animation. David Brevic was inspired by an

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<v Speaker 1>arcade game called Primal Rage that used claymation to model

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<v Speaker 1>its characters. Primal Rage was a fighting game akin to

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<v Speaker 1>something like Mortal Kombat or Teken. The monstrous fighters in

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<v Speaker 1>the game, of which there were seven, each required around

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<v Speaker 1>four hundred frames of animation to model all of their movements.

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<v Speaker 1>The process takes a very long time, and it gets

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<v Speaker 1>pretty darned expensive. The end effect can be great, but

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<v Speaker 1>it's an enormous task for even a seasoned video game studio,

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<v Speaker 1>let alone one that had only been around for less

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<v Speaker 1>than two years. Further, dia Blow would require a lot

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<v Speaker 1>more animation than a fighting game with seven characters, unless

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<v Speaker 1>the team were to limit the types of monsters you'd

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<v Speaker 1>encounter in the game. Ultimately, they would choose to ditch

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<v Speaker 1>the stop motion plan. Blizzard was intrigued by Condor's pitch,

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<v Speaker 1>though there may have been some skepticism about whether or

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<v Speaker 1>not Condor could actually pull it off. Blizzard agreed to

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<v Speaker 1>publish the game once it was developed, and they set

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<v Speaker 1>a budget of three hundred thousand dollars for Condor, with

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<v Speaker 1>a goal of publishing in time for the nineteen nine

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<v Speaker 1>six holiday season. Now Condor actually had to build the

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<v Speaker 1>game they had been dreaming of for a couple of years,

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<v Speaker 1>which is a big change from just thinking about it.

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<v Speaker 1>They chose to go with an isometric view, with the

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<v Speaker 1>world being made up of tiles that characters, monsters, and

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<v Speaker 1>objects could inhabit, and originally they wanted to make the

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<v Speaker 1>game turn based. Players would have worked with character limitations

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<v Speaker 1>that would dictate how far they could move during a turn,

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<v Speaker 1>or how frequently they could attack, and so forth. This

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<v Speaker 1>was the game David Brevic wanted to make because it

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<v Speaker 1>was in a style similar to the games he had

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<v Speaker 1>loved playing as a gamer himself. But at some point

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<v Speaker 1>during the development process, the Blizzard team talked to Brevic

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<v Speaker 1>and tried to convince him to change from a turn

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<v Speaker 1>based game to a real time game. Brevick resisted. The

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<v Speaker 1>decision was ultimately put to a vote inside Condor, and

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<v Speaker 1>everyone except Brevic voted to go real time, so Brevick agreed,

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<v Speaker 1>though not before asking for a milestone payment from Blizzard,

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<v Speaker 1>which they agreed to. The Oblow would thus transform from

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<v Speaker 1>a turn based computer RPG into one of the first

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<v Speaker 1>action role playing games, or a RPG acronyms are fun. Also, technically,

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<v Speaker 1>Brevick would say that what he really did was he

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<v Speaker 1>just made the turns last about one a second. So

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<v Speaker 1>it's still a turn based game. It's just those turns

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<v Speaker 1>went really fast. One other thing that was almost a

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<v Speaker 1>part of Diablo, and I found this really interesting. This

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<v Speaker 1>was scrapped before the game would launch, was a concept

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<v Speaker 1>in which players, you know, actual people who would go

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<v Speaker 1>out and buy the game, could then go out and

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<v Speaker 1>buy supplemental stuff to add their games, in the form

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<v Speaker 1>of like a an an expensive c D. You would

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<v Speaker 1>go and buy a CD add on, not a full

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<v Speaker 1>expansion set, but maybe a five dollar c D, and

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<v Speaker 1>and that add on would include things like weapons and

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<v Speaker 1>armor packs or skin packs, stuff like that. It hearkened

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<v Speaker 1>back to the days of trading cards, and it presages,

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<v Speaker 1>it's a great word, right, the oncoming trend of lootboxes

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<v Speaker 1>and video games. You know that stuff that everybody loves.

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<v Speaker 1>It doesn't create legal problems around the world. Well, they

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<v Speaker 1>wouldn't find their way into Diablo. That that feature never

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<v Speaker 1>made it to Diablo, but in future games Blizzard would, um,

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<v Speaker 1>let's just say, take full advantage of this concept, and

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<v Speaker 1>they would tweak it for online delivery rather than on

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<v Speaker 1>optical discs. Now In Dublow, you play a hero originally

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<v Speaker 1>one of three character classes, although expansion sets would expand

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<v Speaker 1>that you know, thus the name, and you would be

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<v Speaker 1>out to defeat a demonic antagonist named Surprise Surprise Diablo,

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<v Speaker 1>who was attempting to gain control of the surface world.

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<v Speaker 1>The game involved lots of clicking with the mouse, like

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<v Speaker 1>lots and lots of clicking like get a new mouse

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<v Speaker 1>every three months. That much clicking. It was a hacken

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<v Speaker 1>slash style game, and advancement in the game is largely

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<v Speaker 1>tied to finding better loot to make your character more

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<v Speaker 1>powerful and more resilient to damage. The maps for the

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<v Speaker 1>levels of the game are created by random generations, so

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<v Speaker 1>that the layout is never the same for different playthroughs,

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<v Speaker 1>which made it really interesting. The game featured elaborate at

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<v Speaker 1>least for the time cinematics. Blizzard had already established a

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<v Speaker 1>reputation for inserting a lot of story into their games,

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<v Speaker 1>but now it was as if you were having a

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<v Speaker 1>short c g I film connecting elements of gameplay, and

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<v Speaker 1>it would become another hallmark for Blizzard, which then got

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<v Speaker 1>a reputation for increasingly elaborate, highly produced cinematic segments, and

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<v Speaker 1>while it was a bit muted compared to other Blizzard games,

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<v Speaker 1>the sense of humor was still there too. If you

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<v Speaker 1>do encounter Diablo, for example, he would say something in

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<v Speaker 1>an incomprehensible demonic language, unless you were recorded and play

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<v Speaker 1>it backward, in which case the demonic one would actually say,

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<v Speaker 1>and I'm not making this up, eat your vegetables and

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<v Speaker 1>brush after every meal. Evil right. As Condor continued development

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<v Speaker 1>on Diablo, things changed for Blizzard. In February, a marketing

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<v Speaker 1>company called c U C International announced it was acquiring

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<v Speaker 1>Davidson and Associates. Now, if you remember from the last episode,

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<v Speaker 1>that was the parent company that owned Blizzard, and it

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<v Speaker 1>was also in the process of acquiring another software company,

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<v Speaker 1>c Era Online game company that I've covered in past episodes.

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<v Speaker 1>The change in ownership wouldn't stop there for Blizzard, but

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<v Speaker 1>we'll get to all that. Several months before the scheduled

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<v Speaker 1>launch of Diablo, Blizzard Entertainment, as part of this larger conglomerate,

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<v Speaker 1>made an offer to acquire Condor outright, which Condor accepted,

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<v Speaker 1>and it would mean that Condor would change its name

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<v Speaker 1>and it would become Blizzard North because it was located

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<v Speaker 1>in northern California, while as you know, the original Blizzard

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<v Speaker 1>they were in southern California. While Condor was now officially

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<v Speaker 1>part of Blizzard itself, the division would still enjoy much

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<v Speaker 1>of the same freedom, at least at first, that Blizzard

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<v Speaker 1>South had experienced when it was bought by Davidson and associates.

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<v Speaker 1>Now this would mean that when Diablo launched, it would

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<v Speaker 1>officially be a Blizzard title, though not developed by the

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<v Speaker 1>original Blizzard team. Blizzard would help out a little bit

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<v Speaker 1>in the development process, particularly when it came to implementing

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<v Speaker 1>a multiplayer feature that wasn't in the original design concept

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<v Speaker 1>for Diablo. The changes to Diablo would mean that ultimately

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<v Speaker 1>it would miss its original deadline for the holiday season

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<v Speaker 1>in ninet. Instead, it would publish in January, and despite

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<v Speaker 1>the inopportune launch date, the game would prove to be

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<v Speaker 1>a smashing success. That smashing was in mouse buttons. I

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<v Speaker 1>might be getting hung up on that. I just remember

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<v Speaker 1>really punishing my mouse playing that game. Diablo's success would

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<v Speaker 1>be linked with the rise of a service from Blizzard,

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<v Speaker 1>and that was of course Battle Neet. So, as I mentioned,

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<v Speaker 1>the last episode. Warcraft and Warcraft two were both designed

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<v Speaker 1>so that players could go head to head against each

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<v Speaker 1>other on a local area area network, or they could

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<v Speaker 1>direct dial if they happen to know the other IP address.

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<v Speaker 1>But you could also use a third party client called

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<v Speaker 1>Collie to trick computers into believing they were part of

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<v Speaker 1>a local area network when in reality they were connecting

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<v Speaker 1>over the Internet. Now that wasn't ideal, as it limited

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<v Speaker 1>the people who had the knowledge and the drive to

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<v Speaker 1>actually make those connections or download the Colleague client, but

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<v Speaker 1>Blizzard employees noted that some companies were starting to come

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<v Speaker 1>up with alternatives. One of those was another project out

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<v Speaker 1>of Westwood Studios. You'll remember that's the company that had

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<v Speaker 1>created dune To that kind of launched the real time

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<v Speaker 1>strategy genre, and it was called, appropriately enough, Westwood Chat.

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<v Speaker 1>It was an Internet based chat client that allowed users

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<v Speaker 1>to not just chat, but also play games with one

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<v Speaker 1>another online. Blizzard wanted to make something similar to that.

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<v Speaker 1>The result was Battlenet, a server based system in which

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<v Speaker 1>players could log into a remote server and get matched

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<v Speaker 1>up with other players in games like Diablo. In fact,

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<v Speaker 1>Diablo was essentially a launch title for the service. You

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<v Speaker 1>could play Diablo as a single player experience on your

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<v Speaker 1>own computer, and you could you could just avoid going

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<v Speaker 1>online entirely, and in fact, that's how people like me

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<v Speaker 1>tended to play the game. But if you wanted to

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<v Speaker 1>play with other folks in a cooperative style game, you

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<v Speaker 1>could use battle Neet to facilitate the connection and that

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<v Speaker 1>would allow that co op game of up to four players.

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<v Speaker 1>And best of all, it was a free service and

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<v Speaker 1>started off as a very modest endeavor. In fact, originally

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<v Speaker 1>battle Net was a service that existed on a single

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<v Speaker 1>server one PC, a machine that was tucked away under

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<v Speaker 1>a person's desk at Blizzards headquarters, and it was acting

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<v Speaker 1>as a sort of administrator. So in those days, battle

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<v Speaker 1>net was actually a peer to peer networking service. One

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<v Speaker 1>player's computer would become the host machine and the other

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<v Speaker 1>players connecting to that gaming session would be the clients,

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<v Speaker 1>and the battle Neet server just sort of acted as

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<v Speaker 1>an operator to make all these connections. But it wasn't

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<v Speaker 1>actually hosting the game itself. That allowed it to be

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<v Speaker 1>very lightweight, so the service was very lean and it's

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<v Speaker 1>why only one PC was needed to act as a server.

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<v Speaker 1>At least Initially, the player computers were really the ones

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<v Speaker 1>that we're doing all the heavy lifting. And while it

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<v Speaker 1>allowed for easy connectivity, it also opened up some opportunities

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<v Speaker 1>for some shenanigans, because you know, players could pretty easily

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<v Speaker 1>use cheats in their local games. I never really understood

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<v Speaker 1>that myself. I mean, what's the point of playing a

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<v Speaker 1>fake character who now can do incredible fake things against

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<v Speaker 1>other fake characters. But then they would take that same quality,

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<v Speaker 1>that same capability, and they would pour it over to

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<v Speaker 1>battle Neet matches, and obviously that led to some pretty

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<v Speaker 1>uneven matchups among players. It's not much fun to try

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<v Speaker 1>and match your skills against an opponent only to find

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<v Speaker 1>that person has used cheats to create a severely unfair advantage.

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<v Speaker 1>And cheating was so rampant in the early days of

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<v Speaker 1>battle Neet that it threatened to overshadow the service itself.

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<v Speaker 1>While Blizzard South aka Blizzard Prime tried to find ways

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<v Speaker 1>to mitigate the cheating online, it was also hard at

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<v Speaker 1>work developing the next new game that was a science

0:12:48.360 --> 0:12:53.040
<v Speaker 1>fiction RTS that was called StarCraft. Maybe you've heard of it.

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<v Speaker 1>The path to publishing wasn't exactly flawless at E three

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<v Speaker 1>before the launch of Diablo and of Battle Neet, Blizzard

0:13:02.480 --> 0:13:07.520
<v Speaker 1>revealed StarCraft to a pretty lackluster response. The general consensus

0:13:07.559 --> 0:13:10.480
<v Speaker 1>was that they had really done nothing more than take

0:13:10.520 --> 0:13:13.839
<v Speaker 1>Warcraft and then put a science fiction skin on top

0:13:13.880 --> 0:13:16.520
<v Speaker 1>of it. It was such a bummer of a response

0:13:16.800 --> 0:13:19.920
<v Speaker 1>that Blizzard gradually reduced the number of displays that were

0:13:19.960 --> 0:13:23.200
<v Speaker 1>showing early gameplay footage. At that E three they originally

0:13:23.240 --> 0:13:27.599
<v Speaker 1>had three monitors showing this footage of StarCraft. By the

0:13:27.679 --> 0:13:29.760
<v Speaker 1>end of the show, they had reduced that to one,

0:13:29.840 --> 0:13:34.319
<v Speaker 1>and they dedicated all the others to Diablo instead. Based

0:13:34.360 --> 0:13:36.280
<v Speaker 1>off that reaction, I'm sure the company was worried that

0:13:36.320 --> 0:13:38.640
<v Speaker 1>StarCraft would never be more than a footnote in the

0:13:38.640 --> 0:13:42.000
<v Speaker 1>company's history. Making things more complicated was the fact that

0:13:42.040 --> 0:13:45.320
<v Speaker 1>the RTS category was becoming a fully fledged genre of

0:13:45.360 --> 0:13:48.400
<v Speaker 1>its own. So you had games like Warcraft and Command

0:13:48.440 --> 0:13:51.640
<v Speaker 1>and Conquer leading the way, but lots of other studios

0:13:51.640 --> 0:13:54.400
<v Speaker 1>were dipping their toes in the game type. Many were

0:13:54.400 --> 0:13:57.120
<v Speaker 1>adding new innovations to gameplay, which made it even more

0:13:57.160 --> 0:14:00.800
<v Speaker 1>imperative that Blizzard south revisit the design and in concept

0:14:00.800 --> 0:14:04.240
<v Speaker 1>of StarCraft to turn it into something other than a warcraft.

0:14:04.320 --> 0:14:07.400
<v Speaker 1>To clone to do that, they'd have to go back

0:14:07.400 --> 0:14:10.800
<v Speaker 1>to the drawing board, which meant ditching all the production

0:14:10.880 --> 0:14:13.120
<v Speaker 1>that had been done on that game up to that point.

0:14:13.559 --> 0:14:18.199
<v Speaker 1>StarCraft wouldn't totally die, but it would be stored in carbonite.

0:14:18.200 --> 0:14:21.720
<v Speaker 1>Allah Han solo for quite a while. All Right, I've

0:14:21.760 --> 0:14:24.080
<v Speaker 1>got a lot more to say about Blizzard, but before

0:14:24.120 --> 0:14:34.840
<v Speaker 1>I get into that, let's take a quick break. Okay,

0:14:34.880 --> 0:14:38.320
<v Speaker 1>we're back. So Blizzard followed up the release of Diablo

0:14:38.480 --> 0:14:41.200
<v Speaker 1>with an expansion pack, which was actually developed by a

0:14:41.240 --> 0:14:45.800
<v Speaker 1>third party called Synergistic Software. Meanwhile, the team behind Diablo

0:14:46.120 --> 0:14:49.120
<v Speaker 1>was secretly at work on a full blown sequel, which

0:14:49.160 --> 0:14:52.480
<v Speaker 1>would take much longer to develop. Down at Blizzard South,

0:14:52.760 --> 0:14:54.800
<v Speaker 1>the developers were hard at work trying to create a

0:14:54.840 --> 0:14:58.520
<v Speaker 1>worthy game out of the StarCraft concept. Scrapping all their

0:14:58.600 --> 0:15:00.960
<v Speaker 1>work leading up to E three ninety six set them

0:15:00.960 --> 0:15:03.520
<v Speaker 1>back to square one, so they focused on the work

0:15:03.560 --> 0:15:06.120
<v Speaker 1>and rebuilt the game from scratch, getting it ready for

0:15:06.280 --> 0:15:10.880
<v Speaker 1>a Spring of release. While it remained a real time

0:15:10.920 --> 0:15:13.880
<v Speaker 1>strategy game, Blizzard made a big move and that the

0:15:14.040 --> 0:15:17.840
<v Speaker 1>three factions you could play each had different units, and

0:15:17.840 --> 0:15:20.240
<v Speaker 1>each of those units had its own abilities that set

0:15:20.240 --> 0:15:23.360
<v Speaker 1>it apart from the units of the other factions. You

0:15:23.360 --> 0:15:25.760
<v Speaker 1>couldn't play the game and assume your opponents had the

0:15:25.760 --> 0:15:28.880
<v Speaker 1>same capabilities that you had. You needed to plan to

0:15:28.960 --> 0:15:32.840
<v Speaker 1>defend against their strengths and to try and exploit their weaknesses.

0:15:33.400 --> 0:15:37.160
<v Speaker 1>The built in variety meant that strategy would be incredibly important,

0:15:37.200 --> 0:15:39.920
<v Speaker 1>and eager players dove into the game to learn the

0:15:39.960 --> 0:15:43.560
<v Speaker 1>best approach to any given scenario. Battle Net allowed players

0:15:43.600 --> 0:15:47.080
<v Speaker 1>to test their skills against each other. At the same time,

0:15:47.160 --> 0:15:50.680
<v Speaker 1>competitive gaming was starting to gain traction, and StarCraft became

0:15:50.760 --> 0:15:53.720
<v Speaker 1>a banner title for the new sport. It was such

0:15:53.720 --> 0:15:57.480
<v Speaker 1>a hit that sales in South Korea alone were more

0:15:57.480 --> 0:16:01.320
<v Speaker 1>than what Blizzard had seen globally for Warcraft two and

0:16:01.400 --> 0:16:06.000
<v Speaker 1>for Diablo, and ten years later, on twenty years later,

0:16:06.520 --> 0:16:09.520
<v Speaker 1>it's still a very popular game in competitive play in

0:16:09.560 --> 0:16:14.920
<v Speaker 1>South Korea. While Warcraft two was the studio's first breakout hit,

0:16:15.240 --> 0:16:19.400
<v Speaker 1>StarCraft would leave it in the dust. It propelled Blizzard

0:16:19.440 --> 0:16:23.720
<v Speaker 1>into the position of a world leader in video game development. Now.

0:16:23.800 --> 0:16:27.560
<v Speaker 1>Like Diablo and Warcraft two, Blizzard would tap a third

0:16:27.560 --> 0:16:31.760
<v Speaker 1>party studio to develop expansion packs to StarCraft, but neither

0:16:31.920 --> 0:16:35.720
<v Speaker 1>of the expansion packs produced by those third parties enjoyed

0:16:35.760 --> 0:16:38.920
<v Speaker 1>the same success as the base game did, and they

0:16:38.920 --> 0:16:41.760
<v Speaker 1>were criticized for not living up to the standards of

0:16:41.800 --> 0:16:45.560
<v Speaker 1>the original StarCraft game. So Blizzard went and made their

0:16:45.560 --> 0:16:50.080
<v Speaker 1>own expansion set called brood War, which gamers preferred and

0:16:50.160 --> 0:16:52.720
<v Speaker 1>they viewed it as a worthy expansion of the base

0:16:52.800 --> 0:16:56.520
<v Speaker 1>campaign of StarCraft. Once again, Blizzard got the message that

0:16:56.800 --> 0:17:00.920
<v Speaker 1>going outside the company to develop for flagship title wasn't

0:17:01.000 --> 0:17:04.600
<v Speaker 1>necessarily a good you know, use of their resources or

0:17:04.680 --> 0:17:08.160
<v Speaker 1>their intellectual property. And a couple of other big things

0:17:08.200 --> 0:17:13.679
<v Speaker 1>happened in for Blizzard. One was that Alan Adham, the

0:17:13.920 --> 0:17:16.800
<v Speaker 1>prime founder of Blizzard, who had been acting as the

0:17:16.800 --> 0:17:21.000
<v Speaker 1>company's president, stepped down from his position. He didn't leave

0:17:21.040 --> 0:17:23.120
<v Speaker 1>the company, he wanted to take a more direct role

0:17:23.160 --> 0:17:27.480
<v Speaker 1>in actually designing games. Mike Morheim, another co founder of

0:17:27.480 --> 0:17:30.240
<v Speaker 1>the company, would then take over the role of president

0:17:30.400 --> 0:17:34.840
<v Speaker 1>and would remain there for many years. Meanwhile, way above

0:17:34.880 --> 0:17:38.639
<v Speaker 1>the heads of the Blizzard crew over at Sendence Software.

0:17:38.840 --> 0:17:42.640
<v Speaker 1>Sentence Software was formed out of the their corporate overlords

0:17:42.640 --> 0:17:47.439
<v Speaker 1>at CEUC International. There was a massive, massive scandal, had

0:17:47.480 --> 0:17:51.680
<v Speaker 1>nothing to do with Blizzard, but Sendant, the parent company,

0:17:51.920 --> 0:17:55.400
<v Speaker 1>was at the heart of it, and they found themselves

0:17:55.400 --> 0:17:58.280
<v Speaker 1>in need of a lot of cash, so in order

0:17:58.320 --> 0:18:01.200
<v Speaker 1>to raise it, they sold off their software division, which

0:18:01.240 --> 0:18:04.240
<v Speaker 1>included Blizzard and Sierra Online. They sold it to a

0:18:04.280 --> 0:18:08.600
<v Speaker 1>French company called Havas. Havas was in turn swallowed up

0:18:08.640 --> 0:18:13.760
<v Speaker 1>by the mass media conglomerate Vivendi, also French, which tells

0:18:13.800 --> 0:18:17.399
<v Speaker 1>us that Quagon Gen was right. There's always a bigger fish.

0:18:17.600 --> 0:18:20.800
<v Speaker 1>So now Blizzard, which was still allowed to operate more

0:18:20.840 --> 0:18:25.600
<v Speaker 1>or less autonomously, had brand new corporate overwords, and this

0:18:25.640 --> 0:18:28.040
<v Speaker 1>would become a big issue in the near future. So

0:18:29.359 --> 0:18:33.879
<v Speaker 1>keeping in mind, this ownership question gets really complicated, I

0:18:33.880 --> 0:18:36.800
<v Speaker 1>feel a lot of empathy. Look up the history of

0:18:36.840 --> 0:18:39.360
<v Speaker 1>how stuff works sometime and you'll know what I mean.

0:18:39.680 --> 0:18:43.439
<v Speaker 1>So the other thing that happened wasn't a great story

0:18:43.640 --> 0:18:48.600
<v Speaker 1>for Blizzard. In this time period, the company had reached

0:18:48.600 --> 0:18:51.479
<v Speaker 1>out to a Russian video game developer to create a

0:18:51.560 --> 0:18:54.960
<v Speaker 1>point and click adventure style game based off the Warcraft

0:18:55.000 --> 0:18:58.399
<v Speaker 1>intellectual property. Players were to take control of an Orc

0:18:58.600 --> 0:19:01.080
<v Speaker 1>in his quest to become a war lord, the Lord

0:19:01.160 --> 0:19:04.840
<v Speaker 1>of the Clans. However, while the game was in development,

0:19:05.160 --> 0:19:09.280
<v Speaker 1>LucasArts announced to adventure games of their own, The third

0:19:09.320 --> 0:19:12.760
<v Speaker 1>in the Monkey Island series. I'm a huge Monkey Island

0:19:12.760 --> 0:19:17.200
<v Speaker 1>fan and also Grim fan. Dango a true masterpiece of

0:19:17.320 --> 0:19:21.639
<v Speaker 1>a computer game. They're both phenomenal, and they have interesting

0:19:21.640 --> 0:19:23.639
<v Speaker 1>stories and they have a great sense of humor. Their

0:19:23.760 --> 0:19:28.040
<v Speaker 1>art style is amazing. Meanwhile, the work coming out of

0:19:28.119 --> 0:19:32.400
<v Speaker 1>Russia wasn't really living up to Blizzards expectations for their

0:19:32.440 --> 0:19:35.879
<v Speaker 1>adventure game, and language barriers were making it challenging to

0:19:36.000 --> 0:19:40.480
<v Speaker 1>manage the project from California, so ultimately, Blizzard made the

0:19:40.520 --> 0:19:44.159
<v Speaker 1>tough decision to scrap the project, even though it was

0:19:44.359 --> 0:19:48.040
<v Speaker 1>probably just a couple of months away from being finished.

0:19:48.480 --> 0:19:52.120
<v Speaker 1>The following year, Blizzard would push Diablo Too back from

0:19:52.119 --> 0:19:55.960
<v Speaker 1>a late release because the game wasn't quite ready yet.

0:19:56.240 --> 0:20:00.440
<v Speaker 1>They also announced plans for Warcraft three, which originally was

0:20:00.480 --> 0:20:03.080
<v Speaker 1>going to have some big changes from the previous titles

0:20:03.080 --> 0:20:05.000
<v Speaker 1>in the series. It would have more of a role

0:20:05.040 --> 0:20:07.760
<v Speaker 1>playing element, so you would still have some real time

0:20:07.800 --> 0:20:11.000
<v Speaker 1>strategy features, but you would control hero units in the game,

0:20:11.320 --> 0:20:14.760
<v Speaker 1>and the story would unfold as your hero completed quests

0:20:14.760 --> 0:20:19.240
<v Speaker 1>and encountered other important characters. After announcing the plans, Blizzard

0:20:19.280 --> 0:20:23.320
<v Speaker 1>got to work, but early demos of their idea didn't

0:20:23.400 --> 0:20:27.200
<v Speaker 1>appeal to anyone on the team. It was generally felt

0:20:27.240 --> 0:20:30.560
<v Speaker 1>that the process just was not working. So in two

0:20:30.600 --> 0:20:34.399
<v Speaker 1>thousand they announced that Warcraft three was actually going to

0:20:34.440 --> 0:20:38.960
<v Speaker 1>be a lot more like its predecessors and also worse.

0:20:39.359 --> 0:20:41.920
<v Speaker 1>This would mean the game would take longer to develop.

0:20:42.359 --> 0:20:46.800
<v Speaker 1>Blizzard South would then split into two big camps. One

0:20:46.840 --> 0:20:50.560
<v Speaker 1>was focused on developing Warcraft three. The other group focused

0:20:50.560 --> 0:20:53.080
<v Speaker 1>on a project called Nomad, which was going to be

0:20:53.119 --> 0:20:57.400
<v Speaker 1>a brand new intellectual property for the company. Unfortunately, that

0:20:57.440 --> 0:21:00.320
<v Speaker 1>one would also get bogged down and Blizzard would exit

0:21:00.440 --> 0:21:04.560
<v Speaker 1>before it ever got publicly announced. Now, Blizzard hasn't really

0:21:04.840 --> 0:21:08.320
<v Speaker 1>ever said a whole lot about what Nomad was going

0:21:08.400 --> 0:21:11.879
<v Speaker 1>to be like, but they did reveal that they intended

0:21:11.880 --> 0:21:14.480
<v Speaker 1>it to be a squad based game set in a

0:21:14.520 --> 0:21:17.960
<v Speaker 1>science fiction genre, and that it was inspired by a

0:21:18.000 --> 0:21:22.919
<v Speaker 1>tabletop miniature strategy game called Necromunda, which is part of

0:21:22.960 --> 0:21:26.639
<v Speaker 1>the Warhammer forty k universe, which might be the nerdiest

0:21:26.680 --> 0:21:29.520
<v Speaker 1>thing I've ever said, and I'm not judging I play

0:21:29.600 --> 0:21:32.280
<v Speaker 1>these games, guys. But part of the problem was that

0:21:32.359 --> 0:21:36.960
<v Speaker 1>the team on Nomad never really agreed exactly where the

0:21:37.000 --> 0:21:39.600
<v Speaker 1>balance in the game needed to be. Some wanted it

0:21:39.640 --> 0:21:41.840
<v Speaker 1>to be more of a strategy game, similar in some

0:21:41.920 --> 0:21:45.520
<v Speaker 1>ways to the RTS genre. Others wanted to have more

0:21:45.520 --> 0:21:48.520
<v Speaker 1>of an RPG focus, a more role playing and story.

0:21:49.000 --> 0:21:51.720
<v Speaker 1>A few folks on the team weren't really crazy about

0:21:51.760 --> 0:21:53.760
<v Speaker 1>the idea at all, and they just wanted to work

0:21:53.800 --> 0:21:56.480
<v Speaker 1>on something else, and since it seemed like there wasn't

0:21:56.520 --> 0:21:59.560
<v Speaker 1>a chance that these visions were going to cohere, the

0:21:59.560 --> 0:22:03.920
<v Speaker 1>company ultimately decided to cancel it. The Warcraft adventure game

0:22:04.000 --> 0:22:08.760
<v Speaker 1>and Nomad weren't the first canceled projects at Blizzard. There

0:22:08.760 --> 0:22:10.959
<v Speaker 1>had been an attempt to make a science fiction shooter

0:22:11.040 --> 0:22:14.399
<v Speaker 1>game called Crixia in the mid nineties, and there was

0:22:14.440 --> 0:22:17.119
<v Speaker 1>a failed collaboration with Change Links Software to make a

0:22:17.160 --> 0:22:22.160
<v Speaker 1>sequel to the space strategy game packs Imperia. Before StarCraft,

0:22:22.320 --> 0:22:24.920
<v Speaker 1>some Blizzard developers were working on a different real time

0:22:24.960 --> 0:22:28.240
<v Speaker 1>strategy game with a post apocalyptic sci fi field called

0:22:28.359 --> 0:22:32.240
<v Speaker 1>Shattered Nations. And we're gonna talk about some more canceled

0:22:32.280 --> 0:22:37.000
<v Speaker 1>games before we finish out this series. Somewhat mitigating player

0:22:37.080 --> 0:22:40.800
<v Speaker 1>disappointment over the changes to Warcraft three was the fact

0:22:40.800 --> 0:22:44.000
<v Speaker 1>that Blizzard North was finally ready to release Diabload too.

0:22:44.320 --> 0:22:48.040
<v Speaker 1>In June two thousand, which, like the first game, was

0:22:48.320 --> 0:22:52.000
<v Speaker 1>an enormous hit. The graphics for the game only received

0:22:52.119 --> 0:22:56.960
<v Speaker 1>relatively minor upgrades, which threatened to impact player perception about

0:22:56.960 --> 0:22:59.920
<v Speaker 1>the title, but there were lots of improvements in other

0:23:00.040 --> 0:23:02.520
<v Speaker 1>aspects of the game and had a larger scale. And

0:23:02.600 --> 0:23:04.920
<v Speaker 1>because the team knew that multiplayer was going to be

0:23:05.000 --> 0:23:07.880
<v Speaker 1>a component from the very beginning, they built it into

0:23:07.920 --> 0:23:10.800
<v Speaker 1>the design process, so it was much better incorporated than

0:23:10.840 --> 0:23:14.840
<v Speaker 1>it was for the first Diablo. This came at a price, however.

0:23:15.040 --> 0:23:20.160
<v Speaker 1>The development process for Diablo two was famously brutal. Programmers

0:23:20.200 --> 0:23:24.280
<v Speaker 1>and designers were working long hours for a full year.

0:23:24.520 --> 0:23:27.479
<v Speaker 1>Sometimes they'd be working more than twenty four hours at

0:23:27.480 --> 0:23:30.040
<v Speaker 1>a stretch in a row, all in an effort to

0:23:30.119 --> 0:23:33.359
<v Speaker 1>finish this game. Even when they pushed the game back

0:23:33.400 --> 0:23:37.640
<v Speaker 1>from to mid two thousand, there really wasn't any room

0:23:37.720 --> 0:23:42.120
<v Speaker 1>to breathe. Blizzard, both North and South, were not strangers

0:23:42.160 --> 0:23:45.320
<v Speaker 1>to this kind of cycle. Commonly in the biz we

0:23:45.440 --> 0:23:48.440
<v Speaker 1>refer to it as crunch. You see it in all

0:23:48.520 --> 0:23:51.920
<v Speaker 1>forms of production, but it has a seriously negative impact

0:23:51.920 --> 0:23:55.800
<v Speaker 1>on work life balance, as in there isn't any balance

0:23:55.920 --> 0:23:58.920
<v Speaker 1>between work in life. Today, companies are becoming a little

0:23:58.920 --> 0:24:02.240
<v Speaker 1>more sensitive to going into crunch mode as the optics,

0:24:02.280 --> 0:24:05.399
<v Speaker 1>as they say, aren't very good. There have been some

0:24:05.480 --> 0:24:09.000
<v Speaker 1>rather high profile cases of employees putting their personal lives

0:24:09.000 --> 0:24:12.040
<v Speaker 1>and health at risk just to finish a game. Cases

0:24:12.080 --> 0:24:15.360
<v Speaker 1>like the Diablo to development process would become much more common,

0:24:15.520 --> 0:24:18.879
<v Speaker 1>and not just at Blizzard, as time would go on. Well,

0:24:19.200 --> 0:24:23.679
<v Speaker 1>if you're a general gamer, you know, the average stereotypical gamer,

0:24:23.920 --> 0:24:27.480
<v Speaker 1>you're probably either not aware or you don't care about

0:24:27.520 --> 0:24:30.200
<v Speaker 1>the plight of those actually toiling to create the games

0:24:30.240 --> 0:24:33.439
<v Speaker 1>that you play. But one thing that the average gamer

0:24:33.520 --> 0:24:37.080
<v Speaker 1>does tend to be quite vocal about our problems with games.

0:24:37.119 --> 0:24:39.159
<v Speaker 1>Don't know if you've ever been on the internet, but

0:24:39.240 --> 0:24:42.760
<v Speaker 1>they're not shy about saying that kind of thing. Diablo's

0:24:42.960 --> 0:24:46.480
<v Speaker 1>biggest problem early on was that it was so popular

0:24:47.000 --> 0:24:49.080
<v Speaker 1>that everyone was trying to go online and it was

0:24:49.119 --> 0:24:52.800
<v Speaker 1>crashing the battle Neet servers, Which is the best kind

0:24:52.800 --> 0:24:55.800
<v Speaker 1>of apology you have to give to your public guys,

0:24:56.119 --> 0:24:59.560
<v Speaker 1>I'm sorry, we're so awesome that you have to play

0:24:59.560 --> 0:25:04.000
<v Speaker 1>our game and you're destroying our server system. We're so sorry,

0:25:04.320 --> 0:25:07.439
<v Speaker 1>thank you, But yes, that was one of the big issues.

0:25:07.720 --> 0:25:10.520
<v Speaker 1>This also would mark when Blizzard would veer away from

0:25:10.560 --> 0:25:13.560
<v Speaker 1>that pure networking approach that I talked about earlier that

0:25:13.640 --> 0:25:15.840
<v Speaker 1>they had created with battle NEETs. So with the old method,

0:25:16.240 --> 0:25:19.000
<v Speaker 1>it was incredibly easy for cheaters to exploit the system.

0:25:19.040 --> 0:25:22.040
<v Speaker 1>I mean, they were hosting games on their own computers,

0:25:22.080 --> 0:25:25.040
<v Speaker 1>so entering into multiplayer games with an unfair advantage was

0:25:25.160 --> 0:25:28.399
<v Speaker 1>very easy. You could grief other players as well, because

0:25:28.600 --> 0:25:31.760
<v Speaker 1>Diablo had friendly fire on so you have an overpowered

0:25:31.840 --> 0:25:34.800
<v Speaker 1>character who blasts fireballs everywhere and then you're the only

0:25:34.800 --> 0:25:38.520
<v Speaker 1>one standing. Ha ha ha. Isn't that fun? Well. The

0:25:38.600 --> 0:25:41.160
<v Speaker 1>way that they decided to address this was by completely

0:25:41.280 --> 0:25:45.359
<v Speaker 1>changing the architecture of battle Neet. So they went with

0:25:45.440 --> 0:25:48.720
<v Speaker 1>a more traditional server clients set up in which Blizzard

0:25:48.720 --> 0:25:51.600
<v Speaker 1>would run the games on its servers and players would

0:25:51.600 --> 0:25:54.440
<v Speaker 1>log in to access the games, and that helped out

0:25:54.520 --> 0:25:57.080
<v Speaker 1>on the abuse that they had seen in the previous

0:25:57.200 --> 0:26:00.320
<v Speaker 1>Diablo game. It's really only possible because we had seen

0:26:00.440 --> 0:26:04.040
<v Speaker 1>a greater rollout of broadband technology at that point. The

0:26:04.080 --> 0:26:06.920
<v Speaker 1>same team that made Diablo two would work on the

0:26:06.920 --> 0:26:11.360
<v Speaker 1>expansion set called the Lord of Destruction, which added more

0:26:11.440 --> 0:26:14.639
<v Speaker 1>features to the base Diablo two game. Blizzard made the

0:26:14.640 --> 0:26:18.000
<v Speaker 1>decision early on to essue third party studios. They had

0:26:18.000 --> 0:26:22.480
<v Speaker 1>not had any good real experiences with that anyway, and

0:26:22.720 --> 0:26:24.399
<v Speaker 1>they said, you know, it just makes more sense for

0:26:24.480 --> 0:26:26.640
<v Speaker 1>us to do it ourselves if we're going to do this.

0:26:27.240 --> 0:26:29.760
<v Speaker 1>So they had the same team that made Diablo to

0:26:30.000 --> 0:26:33.119
<v Speaker 1>make the expansion Set and Low and Behold. People liked it.

0:26:33.680 --> 0:26:36.200
<v Speaker 1>Lord of Destruction launched in June two thousand one, just

0:26:36.359 --> 0:26:39.320
<v Speaker 1>one year after Diablo two had come out, and it

0:26:39.440 --> 0:26:41.840
<v Speaker 1>was another success for the team up at Blizzard North.

0:26:42.320 --> 0:26:45.520
<v Speaker 1>They would then turn their sides on developing yet another

0:26:45.560 --> 0:26:50.440
<v Speaker 1>Diablo game, which would have been Diablo three. But if

0:26:50.520 --> 0:26:53.480
<v Speaker 1>you can tell from that language, it would not turn

0:26:53.520 --> 0:26:56.600
<v Speaker 1>out the way the team imagined it would. That will

0:26:56.640 --> 0:27:00.200
<v Speaker 1>be more uh for part three of this series race,

0:27:00.240 --> 0:27:02.960
<v Speaker 1>but we'll get a little bit into it. Meanwhile, the

0:27:03.000 --> 0:27:05.640
<v Speaker 1>team that had been developing Nomad were hard at work

0:27:05.720 --> 0:27:08.320
<v Speaker 1>on a brand new project. Their goal was to create

0:27:08.359 --> 0:27:12.440
<v Speaker 1>a game in which hundreds, maybe thousands of people could

0:27:12.480 --> 0:27:17.080
<v Speaker 1>explore simultaneously. It would be a persistent online world. Players

0:27:17.119 --> 0:27:20.959
<v Speaker 1>would control characters they created and explore the world. They

0:27:20.960 --> 0:27:25.280
<v Speaker 1>would take on quests that would join other players, making factions.

0:27:25.440 --> 0:27:29.199
<v Speaker 1>They'd work together and coordinated raids on dungeons and opposing

0:27:29.280 --> 0:27:34.040
<v Speaker 1>player factions. They wanted to make a massively multiplayer online

0:27:34.119 --> 0:27:37.640
<v Speaker 1>role playing game or m m O RPG, and when

0:27:37.680 --> 0:27:40.760
<v Speaker 1>they looked across their collection of i P they decided

0:27:40.800 --> 0:27:44.080
<v Speaker 1>that the Warcraft universe made the most sense to adapt

0:27:44.160 --> 0:27:49.800
<v Speaker 1>into that format, and so work began on World of Warcraft. Now,

0:27:50.480 --> 0:27:53.920
<v Speaker 1>MMOs were not a new thing even in the early

0:27:53.960 --> 0:27:57.760
<v Speaker 1>two thousand's. Games like Ultima Online and ever Quest originally

0:27:57.760 --> 0:28:01.720
<v Speaker 1>debuted in the mid to late ease and MMOs were

0:28:01.760 --> 0:28:06.480
<v Speaker 1>a really attractive type of game to develop. I'll explain why. See,

0:28:06.520 --> 0:28:09.600
<v Speaker 1>you design a compelling game. That's step one. It has

0:28:09.640 --> 0:28:12.200
<v Speaker 1>to be something that people want to play. That means

0:28:12.440 --> 0:28:15.679
<v Speaker 1>you can then get, if you're lucky, a nice large

0:28:15.760 --> 0:28:19.960
<v Speaker 1>base of players. Moreover, the general business strategy was to

0:28:20.080 --> 0:28:23.960
<v Speaker 1>charge a subscription fee every month for each player. So

0:28:24.560 --> 0:28:27.280
<v Speaker 1>it wasn't just that these players were going out and

0:28:27.320 --> 0:28:29.960
<v Speaker 1>buying your game at full price. I mean they were,

0:28:30.000 --> 0:28:32.960
<v Speaker 1>but they were also paying for the privilege to continue

0:28:33.000 --> 0:28:36.720
<v Speaker 1>to play the game. In return, you indicate that you're

0:28:36.960 --> 0:28:39.760
<v Speaker 1>you're going to keep building content and you're going to

0:28:39.840 --> 0:28:42.640
<v Speaker 1>roll out new stuff for players to experience over time.

0:28:43.200 --> 0:28:46.560
<v Speaker 1>But really, what it means is that a game becomes

0:28:46.600 --> 0:28:50.640
<v Speaker 1>an ongoing stream of revenue. Best yet, with most games,

0:28:51.080 --> 0:28:53.840
<v Speaker 1>you would sigh once it became pretty clear you would

0:28:53.880 --> 0:28:56.120
<v Speaker 1>hit your saturation point. Right Like, if you had a

0:28:56.200 --> 0:28:59.960
<v Speaker 1>traditional game, then eventually you hit the point where sale

0:29:00.040 --> 0:29:02.160
<v Speaker 1>are gonna start to drop off, it would be pretty

0:29:02.200 --> 0:29:04.920
<v Speaker 1>obvious you weren't going to see any more dramatic jumps

0:29:04.960 --> 0:29:08.360
<v Speaker 1>in sales figures. But with MMOs that didn't matter as

0:29:08.480 --> 0:29:12.480
<v Speaker 1>much because once you had your initial player base, they'd

0:29:12.480 --> 0:29:15.760
<v Speaker 1>still be paying you that monthly subscription fee, even if

0:29:15.800 --> 0:29:19.280
<v Speaker 1>you only sold a relatively small number of copies. Once

0:29:19.320 --> 0:29:22.120
<v Speaker 1>those initial sales died down, you'd still be sitting on

0:29:22.160 --> 0:29:25.400
<v Speaker 1>a nice monthly revenue stream. Now, that didn't mean the

0:29:25.440 --> 0:29:29.680
<v Speaker 1>game immediately launched right away when they announced it. Nope,

0:29:29.720 --> 0:29:31.840
<v Speaker 1>it would take a few more years before it was

0:29:31.880 --> 0:29:34.240
<v Speaker 1>ready to rule out to players. But the course have

0:29:34.320 --> 0:29:39.240
<v Speaker 1>been laid for one of Blizzard's biggest success stories. But

0:29:39.320 --> 0:29:42.200
<v Speaker 1>before we get to the success, we're gonna have a

0:29:42.280 --> 0:29:47.520
<v Speaker 1>little more heartbreak. It's my favorite part. In fact, I'm

0:29:47.520 --> 0:29:49.400
<v Speaker 1>gonna have to really revel in this. So let's take

0:29:49.600 --> 0:30:00.000
<v Speaker 1>a quick break. Okay, I alluded to this before the break.

0:30:00.080 --> 0:30:02.240
<v Speaker 1>We're coming up to one of the big heartbreaks in

0:30:02.360 --> 0:30:08.600
<v Speaker 1>canceled game history. This is legendary in the world of

0:30:08.640 --> 0:30:11.920
<v Speaker 1>computer games when you talk about vapor were so. While

0:30:11.920 --> 0:30:16.040
<v Speaker 1>Blizzard was hard at work developing Diablo three and Warcraft

0:30:16.080 --> 0:30:18.640
<v Speaker 1>three and World of Warcraft, as well as starting to

0:30:18.720 --> 0:30:22.560
<v Speaker 1>lay out plans for a full StarCraft sequel, the company

0:30:22.600 --> 0:30:25.800
<v Speaker 1>also reached out to another developer to make an entirely

0:30:25.920 --> 0:30:30.280
<v Speaker 1>different type of game based on Blizzards intellectual property. This

0:30:30.360 --> 0:30:34.000
<v Speaker 1>game would be a science fiction third person shooter, a

0:30:34.160 --> 0:30:39.000
<v Speaker 1>console game set in blizzards StarCraft universe, co developed with

0:30:39.040 --> 0:30:42.800
<v Speaker 1>a studio called Nihilistic Games. I guess they just didn't

0:30:42.800 --> 0:30:46.479
<v Speaker 1>believe in anything. Blizzard announced these plans at the two

0:30:46.560 --> 0:30:49.920
<v Speaker 1>thousand to Tokyo Game Show, and it was going to

0:30:49.960 --> 0:30:55.560
<v Speaker 1>be called StarCraft Ghost and boy, what a fitting title

0:30:55.680 --> 0:30:59.440
<v Speaker 1>that turned out to be. Now, the goal was to

0:30:59.520 --> 0:31:02.640
<v Speaker 1>make this console action shooter because one of the challenges

0:31:02.720 --> 0:31:06.040
<v Speaker 1>Blizzard was facing was that's real time strategy games were

0:31:06.080 --> 0:31:10.280
<v Speaker 1>hard to translate to a console experience. A controller doesn't

0:31:10.280 --> 0:31:13.320
<v Speaker 1>really offer you the type of speed and precision that

0:31:13.800 --> 0:31:17.720
<v Speaker 1>a keyboard or mouse would, and those are very important

0:31:17.720 --> 0:31:20.640
<v Speaker 1>elements of a real time strategy game. But at the

0:31:20.680 --> 0:31:25.080
<v Speaker 1>same time, Blizzard recognized that console gamers represented a huge

0:31:25.120 --> 0:31:27.800
<v Speaker 1>market and that's one that the company wasn't really able

0:31:27.840 --> 0:31:29.920
<v Speaker 1>to take advantage of with most of the games that

0:31:29.920 --> 0:31:33.360
<v Speaker 1>it was producing, So that helped motivate the team to

0:31:33.360 --> 0:31:37.640
<v Speaker 1>to get this project underway. Now. At the announcement, Blizzards

0:31:37.640 --> 0:31:40.360
<v Speaker 1>stated that they intended for StarCraft Ghost to come out

0:31:40.400 --> 0:31:45.200
<v Speaker 1>for the quote next generation end quote of video game consoles.

0:31:45.480 --> 0:31:48.000
<v Speaker 1>So in two thousand two, if you look at what

0:31:48.080 --> 0:31:50.200
<v Speaker 1>were the state of the art consoles at the time,

0:31:50.600 --> 0:31:54.720
<v Speaker 1>you had the Nintendo GameCube, the original Xbox, and the

0:31:54.760 --> 0:31:58.600
<v Speaker 1>PlayStation two. So the next generation of consoles wouldn't come

0:31:58.600 --> 0:32:00.920
<v Speaker 1>out for a few years, right, They announced it in

0:32:00.920 --> 0:32:04.000
<v Speaker 1>two thousand two, But the Xbox three sixty wouldn't come

0:32:04.000 --> 0:32:07.120
<v Speaker 1>out to two thousand five, and the WE and the

0:32:07.160 --> 0:32:09.320
<v Speaker 1>p S three wouldn't come out until two thousand six.

0:32:09.680 --> 0:32:12.120
<v Speaker 1>So this announcement was made well in advance of any

0:32:12.160 --> 0:32:15.320
<v Speaker 1>game coming out, and sometimes that can come back to

0:32:15.400 --> 0:32:18.120
<v Speaker 1>bite you on the butt, since a lot can change

0:32:18.320 --> 0:32:21.080
<v Speaker 1>over the years. Or maybe they intended to develop for

0:32:21.400 --> 0:32:24.120
<v Speaker 1>the GameCube, the Xbox, and the PS two and maybe

0:32:24.120 --> 0:32:27.480
<v Speaker 1>it just didn't work out. Things did not go smoothly

0:32:27.680 --> 0:32:30.200
<v Speaker 1>on the development front. Now I'm gonna stick with this

0:32:30.280 --> 0:32:32.080
<v Speaker 1>story for a bit, then I'll get back to the

0:32:32.080 --> 0:32:35.200
<v Speaker 1>rest of Blizzard. The company was not happy with how

0:32:35.240 --> 0:32:38.400
<v Speaker 1>things were going with Nihilistic, and then the two companies

0:32:38.400 --> 0:32:41.520
<v Speaker 1>would part ways in June two thousand four, with the

0:32:41.560 --> 0:32:45.480
<v Speaker 1>game still unfinished. Blizzard then signed an agreement with another

0:32:45.680 --> 0:32:50.120
<v Speaker 1>development studio called Swinging Ape Studios to help finish this game.

0:32:50.680 --> 0:32:53.120
<v Speaker 1>Not much was said about the game, other than a

0:32:53.160 --> 0:32:55.720
<v Speaker 1>revelation in two thousand five that Blizzard had decided to

0:32:55.760 --> 0:32:58.680
<v Speaker 1>cancel a version of it for the game Cube, but

0:32:58.760 --> 0:33:02.520
<v Speaker 1>the other versions were still active development. In two thousand six,

0:33:02.800 --> 0:33:07.280
<v Speaker 1>Blizzard published a StarCraft Ghost novel, which to date is

0:33:07.320 --> 0:33:11.400
<v Speaker 1>really the only published piece of content from StarCraft Ghost

0:33:11.600 --> 0:33:16.200
<v Speaker 1>from Blizzard. It became a famous example of vaporware, right

0:33:16.320 --> 0:33:21.440
<v Speaker 1>up there with Duke Knewcombe Forever, which actually did come

0:33:21.480 --> 0:33:24.360
<v Speaker 1>out at one point. It was terrible, but it came out.

0:33:24.880 --> 0:33:28.560
<v Speaker 1>It wouldn't be until two thousand fourteen when Mike Moreheim

0:33:28.800 --> 0:33:32.720
<v Speaker 1>would finally say publicly that the game had in fact

0:33:33.000 --> 0:33:37.200
<v Speaker 1>been canceled and it wasn't just in cold storage twelve

0:33:37.560 --> 0:33:41.400
<v Speaker 1>years after they announced it. Now, between the announcement of

0:33:41.440 --> 0:33:44.880
<v Speaker 1>World of Warcraft and the actual launch of the game,

0:33:45.120 --> 0:33:48.560
<v Speaker 1>Blizzard would publish the third full game in the Warcraft series,

0:33:48.880 --> 0:33:51.720
<v Speaker 1>Warcraft three. Now. As I mentioned earlier, the version that

0:33:51.760 --> 0:33:55.440
<v Speaker 1>Blizzard had talked about several years previous was different from

0:33:55.520 --> 0:33:59.080
<v Speaker 1>what the company actually produced. In the original concept, heroes

0:33:59.120 --> 0:34:02.680
<v Speaker 1>in the game would essentially be playable characters, marrying the

0:34:02.720 --> 0:34:06.280
<v Speaker 1>real time strategy and role playing game genres and giving

0:34:06.280 --> 0:34:09.560
<v Speaker 1>players a chance to shape a story. In the actual

0:34:09.640 --> 0:34:13.000
<v Speaker 1>Warcraft three, the hero units were there, but they were

0:34:13.000 --> 0:34:16.400
<v Speaker 1>more like specialized game pieces that could do things that

0:34:16.480 --> 0:34:20.799
<v Speaker 1>other units couldn't. They weren't characters, and there wasn't really

0:34:20.840 --> 0:34:23.719
<v Speaker 1>an RPG factor in the game. It did feature some

0:34:23.760 --> 0:34:26.560
<v Speaker 1>three D gameplay, which was a new thing for the

0:34:26.600 --> 0:34:30.239
<v Speaker 1>Warcraft series, and it also featured the most extravagant cut

0:34:30.280 --> 0:34:32.880
<v Speaker 1>scenes Blizzard had featured in a game up to that point.

0:34:32.920 --> 0:34:35.839
<v Speaker 1>I mean, seriously, it was right around this time that

0:34:35.880 --> 0:34:38.520
<v Speaker 1>those of us who were paying attention to Blizzard were saying,

0:34:38.840 --> 0:34:41.879
<v Speaker 1>you know, they could just package up their cinematics and

0:34:41.920 --> 0:34:45.600
<v Speaker 1>release them as a c g I movie. But it's

0:34:45.640 --> 0:34:47.600
<v Speaker 1>actually a little too early in the timeline for me

0:34:47.640 --> 0:34:53.560
<v Speaker 1>to talk about Warcraft the movie right now, but don't worry,

0:34:54.120 --> 0:34:57.680
<v Speaker 1>we'll get to it. So the Blizzard team would then

0:34:57.680 --> 0:34:59.640
<v Speaker 1>go on to work for an expansion pack for the

0:34:59.680 --> 0:35:04.160
<v Speaker 1>base Warcraft three game. It was called Frozen Throne, which

0:35:04.520 --> 0:35:07.120
<v Speaker 1>every time I said it out loud before I recorded it,

0:35:07.160 --> 0:35:09.520
<v Speaker 1>I said throzen Frone, and I was sure I was

0:35:09.520 --> 0:35:11.520
<v Speaker 1>going to do it again. It was actually going through

0:35:11.520 --> 0:35:13.960
<v Speaker 1>my mind just now, just letting you guys get an

0:35:14.000 --> 0:35:17.319
<v Speaker 1>insight into how Jonathan works, because I haven't done that

0:35:17.360 --> 0:35:20.920
<v Speaker 1>podcast yet. Like Rude War and Lord of Destruction, Blizzard

0:35:20.920 --> 0:35:23.279
<v Speaker 1>actually used the exact same development team that worked on

0:35:23.320 --> 0:35:26.360
<v Speaker 1>the original game to make the expansion pack, which helped

0:35:26.440 --> 0:35:29.200
<v Speaker 1>ensure that the quality would remain the same. In two

0:35:29.200 --> 0:35:34.040
<v Speaker 1>thousand three, Blizzard North experienced an enormous shake up. Several

0:35:34.160 --> 0:35:38.640
<v Speaker 1>people in the executive management and lead developer levels had

0:35:38.680 --> 0:35:42.160
<v Speaker 1>grown disenchanted with Vivendi that's the parent company for the

0:35:42.239 --> 0:35:45.719
<v Speaker 1>whole shebang. Right there was uncertainty about whether or not

0:35:45.840 --> 0:35:48.799
<v Speaker 1>Vivendi was going to spin off the game's division, or

0:35:48.880 --> 0:35:51.480
<v Speaker 1>it might sell it off to yet another owner, and

0:35:51.600 --> 0:35:54.080
<v Speaker 1>all of that uncertainty was making it very difficult to

0:35:54.120 --> 0:35:58.719
<v Speaker 1>plan development cycles for games. After numerous communications issues and

0:35:58.760 --> 0:36:02.280
<v Speaker 1>worries about the corporate direction of Avendy and whether Blizzard

0:36:02.320 --> 0:36:05.600
<v Speaker 1>North was even being listened to, a whole slew of

0:36:05.640 --> 0:36:09.680
<v Speaker 1>Blizzard North folks just up and left. That included the

0:36:09.719 --> 0:36:13.520
<v Speaker 1>founders of the company, so Max and Eric Schaefer and

0:36:13.640 --> 0:36:17.560
<v Speaker 1>David Brevic, who all founded Condor Incorporated. They left with

0:36:17.600 --> 0:36:20.120
<v Speaker 1>some other high level employees and they formed a new

0:36:20.160 --> 0:36:23.840
<v Speaker 1>company that they called Flagship Studios. Seems like they were

0:36:23.880 --> 0:36:26.680
<v Speaker 1>maybe thumbing their nose at Vendy a little bit, saying

0:36:26.719 --> 0:36:31.160
<v Speaker 1>that they made the flagship game for Blizzard. Another group

0:36:31.360 --> 0:36:35.719
<v Speaker 1>of influential employees from Blizzard North also left, creating a

0:36:35.760 --> 0:36:39.560
<v Speaker 1>different game studio called Castaway Games. Also seems like there

0:36:39.640 --> 0:36:42.960
<v Speaker 1>might be some shade being thrown there anyway. The departures

0:36:42.960 --> 0:36:47.200
<v Speaker 1>through the development of Diablo three into total disarray. The

0:36:47.239 --> 0:36:50.359
<v Speaker 1>following year, Blizzard South would also see a very big

0:36:50.480 --> 0:36:54.480
<v Speaker 1>name departure. Alan Adham, the founder who was the reason

0:36:54.520 --> 0:36:58.880
<v Speaker 1>that Blizzard even existed, decided he had endured enough stress

0:36:58.960 --> 0:37:01.520
<v Speaker 1>and long hours. You're remember he stepped down from president

0:37:01.560 --> 0:37:04.799
<v Speaker 1>a few years earlier, but he figured now was time

0:37:04.840 --> 0:37:06.840
<v Speaker 1>to try something new it's time to get into the

0:37:06.880 --> 0:37:11.879
<v Speaker 1>exciting world of corporate finance. I'm not even making that up.

0:37:12.160 --> 0:37:18.080
<v Speaker 1>Someone chose to go from video game studio to corporate finance.

0:37:18.239 --> 0:37:21.400
<v Speaker 1>So in two thousand four he resigned from Blizzard. He

0:37:21.440 --> 0:37:23.799
<v Speaker 1>had been the motivating force that convinced the other two

0:37:23.880 --> 0:37:27.120
<v Speaker 1>founders of the company, Frank Pierce and Mike Moreheim, to

0:37:27.320 --> 0:37:30.520
<v Speaker 1>join with him to create this crazy, risky venture. And

0:37:30.600 --> 0:37:33.360
<v Speaker 1>now he was gone from the company, though he wouldn't

0:37:33.400 --> 0:37:36.960
<v Speaker 1>be gone forever. That right, there's what we call foreshadow

0:37:37.040 --> 0:37:39.120
<v Speaker 1>and but I won't get back to that until the

0:37:39.160 --> 0:37:43.480
<v Speaker 1>next episode, so just be patient. Okay. Moreheim had already

0:37:43.520 --> 0:37:46.520
<v Speaker 1>been serving as president, so actually the company didn't have

0:37:47.000 --> 0:37:50.920
<v Speaker 1>too much interruption in its day to day operations. Moreheim

0:37:51.000 --> 0:37:55.279
<v Speaker 1>oversaw Blizzards acquisition of the aforementioned Swinging Apes Studios, the

0:37:55.320 --> 0:37:58.120
<v Speaker 1>one that had been working on StarCraft Ghost, and it

0:37:58.160 --> 0:38:02.160
<v Speaker 1>would get renamed into Blizzard Console. Now, all the turmoil

0:38:02.520 --> 0:38:04.879
<v Speaker 1>might have made it seem like the company that had

0:38:05.000 --> 0:38:08.200
<v Speaker 1>so recently been on top could collapse in on itself,

0:38:08.440 --> 0:38:11.720
<v Speaker 1>but in the fall of two thousand four, Blizzard published

0:38:11.719 --> 0:38:15.560
<v Speaker 1>a game that would ensure their longevity. This was, of course,

0:38:15.760 --> 0:38:18.640
<v Speaker 1>World of Warcraft, the M M O RPG that would

0:38:18.680 --> 0:38:22.279
<v Speaker 1>set a new standard of success for the genre. To

0:38:22.360 --> 0:38:26.760
<v Speaker 1>say the game was a hit would be a severe understatement.

0:38:26.840 --> 0:38:29.640
<v Speaker 1>It would become one of the biggest money makers in

0:38:29.840 --> 0:38:33.719
<v Speaker 1>video games history. So in our next episode, I'll talk

0:38:33.760 --> 0:38:36.799
<v Speaker 1>more about the evolution of World of Warcraft and how

0:38:36.840 --> 0:38:40.480
<v Speaker 1>Blizzard would periodically inject new life into the game with

0:38:40.560 --> 0:38:45.160
<v Speaker 1>various expansion packs, world resets, and other strategies. I'll also

0:38:45.200 --> 0:38:49.160
<v Speaker 1>talk about the final fate of Blizzard North, which spoiler

0:38:49.200 --> 0:38:52.759
<v Speaker 1>alert is not a happy one, and will take a

0:38:52.840 --> 0:38:56.000
<v Speaker 1>closer look at some of the controversies that Blizzard has

0:38:56.000 --> 0:38:58.680
<v Speaker 1>had to weather more free recently. You know, like what

0:38:58.800 --> 0:39:02.080
<v Speaker 1>happens when a popular gamer suddenly expresses support for Hong

0:39:02.160 --> 0:39:05.400
<v Speaker 1>Kong while your company is simultaneously trying to make a

0:39:05.440 --> 0:39:08.080
<v Speaker 1>whole lot of money in China. But all of that

0:39:08.120 --> 0:39:11.480
<v Speaker 1>will come in the next episode. If you guys have

0:39:11.640 --> 0:39:14.839
<v Speaker 1>suggestions for future episodes of tech Stuff, well I got

0:39:14.880 --> 0:39:18.960
<v Speaker 1>some suggestions for you, buddy. You can email me addresses

0:39:19.000 --> 0:39:21.319
<v Speaker 1>tech stuff at how stuff works dot com or draw

0:39:21.360 --> 0:39:24.000
<v Speaker 1>me a line on Facebook or Twitter to handle for

0:39:24.080 --> 0:39:26.759
<v Speaker 1>both of those. For the show is text Stuff H S.

0:39:27.000 --> 0:39:29.720
<v Speaker 1>W don't forget to visit our website, that's tech stuff

0:39:29.760 --> 0:39:32.440
<v Speaker 1>podcast dot com. You'll find a link to an archive

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<v Speaker 1>of every ever love An episode I've ever recorded, all

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<v Speaker 1>twelve hundred of them. So go take a search before

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<v Speaker 1>you suggest something, because chances are I've talked about it already.

0:39:42.960 --> 0:39:44.879
<v Speaker 1>I mean, I'll probably talk about it again. I don't

0:39:44.880 --> 0:39:47.959
<v Speaker 1>remember what I talked about if I'm being honest. Also, hey,

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<v Speaker 1>we have a link to our merchandise store. Every purchase

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<v Speaker 1>you make goes to help the show. We greatly appreciate it,

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<v Speaker 1>and I will talk to you again really soon. Tech

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<v Speaker 1>Stuff is a production of I Heart Radio's How Stuff Works.

0:40:03.160 --> 0:40:05.960
<v Speaker 1>For more podcasts from I Heart Radio, visit the I

0:40:06.080 --> 0:40:09.319
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

0:40:09.360 --> 0:40:10.280
<v Speaker 1>your favorite shows.