WEBVTT - TechStuff Gets Caught in a Blizzard

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff dot com. Hello, everyone, welcome

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<v Speaker 1>to tech Stuff. My name is Chris Palette, and I

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<v Speaker 1>am an editor at how stuff works dot com. Sitting

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<v Speaker 1>across from me as always, his senior writer, Jonathan Strickland. Oh,

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<v Speaker 1>the weather outside is frightful, but the fire is so delightful.

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<v Speaker 1>So since we've no place to go, well, you know, yeah, somehow,

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<v Speaker 1>I you know, he never tells me what the quote

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<v Speaker 1>is before we start, and I had a feeling actually

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<v Speaker 1>predicted this one in my head. But there's going to

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<v Speaker 1>be that particular song. H Well, then, well, before we

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<v Speaker 1>talk about what our topic is, I have a Jeopardy

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<v Speaker 1>challenge for you. All right, you ready? Now here is

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<v Speaker 1>your answer. This popular massively multiplayer online role playing game

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<v Speaker 1>was featured in a question on Jeopardy is College We

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<v Speaker 1>in two thousand five? What is World of Warcraft? You

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<v Speaker 1>didn't buzz in? So I'm sorry, We're taking all of

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<v Speaker 1>your money and we're going to break your legs. This

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<v Speaker 1>is this is how he plays the Predictions game too.

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<v Speaker 1>That is yes, I will change the rules so that

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<v Speaker 1>I win, no matter what. No, that is correct. We

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<v Speaker 1>are going to talk today not about World of Warcraft

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<v Speaker 1>specifically Alba, that will definitely be a large part of

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<v Speaker 1>the conversation, but about Blizzard, Blizzard Entertainment or Activision Blizzard,

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<v Speaker 1>the company behind such big hits as World of Warcraft, Warcraft, StarCraft,

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<v Speaker 1>and actually I thought we were going to talk about

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<v Speaker 1>silicon and synapse. That is in fact where we start.

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<v Speaker 1>Our story officially begins at u c l A in

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<v Speaker 1>around n that's the University of California at Los Angeles,

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<v Speaker 1>thank you for those of you not in the now.

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<v Speaker 1>So they were at UCLA, and at UCLA there was

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<v Speaker 1>a student, a computer science student named Allan Adam who

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<v Speaker 1>met a fellow he actually, according to him, his official

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<v Speaker 1>story about how he met, uh Mike Moreheim was that

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<v Speaker 1>Alan was sitting in the computer lab and was typing

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<v Speaker 1>away Tappy, Tappy, tappy, and then decided that he needed

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<v Speaker 1>to get up and get himself a hot beverage and

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<v Speaker 1>maybe a quick trip to the gents. So he locks

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<v Speaker 1>himself out of his computer and leaves and he comes back,

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<v Speaker 1>turns on his computer again, gets a ray into types

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<v Speaker 1>of his password and it launches. Meanwhile, Michael Moreheim says, Hey, there,

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<v Speaker 1>big guy, I have a question for you. How did

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<v Speaker 1>you make it so that your computer unlocked automatically while

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<v Speaker 1>you were away? I had to lock it again for you.

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<v Speaker 1>And then then the process of their conversation, they find

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<v Speaker 1>out the most unlikely of coincidences, that Adam and Mike

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<v Speaker 1>both were using the same password for their computers. That

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<v Speaker 1>is there, that is That's the way Alan tell the story.

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<v Speaker 1>Mike tells a different story. Mike story is that he

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<v Speaker 1>saw this fellow who was in his uh, his a

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<v Speaker 1>couple of his computer science classes, and this is their

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<v Speaker 1>senior year at UCLA, and uh he sees this guy

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<v Speaker 1>and he thinks, this fellow looks like he's from Israel,

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<v Speaker 1>and he looks really smart. So he walks up to

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<v Speaker 1>him and says, what part of Israel are you from?

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<v Speaker 1>And Alan says, I'm from Egypt. Those are the two

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<v Speaker 1>stories that they tell. Yeah, there's an official like Blizzard

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<v Speaker 1>retrospective video which is actually pretty cool. I really recommend

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<v Speaker 1>you watch it if you if you're into, like just

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<v Speaker 1>want to know more about the history of the company. Um.

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<v Speaker 1>The reason why that video was posted was because this year,

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<v Speaker 1>when we're recording this podcast is the twentieth anniversary of

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<v Speaker 1>that of the founding of the company. Because once Alan graduated,

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<v Speaker 1>he decided he wanted to make video games. Actually, he

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<v Speaker 1>knew he wanted to make video games even before he

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<v Speaker 1>had graduated college, and so he wanted to create a company.

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<v Speaker 1>And he called upon Mike Morheim to join him, and

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<v Speaker 1>Mike was working at uh Western Digital at the time,

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<v Speaker 1>and he left the company because Mike had graduated about

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<v Speaker 1>three months before Alan did, but he left Western Digital

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<v Speaker 1>to come and work with Alan at this new company,

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<v Speaker 1>which probably upset Mike's family a bit because there you

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<v Speaker 1>were working for alish established company with a with an

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<v Speaker 1>actual like revenue generating plan and everything, and then striking

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<v Speaker 1>out to form this this game's company. Uh. It was

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<v Speaker 1>probably a nerve wracking experience. Uh that he also called

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<v Speaker 1>upon a second friend. Alan had met another person in

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<v Speaker 1>the computer science department named Frank Pierce, and he called

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<v Speaker 1>upon Frank Pierce as well and said, Hey, I'm starting

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<v Speaker 1>up this video game company. Would you like to join me. Now,

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<v Speaker 1>Frank had also gone to UCLA and uh was did

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<v Speaker 1>not know Mike. So Frank and Mike didn't know each

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<v Speaker 1>there the connecting element here is allan yes. But Frank

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<v Speaker 1>decides to come over and he actually left another established

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<v Speaker 1>company called Rockwell. Yes, he left Rockwell to go and

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<v Speaker 1>join this new company, which, as Chris has revealed, was

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<v Speaker 1>called Silicon and Synapse. Wow. What a catchy name. Yeah,

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<v Speaker 1>they there are reasons behind that name. Well. First of all, silicon,

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<v Speaker 1>of course, is the basis for a lot of our electronics.

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<v Speaker 1>That's the silicon chip. It's the whole the whole foundation

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<v Speaker 1>for the modern transistor. Uh. That was that where that's

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<v Speaker 1>where the whole silicon part came from. Synaps of course,

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<v Speaker 1>meaning that the connections in your brain, the stuff that

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<v Speaker 1>fires off that you can complete thoughts. So to them,

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<v Speaker 1>they thought this is a great idea. But according to

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<v Speaker 1>their video, other people just didn't get it. First of all,

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<v Speaker 1>they thought that silicon was the material that went into

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<v Speaker 1>breast augmentation surgery. That would be silicone. That would be silicone.

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<v Speaker 1>But other people were like, why are you calling your

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<v Speaker 1>company after boobies, And they said, we're not calling our

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<v Speaker 1>company after boobies. We are calling our company. But you know,

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<v Speaker 1>you tell that story. And then the other response to

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<v Speaker 1>get us what's a synapse? Now? I kind of like

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<v Speaker 1>the name Silicon and Synapse because, for one thing, it

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<v Speaker 1>reminds me of other uh companies or other products that

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<v Speaker 1>have blank and blank, for example, Dungeons and Dragons, And

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<v Speaker 1>these guys clearly had at least some love for the

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<v Speaker 1>old Dungeons and Dragons role playing system because a lot

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<v Speaker 1>of the stuff they worked on had that kind of

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<v Speaker 1>flare to it. So the first few years they're working

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<v Speaker 1>under the title of Silicon and synaps the company name

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<v Speaker 1>of Silicon and Synapse, and they had done work previously

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<v Speaker 1>in their college years with companies like Interplay. Do you

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<v Speaker 1>know what kind of games Interplay made off top of

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<v Speaker 1>your head? Um? Well, I do remember some Interplay titles

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<v Speaker 1>yum and uh, but I don't remember any of them

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<v Speaker 1>off the top of Some big names would include like

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<v Speaker 1>Balter's Gate and Descent, and the original Fallout games were

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<v Speaker 1>Interplay games. Uh. And then they also had done some

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<v Speaker 1>work for data Soft, which is another game company. They

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<v Speaker 1>did things like Zaxon and Pole Position and Time and Magic.

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<v Speaker 1>So um, the following statement is a joke. So then

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<v Speaker 1>all of a sudden, Silicon and Synapse made World of

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<v Speaker 1>warcraft and lots of money. No. Uh. First, the first

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<v Speaker 1>thing they started to do is they started working on

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<v Speaker 1>ports from certain platforms into other platforms. So so when

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<v Speaker 1>a game is made for a particular platform, say the

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<v Speaker 1>PC or or Windows. Let's say, and you wanted to

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<v Speaker 1>write a version of it for the Macintosh, you would

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<v Speaker 1>port the game over, the original code over to work

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<v Speaker 1>on a different type of computers. What we're saying, which

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<v Speaker 1>could take quite a bit of time because as we know,

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<v Speaker 1>these different operators is ms uh don't necessarily support the

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<v Speaker 1>same kind of models, So you would have to go

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<v Speaker 1>in and re like you've built all the resources in

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<v Speaker 1>your code, but now you've got to repurpose it for

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<v Speaker 1>different types of code. And uh. They started porting Amiga

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<v Speaker 1>and Mac titles. Strangely enough, one of their first ports

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<v Speaker 1>was for a game that I loved back in the

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<v Speaker 1>early nineties called Battle Chess. Yes, so Battle Chess, in

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<v Speaker 1>case you have never seen, it was a game of chess.

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<v Speaker 1>It was you know, played out on a chessboard. But

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<v Speaker 1>the the the figures that you're moving, the chess pieces

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<v Speaker 1>you're moving around are actually three D modeled or well,

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<v Speaker 1>I guess they were originally two d rendered um uh

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<v Speaker 1>cartoonish figures, so your ponds look like little foot soldiers.

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<v Speaker 1>The queen is this slinky uh, deadly woman who who

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<v Speaker 1>dispatches her enemies in creative ways. And there were different

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<v Speaker 1>animations when you would take a piece, so let's say,

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<v Speaker 1>you know, pawn takes pawn, it would play out as

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<v Speaker 1>a little battle on your screen for that square. Now,

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<v Speaker 1>the way battle chess worked was that you would if

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<v Speaker 1>you made the move to take a square, that was

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<v Speaker 1>the piece that was going to win every time. It

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<v Speaker 1>wasn't like it had inserted some sort of element of

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<v Speaker 1>chance where you would try and take us square and

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<v Speaker 1>your piece would end up getting defeated. That didn't happen,

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<v Speaker 1>but the animations were very cute. And so that was

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<v Speaker 1>one of the first ports they began to work on. Um.

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<v Speaker 1>They also uh and they poured that over took for

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<v Speaker 1>windows in the compose sixty four. Actually even that late

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<v Speaker 1>in the game, so to speak. And then the first

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<v Speaker 1>do you know what the first game they developed was

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<v Speaker 1>the first the first game they developed, Yeah, yeah, it

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<v Speaker 1>wasn't a port. It was a game that they created

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<v Speaker 1>from the ground up. It was it was called RPM Racing. Okay,

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<v Speaker 1>all right, I thought you were going to mention Death

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<v Speaker 1>and Return of Superman before you got to that. Oh no,

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<v Speaker 1>I don't know this. Why don't you talk about that? Well,

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<v Speaker 1>I don't know a ton of uh, you know, a

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<v Speaker 1>ton of information about that specific game, but uh, one

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<v Speaker 1>of the the articles I used as a reference mentioned

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<v Speaker 1>Battle Chess two and and the Death and Return of Superman,

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<v Speaker 1>which was released in an example of a port that

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<v Speaker 1>they had done. And they were sort of cruising along

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<v Speaker 1>before they got to the point where they were developing

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<v Speaker 1>their own titles. Well, they did develop a couple of

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<v Speaker 1>titles before that, but it was for the S and

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<v Speaker 1>S Super Nintendo Entertainment System or the Super Famicom if

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<v Speaker 1>you prefer um, because the first one they did with

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<v Speaker 1>that was in ninety two for RPM Racing, and then

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<v Speaker 1>in ninety three they released one called Rock and Roll Racing,

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<v Speaker 1>which was one of the first games for the Nintendo

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<v Speaker 1>to feature the Supernintendo to feature rock and roll music.

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<v Speaker 1>But that was like again, that was for the Super

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<v Speaker 1>ne S. That wasn't a PC game or or mad

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<v Speaker 1>game whatever. It's not a computer game. That was a

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<v Speaker 1>console game. So they've done a few console games just

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<v Speaker 1>a few they're more known for, at least today, they're

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<v Speaker 1>more known for their their computer titles rather than their

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<v Speaker 1>con soul titles. UH. But this was kind of where

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<v Speaker 1>they started to develop their art style and they hired

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<v Speaker 1>a few artists. Had some great stories in that video.

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<v Speaker 1>I was talking about about the weird interview process and

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<v Speaker 1>they're playing it really fast and loose because these were

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<v Speaker 1>all guys who were fresh off college and had never

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<v Speaker 1>really done this before. So they had a kind of

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<v Speaker 1>relaxed way of going about business. But they really working

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<v Speaker 1>for them. And the titles that they developed ended up

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<v Speaker 1>winning awards for RPM Racing I think, or maybe it

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<v Speaker 1>was Rock and Roll Racing one, uh, the title the

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<v Speaker 1>best racing Game of the Year that came out and

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<v Speaker 1>uh and and so they were doing well, but they

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<v Speaker 1>still hadn't moved on to doing computer games. They also

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<v Speaker 1>developed a game for the Supertantendo entertainment system called The

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<v Speaker 1>Lost Vikings, which ended up being very popular. It was

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<v Speaker 1>originally so the the original idea was that was going

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<v Speaker 1>to be kind of like Lemmings. And if you don't

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<v Speaker 1>if you're not familiar with the game Limings and Lemmings,

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<v Speaker 1>you your task is to guide a group of little

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<v Speaker 1>limings from one side of a screen to another side

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<v Speaker 1>of the screen, and uh, and you assign specific tasks

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<v Speaker 1>to particular livings to try and create a pathway for

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<v Speaker 1>the livings to get there safely. And the livings will

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<v Speaker 1>just walk in a in a in a direction until

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<v Speaker 1>they encounter an obstacle or they die, and of course

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<v Speaker 1>some of them are doomed another in order to make

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<v Speaker 1>the rest of the herd, you might have to explode

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<v Speaker 1>one on purpose. So yeah, now, now Blizzard did not

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<v Speaker 1>make Limings, but when they thought that the Livings game

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<v Speaker 1>was really interesting and so originally The Lost Vikings was

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<v Speaker 1>going to be a game where you would have, you know,

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<v Speaker 1>around a hundred different kinds of vikings that could do

0:12:49.600 --> 0:12:54.439
<v Speaker 1>different tasks. But through the development process they decided to

0:12:54.520 --> 0:12:57.000
<v Speaker 1>narrow that down and then they got down to five vikings,

0:12:57.080 --> 0:12:58.280
<v Speaker 1>and then by the time they actually got to the

0:12:58.280 --> 0:13:00.120
<v Speaker 1>point where they're putting the game together, they just it

0:13:00.280 --> 0:13:03.320
<v Speaker 1>on three vikings, and using the three vikings you would

0:13:03.360 --> 0:13:05.800
<v Speaker 1>go through a series of puzzles. So it ultimately was

0:13:05.840 --> 0:13:09.199
<v Speaker 1>a puzzle game, but again it was very popular. One

0:13:09.240 --> 0:13:12.280
<v Speaker 1>an award for the Best Puzzle Game that year, and

0:13:12.320 --> 0:13:17.640
<v Speaker 1>then and ninety three, uh Silicon sonerhaps throws in the

0:13:17.640 --> 0:13:22.760
<v Speaker 1>booby towel and decides to rename their company Chaos Studios, Yes,

0:13:22.960 --> 0:13:26.960
<v Speaker 1>which lasted for a few months, and then they changed

0:13:26.960 --> 0:13:29.880
<v Speaker 1>your name again to Blizzard Entertainment. All this stuff. While

0:13:29.920 --> 0:13:32.000
<v Speaker 1>it's not as glamorous as some of the stuff they've

0:13:32.040 --> 0:13:35.679
<v Speaker 1>done in the last say, fifteen years, over those first

0:13:35.720 --> 0:13:37.760
<v Speaker 1>three or four years, they really were making a name

0:13:37.800 --> 0:13:40.400
<v Speaker 1>for themselves. And then no pun intended with the name

0:13:40.480 --> 0:13:45.040
<v Speaker 1>changes names for themselves, um because a company named Davidson

0:13:45.080 --> 0:13:50.120
<v Speaker 1>and Associates acquired the company in ten and also for

0:13:50.160 --> 0:13:53.640
<v Speaker 1>ten million dollars um. So you know, just even as

0:13:53.679 --> 0:13:59.240
<v Speaker 1>a a fledgling company, uh, Chaos Studios was becoming known

0:13:59.280 --> 0:14:02.480
<v Speaker 1>for its work and it was obvious that these these

0:14:02.520 --> 0:14:04.920
<v Speaker 1>guys knew what they were doing. Yeah, And actually that

0:14:04.920 --> 0:14:08.640
<v Speaker 1>that ended up getting really complicated too, because so Blizzard

0:14:08.679 --> 0:14:13.199
<v Speaker 1>gets purchased by Davidson and Associates. Davidson Associates gets purchased

0:14:13.200 --> 0:14:16.079
<v Speaker 1>by a company called c U C International see you

0:14:16.160 --> 0:14:18.920
<v Speaker 1>see International then goes on to merge with a company

0:14:18.920 --> 0:14:22.760
<v Speaker 1>called h F S Corporation, and the new parent company

0:14:23.040 --> 0:14:27.960
<v Speaker 1>is called Sendent c e N d E n T

0:14:27.000 --> 0:14:31.160
<v Speaker 1>and oh do you Oh I have D E N T. Interesting,

0:14:31.440 --> 0:14:34.160
<v Speaker 1>But anyway, it's uh, that's the company that also owns

0:14:34.360 --> 0:14:38.920
<v Speaker 1>Sierra Online. So now you've got Sierra Online and Blizzard

0:14:39.040 --> 0:14:41.400
<v Speaker 1>Entertainment are kind of mashed together as a division within

0:14:41.440 --> 0:14:45.480
<v Speaker 1>this parent company called Sendant and uh, we'll get back

0:14:45.520 --> 0:14:47.680
<v Speaker 1>to send It and a little bit, but we're still

0:14:47.680 --> 0:14:52.160
<v Speaker 1>in right now. And that's also when demos begin to

0:14:52.200 --> 0:14:56.000
<v Speaker 1>circulate in that summer for a new game called Warcraft

0:14:56.320 --> 0:14:59.960
<v Speaker 1>Orcs Versus Humans. Yes, this is the game that really

0:15:00.000 --> 0:15:02.920
<v Speaker 1>really puts Blizzard on the map. I mean, Blizzard had

0:15:02.960 --> 0:15:06.480
<v Speaker 1>already won awards for its Super Nintendo Entertainment System games,

0:15:06.520 --> 0:15:09.640
<v Speaker 1>but these are the games that make it a name

0:15:09.760 --> 0:15:13.800
<v Speaker 1>in PC gaming and Matt gaming eventually. Yes, yes, as

0:15:13.840 --> 0:15:16.680
<v Speaker 1>a matter of fact, well, of course ORCS really sort

0:15:16.720 --> 0:15:20.040
<v Speaker 1>of come from um to yeah, the Lord of the

0:15:20.120 --> 0:15:26.280
<v Speaker 1>Rings and uh and really they're sort of borrowing that idea. Um. Now,

0:15:26.280 --> 0:15:31.320
<v Speaker 1>this actually in a way goes along with the story

0:15:31.320 --> 0:15:35.240
<v Speaker 1>of Nintendo not directly, but um one of the things

0:15:35.400 --> 0:15:39.800
<v Speaker 1>that they were doing with this title was too basically

0:15:39.920 --> 0:15:45.400
<v Speaker 1>levin the computer game with story. This the the story

0:15:45.440 --> 0:15:47.720
<v Speaker 1>of the War between the Orcs and the Humans isn't

0:15:47.760 --> 0:15:51.840
<v Speaker 1>just a computer game. It's also got a backstory about

0:15:51.840 --> 0:15:55.840
<v Speaker 1>how the Orcs are being used by another power, and

0:15:55.880 --> 0:15:59.600
<v Speaker 1>that will eventually develop later in other titles. But um,

0:15:59.720 --> 0:16:02.640
<v Speaker 1>they had they had a new sort of game on

0:16:02.680 --> 0:16:06.920
<v Speaker 1>their hands with the real time strategy game and m

0:16:07.480 --> 0:16:09.880
<v Speaker 1>and let's let's explain what a real time strategy game is,

0:16:09.920 --> 0:16:12.560
<v Speaker 1>just in case some of our listeners don't know. So,

0:16:12.920 --> 0:16:16.320
<v Speaker 1>typically a real time strategy game plays out in real time.

0:16:16.560 --> 0:16:19.680
<v Speaker 1>So there it's not turn based, so you don't you

0:16:19.720 --> 0:16:22.680
<v Speaker 1>don't uh make a move then wait in order to

0:16:22.720 --> 0:16:26.040
<v Speaker 1>make another move. Everything's going on around the same time.

0:16:26.360 --> 0:16:29.680
<v Speaker 1>While you're preparing your armies to attack, your opponent is

0:16:29.720 --> 0:16:32.840
<v Speaker 1>preparing his or her armies to attack at the same time, right,

0:16:32.920 --> 0:16:36.400
<v Speaker 1>So unlike games like Risk or Civilization where it is

0:16:36.560 --> 0:16:41.920
<v Speaker 1>turn based, it's all going on simultaneously. Then, uh. The

0:16:41.960 --> 0:16:44.920
<v Speaker 1>way you create your armies as you build a resource

0:16:45.360 --> 0:16:49.560
<v Speaker 1>gathering uh units, you build special buildings that allow you

0:16:49.640 --> 0:16:53.720
<v Speaker 1>to create military units, and so you have to build

0:16:53.760 --> 0:16:57.600
<v Speaker 1>buildings with various types of characters that you have. So

0:16:57.640 --> 0:17:01.040
<v Speaker 1>you might have some characters that are not warriors. They're

0:17:01.080 --> 0:17:04.680
<v Speaker 1>like farmers or or woodcutters or whatever. They go out,

0:17:04.720 --> 0:17:07.680
<v Speaker 1>they gather the resources you need to build the other

0:17:07.720 --> 0:17:10.040
<v Speaker 1>stuff you need, and then might fol right, and then

0:17:10.040 --> 0:17:12.160
<v Speaker 1>you might have to build something like a barracks which

0:17:12.200 --> 0:17:14.959
<v Speaker 1>will allow you to produce troops. And then there's certain

0:17:15.040 --> 0:17:17.879
<v Speaker 1>specialized units that you can only produce if you build

0:17:17.920 --> 0:17:21.680
<v Speaker 1>other buildings as well. So it becomes a balancing act

0:17:22.000 --> 0:17:26.000
<v Speaker 1>of creating military units and also creating the resources you

0:17:26.040 --> 0:17:29.879
<v Speaker 1>need to produce the units you need. Um. And you

0:17:29.920 --> 0:17:32.480
<v Speaker 1>know all of this is coming from the same raw materials.

0:17:32.520 --> 0:17:37.800
<v Speaker 1>So the strategy is is multifaceted. You have the production

0:17:37.840 --> 0:17:40.480
<v Speaker 1>strategy like how many how much effort do you put

0:17:40.520 --> 0:17:43.800
<v Speaker 1>towards gathering resources, how much do you put towards producing

0:17:43.960 --> 0:17:47.280
<v Speaker 1>basic units, how much do you put towards enhancing the

0:17:47.440 --> 0:17:51.199
<v Speaker 1>buildings you already have? Uh? And then also how do

0:17:51.280 --> 0:17:55.560
<v Speaker 1>you explore and defeat your opponent? Now, in the original

0:17:55.600 --> 0:17:58.560
<v Speaker 1>Warcraft game, you pretty much could see everything on the map,

0:17:59.560 --> 0:18:04.240
<v Speaker 1>but uh, the the other Another development comes up a

0:18:04.280 --> 0:18:08.879
<v Speaker 1>little bit later that changes that. Also, it was top down,

0:18:09.080 --> 0:18:12.320
<v Speaker 1>so you're looking it's as if you were directly overhead

0:18:12.440 --> 0:18:15.240
<v Speaker 1>of the map. In the original Warcraft game, it was

0:18:15.440 --> 0:18:19.720
<v Speaker 1>a top down view, um and it it Actually there

0:18:19.760 --> 0:18:22.639
<v Speaker 1>was a game that came out before Warcraft. You're thinking

0:18:22.680 --> 0:18:26.359
<v Speaker 1>probably of Westwood Studios due to Yeah. Dune two was

0:18:26.400 --> 0:18:30.320
<v Speaker 1>another real time strategy game that that that follows the

0:18:30.359 --> 0:18:34.040
<v Speaker 1>same general philosophy as Warcraft. Has a totally different feel

0:18:34.080 --> 0:18:38.399
<v Speaker 1>to it than Warcraft, but um uh it became like

0:18:38.600 --> 0:18:42.119
<v Speaker 1>a kind of a battle between Blizzard and Westwood to

0:18:42.200 --> 0:18:45.200
<v Speaker 1>see who was gonna win out. But the art style

0:18:45.240 --> 0:18:51.040
<v Speaker 1>of Warcraft, the the backstory to Warcraft, the whimsy really

0:18:51.240 --> 0:18:54.840
<v Speaker 1>of Warcraft all helped to really push that game ahead.

0:18:55.760 --> 0:18:57.800
<v Speaker 1>I loved. One of the things that I loved about

0:18:57.840 --> 0:19:01.080
<v Speaker 1>that game and and the game's like it that followed

0:19:01.320 --> 0:19:04.720
<v Speaker 1>is just it's not even part of the game. It's

0:19:04.720 --> 0:19:08.480
<v Speaker 1>continuing to click on people after you've because when you

0:19:08.480 --> 0:19:11.200
<v Speaker 1>want to have a unit do something, say you want

0:19:11.240 --> 0:19:14.040
<v Speaker 1>to uh, one of your one of your units to

0:19:14.080 --> 0:19:16.920
<v Speaker 1>go chop wood so that you have wood for your buildings,

0:19:17.640 --> 0:19:20.280
<v Speaker 1>you click on it and you say, you know, okay,

0:19:20.280 --> 0:19:22.639
<v Speaker 1>I want you, and then you click on the trees

0:19:22.760 --> 0:19:25.840
<v Speaker 1>to go over here and cut, you know, cut down

0:19:25.880 --> 0:19:30.479
<v Speaker 1>wood for lumber. And you know, when the Blizzard had

0:19:30.480 --> 0:19:38.000
<v Speaker 1>the idea to um to basically give you a verbal acknowledgement, Um, yeah,

0:19:38.040 --> 0:19:41.240
<v Speaker 1>my lord, and then you But the thing is, somebody said,

0:19:41.280 --> 0:19:43.440
<v Speaker 1>you know what, you need to keep clicking on the guy.

0:19:43.560 --> 0:19:45.760
<v Speaker 1>So I said, all right, and I did and I

0:19:45.800 --> 0:19:48.879
<v Speaker 1>and as as you continue to click on that one unit,

0:19:49.240 --> 0:19:54.320
<v Speaker 1>they become increasingly annoyed with you. Well you will, you will,

0:19:56.160 --> 0:19:58.480
<v Speaker 1>And as far as I know that continues. I don't

0:19:58.480 --> 0:20:02.959
<v Speaker 1>have StarCraft Tube, but even in the StarCraft game they

0:20:02.960 --> 0:20:04.720
<v Speaker 1>would do that, and I it's one of the things

0:20:04.720 --> 0:20:06.600
<v Speaker 1>that I just love about it because it goes along

0:20:06.640 --> 0:20:08.280
<v Speaker 1>with the game. Of course, you can waste time while

0:20:08.280 --> 0:20:11.520
<v Speaker 1>the other guys building up his army, but it's just

0:20:11.720 --> 0:20:14.080
<v Speaker 1>I thought there was a kick to do that. So

0:20:14.119 --> 0:20:17.479
<v Speaker 1>we're still in right now. At this point, Blizzard has

0:20:17.520 --> 0:20:21.040
<v Speaker 1>about twenty five employees. Uh. They've only been in business

0:20:21.080 --> 0:20:23.560
<v Speaker 1>for three years and they've got twenty five employees. They

0:20:23.600 --> 0:20:26.280
<v Speaker 1>created a small booth at c e S that year,

0:20:26.680 --> 0:20:28.400
<v Speaker 1>and that's where they kind of showed off the idea

0:20:28.440 --> 0:20:31.040
<v Speaker 1>of Warcraft and UH and got a lot of attention

0:20:31.080 --> 0:20:33.320
<v Speaker 1>there and so it created a lot of buzz um

0:20:33.359 --> 0:20:35.000
<v Speaker 1>And then of course later in the year Warcraft came

0:20:35.040 --> 0:20:36.959
<v Speaker 1>out was a big Hit and then near the end

0:20:37.000 --> 0:20:40.920
<v Speaker 1>of just a year later, they released Warcraft two Tides

0:20:41.040 --> 0:20:43.760
<v Speaker 1>of Darkness, and that's where they introduced the idea of

0:20:43.920 --> 0:20:46.840
<v Speaker 1>a fog of war. Now, if you're not a gamer

0:20:46.880 --> 0:20:49.400
<v Speaker 1>and you don't really know these terms, what fog war

0:20:49.480 --> 0:20:53.480
<v Speaker 1>means is that part of the map is intentionally obscured

0:20:53.560 --> 0:20:56.600
<v Speaker 1>from your view as a player, and you only can

0:20:56.680 --> 0:20:59.680
<v Speaker 1>uncover that part of the map part of me once

0:20:59.680 --> 0:21:03.399
<v Speaker 1>you start it's sending units in to to explore it. Yeah, basically,

0:21:03.480 --> 0:21:05.560
<v Speaker 1>I think that that is sort of a role playing

0:21:05.600 --> 0:21:10.960
<v Speaker 1>game addition, because if you think about your players as characters, uh,

0:21:11.000 --> 0:21:13.040
<v Speaker 1>and yourself as a character in the game as the

0:21:13.400 --> 0:21:16.600
<v Speaker 1>if you will, the general behind behind your troops, you

0:21:16.760 --> 0:21:19.199
<v Speaker 1>haven't been there yet. Your troops haven't been in this

0:21:19.320 --> 0:21:21.560
<v Speaker 1>part of the forest yet, so they don't know what's there,

0:21:21.960 --> 0:21:24.480
<v Speaker 1>right And and because you don't have any eyes there,

0:21:24.520 --> 0:21:26.520
<v Speaker 1>it's not like you can you know, if you were

0:21:26.600 --> 0:21:28.800
<v Speaker 1>on the ground, you would not be able to see

0:21:28.840 --> 0:21:30.800
<v Speaker 1>that far like. So the idea is that the fog

0:21:30.800 --> 0:21:33.160
<v Speaker 1>of war limits what you can see until you start

0:21:33.200 --> 0:21:37.000
<v Speaker 1>sending units and to explore. So that gave the option

0:21:37.040 --> 0:21:39.679
<v Speaker 1>of creating things like scouting units things like that changes

0:21:39.720 --> 0:21:42.720
<v Speaker 1>the strategy a lot. You couldn't just immediately glance in

0:21:42.760 --> 0:21:44.560
<v Speaker 1>the maps see what your enemy was up to and

0:21:44.560 --> 0:21:48.480
<v Speaker 1>then adjust. You had to h anticipate what your enemy

0:21:48.560 --> 0:21:51.959
<v Speaker 1>might do and try and and head them off. Um.

0:21:53.240 --> 0:21:57.040
<v Speaker 1>And and also Warcraft had already introduced this the idea

0:21:57.119 --> 0:22:00.159
<v Speaker 1>of being able to play against human opponents, not just

0:22:00.200 --> 0:22:03.080
<v Speaker 1>the computer opponents, but human opponents, either over a modem

0:22:03.200 --> 0:22:07.080
<v Speaker 1>or over a local area network. That I can't stress

0:22:07.200 --> 0:22:10.000
<v Speaker 1>enough how important that was to the success of Warcraft,

0:22:10.080 --> 0:22:13.159
<v Speaker 1>because playing against the computer is fun. Playing against your

0:22:13.160 --> 0:22:16.880
<v Speaker 1>friends as a blast, right, I mean, you know, there's

0:22:16.880 --> 0:22:20.280
<v Speaker 1>the whole element of smack talk. There's bragging rights. Uh,

0:22:20.359 --> 0:22:23.040
<v Speaker 1>they're the great stories that you tell where you know,

0:22:23.119 --> 0:22:25.280
<v Speaker 1>it looked like all the way up until the last

0:22:25.320 --> 0:22:26.800
<v Speaker 1>half hour of that game, it looked like you were

0:22:26.800 --> 0:22:29.200
<v Speaker 1>gonna lose, but you somehow turned it around just because

0:22:29.200 --> 0:22:33.119
<v Speaker 1>this this crazy tactic that had just a sliver of

0:22:33.119 --> 0:22:35.879
<v Speaker 1>a chance to work actually paid off. That kind of

0:22:35.920 --> 0:22:38.320
<v Speaker 1>stuff is really invaluable for a game. I mean, it

0:22:38.359 --> 0:22:41.800
<v Speaker 1>really pushed it too into a phenomenon. And Warcraft too

0:22:41.800 --> 0:22:45.880
<v Speaker 1>continued that. Uh. And also players were taking it upon

0:22:45.920 --> 0:22:49.000
<v Speaker 1>themselves to find creative ways to create matches against each

0:22:49.000 --> 0:22:54.280
<v Speaker 1>other online. This predates Blizzards own online service. So what

0:22:54.320 --> 0:22:57.119
<v Speaker 1>they were using was a service called Collie k a

0:22:57.359 --> 0:23:00.679
<v Speaker 1>l I and they were creating matches over that. But

0:23:00.760 --> 0:23:03.200
<v Speaker 1>that sort of served, you know, Blizzard took took notice

0:23:03.280 --> 0:23:04.960
<v Speaker 1>that and they that sort of served as a model

0:23:05.000 --> 0:23:07.840
<v Speaker 1>for them, and they began to develop their own online service,

0:23:07.880 --> 0:23:11.520
<v Speaker 1>which would become known as battle Net or battle dot

0:23:11.560 --> 0:23:14.480
<v Speaker 1>Net if you prefer. UM. Just an interesting note, and

0:23:14.520 --> 0:23:18.240
<v Speaker 1>we were talking about the serendipitous nature of the founders

0:23:18.320 --> 0:23:23.520
<v Speaker 1>of Blizzard UH meeting one another. UM. Actually there's something

0:23:23.560 --> 0:23:25.600
<v Speaker 1>else it's about to come up that has its roots

0:23:25.640 --> 0:23:27.920
<v Speaker 1>back at a C E S. When they were when

0:23:27.960 --> 0:23:32.439
<v Speaker 1>the company was developing titles for the S N E S. UM,

0:23:32.480 --> 0:23:35.760
<v Speaker 1>they had been asked by a company called Sunsoft develop

0:23:35.880 --> 0:23:40.399
<v Speaker 1>a d C comics fighting game for the S N

0:23:40.440 --> 0:23:42.920
<v Speaker 1>E S and they had a copy of it to

0:23:43.000 --> 0:23:46.639
<v Speaker 1>show off at C S. Well. As it turns out,

0:23:46.680 --> 0:23:52.280
<v Speaker 1>a company called Condor UH Condor Software UM had been

0:23:52.320 --> 0:23:54.679
<v Speaker 1>asked to do the same thing for the Sega Genesis

0:23:55.000 --> 0:23:58.359
<v Speaker 1>and the two companies didn't know one another, but they

0:23:58.800 --> 0:24:01.320
<v Speaker 1>the founders at the CUP and he's met at at

0:24:01.520 --> 0:24:04.480
<v Speaker 1>c S and they basically stayed in contact with one another.

0:24:04.520 --> 0:24:08.280
<v Speaker 1>In fact, from what I understand, Um, Dave Brevick of

0:24:08.400 --> 0:24:13.480
<v Speaker 1>Condor was given an opportunity to beta test Warcraft, the

0:24:13.520 --> 0:24:16.280
<v Speaker 1>early version of Warcraft, because he liked what he saw

0:24:16.320 --> 0:24:19.200
<v Speaker 1>and thought it was really cool. Um. So this game,

0:24:19.320 --> 0:24:22.879
<v Speaker 1>this game company called Condor, Yes, were they developing a

0:24:23.000 --> 0:24:26.960
<v Speaker 1>game that would become a worldwide phenomenon? Do do do?

0:24:26.960 --> 0:24:31.480
<v Speaker 1>Do do? They might have been, and and did Blizzard

0:24:32.200 --> 0:24:37.320
<v Speaker 1>uh get into the opportunity to actually acquire said company Condor? Well? Was?

0:24:37.400 --> 0:24:40.560
<v Speaker 1>It turns out the Warcraft games were a hit and

0:24:41.560 --> 0:24:45.200
<v Speaker 1>hit and they brought a lot of money into if

0:24:45.200 --> 0:24:50.800
<v Speaker 1>you'll pardon my pardon my joke, Blizzards war Chest. Nice,

0:24:51.200 --> 0:24:54.040
<v Speaker 1>I didn't say battle chest. Actually that's why I picked

0:24:54.119 --> 0:24:56.679
<v Speaker 1>up my first just as inside I picked up my

0:24:56.680 --> 0:25:00.400
<v Speaker 1>first Warcraft. I got the battle chest with Warcraft Aircraft

0:25:00.440 --> 0:25:04.760
<v Speaker 1>two and the expansion, and I played the living daylights

0:25:04.760 --> 0:25:10.119
<v Speaker 1>out of those three. Um. But anyhow, yes, they with

0:25:10.119 --> 0:25:13.560
<v Speaker 1>with that money, they contacted Condor and said, hey, you know,

0:25:14.000 --> 0:25:17.840
<v Speaker 1>we're friends. Why don't we work together? Work together? And

0:25:17.840 --> 0:25:22.360
<v Speaker 1>and so yeah, Blizzard acquired Condor and they came Blizzard North.

0:25:22.480 --> 0:25:26.480
<v Speaker 1>They renamed it Blizzard North. It was located in San Mateo, California,

0:25:26.640 --> 0:25:30.520
<v Speaker 1>and uh and Condor was working on a game that

0:25:31.040 --> 0:25:35.919
<v Speaker 1>it would become insanely popular, so much so that there

0:25:35.920 --> 0:25:38.280
<v Speaker 1>that right now as we record this podcast, there are

0:25:38.280 --> 0:25:40.520
<v Speaker 1>people begging to get into the beta of the most

0:25:40.560 --> 0:25:43.280
<v Speaker 1>current version of that game. And that game was a

0:25:43.400 --> 0:25:46.920
<v Speaker 1>dungeon crawler and a mouse killer. Yes. As a matter

0:25:46.960 --> 0:25:51.399
<v Speaker 1>of fact, it from from what I understand, people credit

0:25:51.480 --> 0:25:55.919
<v Speaker 1>this game with with launching the dungeon crawler. Yeah, and

0:25:55.960 --> 0:25:59.560
<v Speaker 1>also launching Battle neet. Uh. It is, of course Diablo

0:26:00.119 --> 0:26:04.879
<v Speaker 1>a game where you created a fantasy inspired character and

0:26:04.920 --> 0:26:07.680
<v Speaker 1>you would have various weapons. You would go into dungeons

0:26:07.720 --> 0:26:10.280
<v Speaker 1>and you would click on things to kill them. And really,

0:26:10.280 --> 0:26:14.399
<v Speaker 1>when you get down to the gameplay, it was pretty simple.

0:26:14.960 --> 0:26:17.200
<v Speaker 1>You know, it's not of clicking, but it was addictive

0:26:17.320 --> 0:26:20.880
<v Speaker 1>because the for lots of reasons, the game design was fantastic.

0:26:20.960 --> 0:26:24.600
<v Speaker 1>The art was great, the leveling system was cool, the

0:26:24.680 --> 0:26:29.840
<v Speaker 1>loot system was very satisfying as a gamer. So everything

0:26:29.840 --> 0:26:33.040
<v Speaker 1>in this game, considering how simple it was, was done correctly,

0:26:33.520 --> 0:26:36.920
<v Speaker 1>just to the point where people just fell in love

0:26:36.960 --> 0:26:39.399
<v Speaker 1>with it. And it launched with the battle Neet service,

0:26:39.400 --> 0:26:42.399
<v Speaker 1>which was a free online service where people could go

0:26:42.440 --> 0:26:47.639
<v Speaker 1>and make matches to play online together. Um and it

0:26:47.680 --> 0:26:50.960
<v Speaker 1>made money through online advertising through web advertising. Actually made

0:26:51.000 --> 0:26:53.320
<v Speaker 1>quite a bit of money because it was incredibly popular.

0:26:54.280 --> 0:26:58.840
<v Speaker 1>Now around n a couple of different things are happening.

0:26:58.840 --> 0:27:01.680
<v Speaker 1>For one Blizzard to start starts to develop a game

0:27:02.160 --> 0:27:04.119
<v Speaker 1>that would be you know, actually they were supposed to

0:27:04.119 --> 0:27:08.360
<v Speaker 1>release the game in ninety seven called Warcraft Adventures. Now,

0:27:08.400 --> 0:27:10.960
<v Speaker 1>this was going to be a game that was going

0:27:11.000 --> 0:27:13.600
<v Speaker 1>to be an adventure based game. So adventure games when

0:27:13.600 --> 0:27:15.520
<v Speaker 1>we talked about that, that that those are games like

0:27:15.560 --> 0:27:19.120
<v Speaker 1>the Monkey Island series um or the Old King's Quest

0:27:19.160 --> 0:27:24.119
<v Speaker 1>series or Space Quest. These are games where you solve puzzles,

0:27:24.119 --> 0:27:27.679
<v Speaker 1>you wander around, you interact with other characters. Um. Generally

0:27:27.720 --> 0:27:29.520
<v Speaker 1>you have to collect a lot of items and then

0:27:29.560 --> 0:27:32.879
<v Speaker 1>combine stuff in your inventory in order to uh to

0:27:33.000 --> 0:27:37.679
<v Speaker 1>achieve certain tasks, to complete certain tasks. Um And it

0:27:37.880 --> 0:27:41.800
<v Speaker 1>was fairly popular for a while. So Blizzard thought, well,

0:27:41.800 --> 0:27:44.159
<v Speaker 1>why don't we create a Warcraft adventure kind of in

0:27:44.200 --> 0:27:47.360
<v Speaker 1>the model of the Old Monkey Island games and flesh

0:27:47.359 --> 0:27:50.320
<v Speaker 1>out this mythology we've created about the Orcs, and this

0:27:50.359 --> 0:27:52.399
<v Speaker 1>will give you more of a backstory about what the

0:27:52.520 --> 0:27:55.560
<v Speaker 1>Orcs are and why they are the way they are. Um,

0:27:55.640 --> 0:27:58.160
<v Speaker 1>and they started developing it. But here's the thing about Blizzard.

0:27:59.000 --> 0:28:03.280
<v Speaker 1>They take game development very seriously and if a game

0:28:03.359 --> 0:28:06.080
<v Speaker 1>is not ready for release, they will not release it.

0:28:06.160 --> 0:28:09.359
<v Speaker 1>So they don't release games prematurely. They don't want to

0:28:09.400 --> 0:28:12.280
<v Speaker 1>have they don't want to introduce a buggy, bad game

0:28:12.560 --> 0:28:16.240
<v Speaker 1>into the market because it all it's a black eye

0:28:16.440 --> 0:28:19.440
<v Speaker 1>for the company. Yeah, they have a they're they're famous

0:28:19.480 --> 0:28:24.159
<v Speaker 1>actually for their release date when it's ready. Yeah. So

0:28:24.880 --> 0:28:26.520
<v Speaker 1>they learned that less in the hard way because they

0:28:26.560 --> 0:28:30.080
<v Speaker 1>had announced that this game was going to launch and

0:28:30.160 --> 0:28:33.199
<v Speaker 1>it didn't and as the there were delays in the

0:28:33.240 --> 0:28:37.960
<v Speaker 1>development process, the the adventure model changed. For one thing.

0:28:38.360 --> 0:28:42.840
<v Speaker 1>Companies started to develop three D adventure games. So, uh,

0:28:42.920 --> 0:28:44.400
<v Speaker 1>one of the Monkey Island games, one of the later

0:28:44.480 --> 0:28:47.080
<v Speaker 1>Monkey Island games, was in a was rendered as a

0:28:47.080 --> 0:28:50.120
<v Speaker 1>three D style game, so that the characters were no

0:28:50.160 --> 0:28:53.560
<v Speaker 1>longer this kind of flat animated look. Grimm Fandango is

0:28:53.560 --> 0:28:57.560
<v Speaker 1>another example. So at that point, the Warcraft Adventures was

0:28:57.560 --> 0:28:59.960
<v Speaker 1>starting to look dated because it was doing the old

0:29:00.120 --> 0:29:04.239
<v Speaker 1>two D design and because of that other other reasons, Uh,

0:29:04.440 --> 0:29:07.760
<v Speaker 1>Blizzard decided ultimately to kill the product and and it

0:29:07.840 --> 0:29:12.160
<v Speaker 1>never it would never reach store shelves. Um do that.

0:29:12.920 --> 0:29:14.880
<v Speaker 1>And that same year, in ninety seven, that's when you

0:29:14.960 --> 0:29:19.760
<v Speaker 1>had the scandal at scindent UH, the company that the

0:29:19.800 --> 0:29:24.719
<v Speaker 1>parent company that owned Blizzard. So here's the scandal. Apparently

0:29:24.760 --> 0:29:29.200
<v Speaker 1>the company had sort of fibbed about its income and

0:29:29.280 --> 0:29:34.200
<v Speaker 1>inflated it by about a third because analysts had expected

0:29:34.200 --> 0:29:36.560
<v Speaker 1>the company to do incredibly well, and so in order

0:29:36.680 --> 0:29:39.280
<v Speaker 1>for it to look like the company had met those expectations,

0:29:40.080 --> 0:29:44.320
<v Speaker 1>they cooked the books over at Sindant And in the

0:29:44.320 --> 0:29:47.960
<v Speaker 1>wake of the scandal, they ended up selling off Sierra Online,

0:29:48.040 --> 0:29:51.800
<v Speaker 1>which included Blizzard Entertainment, and they sold it to a

0:29:51.800 --> 0:29:57.000
<v Speaker 1>French company called Havas UH. And then that company then

0:29:57.440 --> 0:30:01.920
<v Speaker 1>was bought by another company called the then d the Plumbers.

0:30:03.720 --> 0:30:07.080
<v Speaker 1>So I know that yet another company that's in video

0:30:07.120 --> 0:30:10.720
<v Speaker 1>games now that was in something completely different essentially. Yeah,

0:30:10.760 --> 0:30:13.000
<v Speaker 1>we'll get back to we'll get back to their their

0:30:13.040 --> 0:30:16.520
<v Speaker 1>adventure in a few years. So yeah. Again, what was

0:30:16.560 --> 0:30:20.000
<v Speaker 1>remarkable though, is through all this corporate change where they're

0:30:20.040 --> 0:30:23.280
<v Speaker 1>being acquired and merged and sold off and reacquired and

0:30:23.320 --> 0:30:25.600
<v Speaker 1>all that kind of stuff. While all this is happening,

0:30:25.960 --> 0:30:30.840
<v Speaker 1>Blizzard remained remarkably cohesive. Uh. The at this point, the

0:30:30.840 --> 0:30:34.200
<v Speaker 1>three founders are all still there, um and uh. And

0:30:34.240 --> 0:30:37.640
<v Speaker 1>they were still working on on games. Now. That same year,

0:30:37.640 --> 0:30:41.800
<v Speaker 1>in nine seven, they were developing a new real time

0:30:41.840 --> 0:30:44.320
<v Speaker 1>strategy game and they showed it off at the second

0:30:44.320 --> 0:30:49.280
<v Speaker 1>ever E three conference. And this was an isometric view

0:30:49.400 --> 0:30:55.080
<v Speaker 1>science fiction real time strategy game called StarCraft. Uh. Isometric

0:30:55.160 --> 0:30:57.680
<v Speaker 1>view meaning that it's instead of being a direct top

0:30:57.680 --> 0:30:59.760
<v Speaker 1>down view, you're viewing at an angle, kind of like

0:30:59.800 --> 0:31:03.440
<v Speaker 1>iagine you're hovering over the landscape and you're looking down

0:31:03.440 --> 0:31:05.640
<v Speaker 1>and ahead of you. That's kind of what we're talking

0:31:05.640 --> 0:31:10.640
<v Speaker 1>about here, and isometric you and um uh. The StarCraft

0:31:10.640 --> 0:31:14.560
<v Speaker 1>game featured three races, the pro Toss, the Terran, and

0:31:14.600 --> 0:31:19.360
<v Speaker 1>the Zerg. And and it's kind of interesting because unlike

0:31:19.440 --> 0:31:23.200
<v Speaker 1>other games and in Warcraft, in Orcs versus humans, you

0:31:23.240 --> 0:31:25.640
<v Speaker 1>had Orc units and you had human units, but they

0:31:25.640 --> 0:31:28.200
<v Speaker 1>were essentially analogs to each other. Yeah, you had the

0:31:28.240 --> 0:31:31.400
<v Speaker 1>same essential buildings. You had you had to mind gold.

0:31:31.440 --> 0:31:36.920
<v Speaker 1>You had a barracks where you produced your your warriors. Um,

0:31:36.960 --> 0:31:39.800
<v Speaker 1>you know, they used the same buildings, but they looked

0:31:39.840 --> 0:31:43.720
<v Speaker 1>different and spoke differently different arts style, but they behaved

0:31:43.880 --> 0:31:47.160
<v Speaker 1>very much the same way, So not the case with StarCraft.

0:31:47.240 --> 0:31:50.560
<v Speaker 1>StarCraft each race had its own unique units, its own

0:31:50.640 --> 0:31:53.880
<v Speaker 1>unique UH strategies, so a strategy that would work for

0:31:54.000 --> 0:31:57.400
<v Speaker 1>one race would not work for another one. You'd have

0:31:57.480 --> 0:32:00.320
<v Speaker 1>to develop a totally different race depending upon a totally

0:32:00.320 --> 0:32:02.760
<v Speaker 1>different strategy rather depending on what upon what race you

0:32:02.800 --> 0:32:06.280
<v Speaker 1>were playing and UH. They also had some other cool features,

0:32:06.280 --> 0:32:09.240
<v Speaker 1>like the game would it would feature your mission objectives

0:32:09.280 --> 0:32:12.560
<v Speaker 1>might change in the course of a mission, which meant

0:32:12.600 --> 0:32:14.840
<v Speaker 1>that you had to be flexible. You couldn't you couldn't

0:32:14.840 --> 0:32:18.120
<v Speaker 1>commit all of your resources to doing a specific task

0:32:18.560 --> 0:32:21.480
<v Speaker 1>because if that task changed halfway through, then you might

0:32:21.560 --> 0:32:24.880
<v Speaker 1>be stuck. So it meant that you have to be

0:32:24.960 --> 0:32:26.960
<v Speaker 1>really quick on your feet when you were playing this.

0:32:27.040 --> 0:32:30.320
<v Speaker 1>And in fact, there are professional gamers who specialize in

0:32:30.360 --> 0:32:33.400
<v Speaker 1>StarCraft to this day. Yes, as a matter of fact,

0:32:34.040 --> 0:32:39.280
<v Speaker 1>South Korea as a huge StarCraft following. There are StarCraft

0:32:39.280 --> 0:32:41.440
<v Speaker 1>TV shows. Yeah, and we've talked about that a little

0:32:41.440 --> 0:32:44.400
<v Speaker 1>bit when we talked about a professional gamer podcast. But yeah,

0:32:44.440 --> 0:32:47.600
<v Speaker 1>these StarCraft it was a huge Actually, this this game

0:32:47.680 --> 0:32:51.080
<v Speaker 1>helped launch that movement. Yeah, they're like professional athletes in

0:32:51.120 --> 0:32:53.920
<v Speaker 1>some countries and they and and when if you ever

0:32:54.000 --> 0:32:59.840
<v Speaker 1>watch a truly adept player, it is it's it's incomprehensible

0:32:59.880 --> 0:33:02.280
<v Speaker 1>to me. I mean, they're they're they're executing so many

0:33:02.360 --> 0:33:06.880
<v Speaker 1>commands per second that I can't Like, I'm thinking, like,

0:33:06.960 --> 0:33:09.720
<v Speaker 1>where's my little guy who says hello when I click

0:33:09.760 --> 0:33:11.840
<v Speaker 1>on it? And the meanwhile they've they've wiped out half

0:33:11.920 --> 0:33:14.360
<v Speaker 1>my units, And I like, what happened. By the time

0:33:14.400 --> 0:33:18.760
<v Speaker 1>that you find him, he'll be the only guy left. Yeah,

0:33:18.800 --> 0:33:24.800
<v Speaker 1>I'm yeah. So StarCraft became a worldwide phenomenon and and

0:33:24.840 --> 0:33:26.840
<v Speaker 1>it was a big hit when it launched. It it

0:33:26.880 --> 0:33:29.760
<v Speaker 1>didn't it wasn't like a slow burn. It it took

0:33:29.800 --> 0:33:36.240
<v Speaker 1>off pretty quickly, although it's popularity was grew exponentially once

0:33:36.240 --> 0:33:42.520
<v Speaker 1>it went overseas. So in Blizzard announced Warcraft three. Now,

0:33:42.560 --> 0:33:45.280
<v Speaker 1>originally Warcraft three was supposed to be a new type

0:33:45.320 --> 0:33:47.880
<v Speaker 1>of game. It was supposed to be a role playing

0:33:48.080 --> 0:33:50.880
<v Speaker 1>strategy game, not a real time strategy game. And the

0:33:50.960 --> 0:33:54.400
<v Speaker 1>idea again because Blizzard was very much interested in the

0:33:54.480 --> 0:33:58.120
<v Speaker 1>storytelling aspect of video games and conveying a kind of

0:33:59.080 --> 0:34:02.360
<v Speaker 1>a tale to hell and that the the gamer is

0:34:02.480 --> 0:34:06.200
<v Speaker 1>part of that story and helps generate that story. Um.

0:34:06.240 --> 0:34:07.800
<v Speaker 1>They thought that this was going to be a really

0:34:07.880 --> 0:34:11.680
<v Speaker 1>immersive game that would connect the player to the game

0:34:11.719 --> 0:34:13.480
<v Speaker 1>in a way that had not been done in previous

0:34:13.480 --> 0:34:17.759
<v Speaker 1>Warcraft games. So the announced in Unfortunately, really by the

0:34:17.760 --> 0:34:19.759
<v Speaker 1>time it came out, I mean, although Warcraft three is

0:34:19.760 --> 0:34:22.799
<v Speaker 1>an amazing game, it was not the same sort of

0:34:22.840 --> 0:34:25.080
<v Speaker 1>game that they had talked about back in ninety nine

0:34:25.120 --> 0:34:28.520
<v Speaker 1>when it finally debuted, because again, you know, they found

0:34:28.520 --> 0:34:30.279
<v Speaker 1>what worked what didn't work, and they were not going

0:34:30.320 --> 0:34:33.680
<v Speaker 1>to release a game that was just okay. They wanted

0:34:33.680 --> 0:34:35.640
<v Speaker 1>it to be the best that could be based on

0:34:35.680 --> 0:34:39.000
<v Speaker 1>their resources and their knowledge. I know, Warcraft three, if

0:34:39.000 --> 0:34:41.719
<v Speaker 1>you've played the first two Warcraft games in StarCraft for

0:34:41.760 --> 0:34:47.600
<v Speaker 1>that matter, um, StarCraft one, well we'll see somewhat familiar

0:34:47.600 --> 0:34:51.640
<v Speaker 1>and somewhat unfamiliar because um and that where you could

0:34:51.640 --> 0:34:55.799
<v Speaker 1>actually play, uh through a long game where you had

0:34:55.800 --> 0:35:00.480
<v Speaker 1>many many scenarios, you were also required um and Warcraft

0:35:00.480 --> 0:35:03.799
<v Speaker 1>three to take a turn with each of the races. UM.

0:35:03.880 --> 0:35:08.000
<v Speaker 1>And again, Warcraft three took the StarCraft model where each

0:35:08.040 --> 0:35:12.359
<v Speaker 1>of the races has a little bit of a different ability. Um,

0:35:12.560 --> 0:35:14.879
<v Speaker 1>the things that work for night Elves won't necessarily work

0:35:14.920 --> 0:35:17.640
<v Speaker 1>for you know, I'm dead. And they introduced the hero

0:35:17.800 --> 0:35:20.879
<v Speaker 1>classes as well, so that changed things of the hero

0:35:21.040 --> 0:35:23.239
<v Speaker 1>units rather. Yeah, and and there was a story that

0:35:23.280 --> 0:35:25.520
<v Speaker 1>goes to the game. You start off with the human

0:35:25.600 --> 0:35:29.479
<v Speaker 1>units and you're working there, uh with a prince who's

0:35:29.520 --> 0:35:33.920
<v Speaker 1>your hero, leading your units through battle. And well, I

0:35:33.960 --> 0:35:37.279
<v Speaker 1>won't have a story spoiler, but the story continues as

0:35:37.320 --> 0:35:40.120
<v Speaker 1>you go through the other races. And I think it's

0:35:40.160 --> 0:35:42.080
<v Speaker 1>more of at least in my opinion, it's more of

0:35:42.080 --> 0:35:46.080
<v Speaker 1>a battle Neet type game where you're, um, yeah, you

0:35:46.120 --> 0:35:49.720
<v Speaker 1>can play it, uh, just yourself, but the real value

0:35:49.760 --> 0:35:52.120
<v Speaker 1>and that game is to play it online or with

0:35:52.200 --> 0:35:56.239
<v Speaker 1>other people. Um, because it was really designed to be

0:35:56.680 --> 0:36:01.560
<v Speaker 1>an expansive online, real time strategy as opposed to something

0:36:01.560 --> 0:36:05.719
<v Speaker 1>that you spend hours trying to solve yourself. So between

0:36:05.760 --> 0:36:09.520
<v Speaker 1>when they announced Warcraft three and when Warcraft three actually debuts,

0:36:09.560 --> 0:36:12.240
<v Speaker 1>which is about three years. In that three year period,

0:36:12.280 --> 0:36:15.960
<v Speaker 1>they're not just trying to create Warcraft three and and

0:36:16.080 --> 0:36:20.640
<v Speaker 1>switching things around. They also in two thousand released Diablo two,

0:36:20.920 --> 0:36:24.200
<v Speaker 1>which was again very hugel and and they started releasing

0:36:24.239 --> 0:36:27.759
<v Speaker 1>expansion packs for their games, and those expansion packs were

0:36:27.760 --> 0:36:29.799
<v Speaker 1>also very popular, and that's one of those things where,

0:36:29.840 --> 0:36:32.000
<v Speaker 1>you know, Blizzard was one of the kind of pioneering

0:36:32.080 --> 0:36:35.520
<v Speaker 1>companies to show that expansion packs could really help you

0:36:36.040 --> 0:36:40.120
<v Speaker 1>extend the lifespan of a title and to really enhance

0:36:40.239 --> 0:36:43.319
<v Speaker 1>the the player experience for those titles. It was like

0:36:43.320 --> 0:36:45.840
<v Speaker 1>a win win for everybody. The players loved it because

0:36:46.000 --> 0:36:48.880
<v Speaker 1>there was this game that they were truly emotionally invested

0:36:48.920 --> 0:36:52.680
<v Speaker 1>in that they got to play more of, and the

0:36:53.040 --> 0:36:54.799
<v Speaker 1>you know, of course Blizzard liked it because it meant

0:36:54.800 --> 0:36:57.440
<v Speaker 1>more revenue coming in and they didn't without having to

0:36:57.480 --> 0:37:00.560
<v Speaker 1>develop an entirely new game. You you develop an expansion

0:37:00.600 --> 0:37:03.160
<v Speaker 1>pack that's built on the foundation of the game that

0:37:03.200 --> 0:37:07.520
<v Speaker 1>it's expanding. But in a I'm sorry, go ahead, I

0:37:07.560 --> 0:37:10.680
<v Speaker 1>was going to note that, according to Blizzard, UM, Diablo

0:37:10.760 --> 0:37:13.480
<v Speaker 1>Too set a record at that time for the fastest

0:37:13.520 --> 0:37:17.439
<v Speaker 1>selling PC game ever. Um. And then in two thousand one,

0:37:17.480 --> 0:37:21.600
<v Speaker 1>when Diablo two, Lord of Destruction, the expansion pack was released,

0:37:21.600 --> 0:37:24.120
<v Speaker 1>that sold more than a million copies in its first month.

0:37:24.600 --> 0:37:27.799
<v Speaker 1>That's pretty impressive. Yeah, And uh, two thousand one was

0:37:27.880 --> 0:37:31.480
<v Speaker 1>also when Blizzard went to the European Computer Trade Show

0:37:31.520 --> 0:37:34.840
<v Speaker 1>and announced the development for a game that would take

0:37:35.600 --> 0:37:37.879
<v Speaker 1>that kind of dwarfed the success of all the other

0:37:37.960 --> 0:37:42.800
<v Speaker 1>games combined, ultimately called World of Warcraft. And this actually

0:37:42.880 --> 0:37:45.400
<v Speaker 1>shocked people that Blizzard was going to get into the

0:37:45.440 --> 0:37:50.560
<v Speaker 1>massively multiplayer online role playing game game because at that point,

0:37:50.760 --> 0:37:53.560
<v Speaker 1>really there were there had only been two big m

0:37:53.680 --> 0:37:56.799
<v Speaker 1>m O RPGs in North America at that point. There

0:37:56.880 --> 0:37:59.000
<v Speaker 1>was Ultimate Online, which was kind of the first one,

0:37:59.480 --> 0:38:04.080
<v Speaker 1>but by this time Ultimate Online Star was in serious decline,

0:38:04.360 --> 0:38:08.359
<v Speaker 1>and there was ever Quest, which was a Sony property. Yeah,

0:38:08.400 --> 0:38:10.800
<v Speaker 1>and ever Request was still going on strong, and people

0:38:10.840 --> 0:38:14.720
<v Speaker 1>were a little skeptical that Blizzard could create a game

0:38:15.280 --> 0:38:18.560
<v Speaker 1>that could compete against ever Quest. Now, granted this is

0:38:18.600 --> 0:38:20.880
<v Speaker 1>two thousand one when they announced it. It wouldn't be

0:38:21.040 --> 0:38:24.600
<v Speaker 1>till two thousand four when the game actually launches, So

0:38:24.880 --> 0:38:26.759
<v Speaker 1>between two thousand and one and two thousand four there's

0:38:26.840 --> 0:38:30.400
<v Speaker 1>massive development being put behind World of Warcraft. Also in

0:38:30.440 --> 0:38:33.960
<v Speaker 1>two thousand two, there was another story about a failed

0:38:34.640 --> 0:38:38.799
<v Speaker 1>attempt to bring another Blizzard game to market. In this

0:38:38.880 --> 0:38:41.960
<v Speaker 1>case it was a console game. Yeah, they were the

0:38:42.080 --> 0:38:47.120
<v Speaker 1>re emergency the console uh attempt. But also you can

0:38:47.160 --> 0:38:50.040
<v Speaker 1>tell by this point that Blizzard gets the idea that

0:38:50.320 --> 0:38:54.000
<v Speaker 1>their franchises. By expanding on their franchises, they can continue

0:38:54.000 --> 0:38:57.440
<v Speaker 1>the success of these games and build the universe a

0:38:57.480 --> 0:39:00.560
<v Speaker 1>little bit more each time. With each iteration, I believe

0:39:00.600 --> 0:39:04.960
<v Speaker 1>you're talking about StarCraft Ghost. Yeah, StarCraft Ghost. This was

0:39:04.960 --> 0:39:07.040
<v Speaker 1>supposed to be a first person for that. Yeah, it's

0:39:07.040 --> 0:39:09.640
<v Speaker 1>supposed to be a first person shooter game, stealth game,

0:39:09.760 --> 0:39:13.320
<v Speaker 1>so kind of like uh, you know games, other stealth

0:39:13.320 --> 0:39:18.200
<v Speaker 1>games we can think of like um, the um except

0:39:18.280 --> 0:39:21.520
<v Speaker 1>excepted skipped on my head. Let me try this again. Okay, Well,

0:39:21.560 --> 0:39:25.400
<v Speaker 1>StarCraft Ghost was StarCraft Ghost was a game based on

0:39:25.600 --> 0:39:28.920
<v Speaker 1>a unit from the StarCraft series. The Ghost is a

0:39:29.239 --> 0:39:33.520
<v Speaker 1>Terran unit that has the ability to use stealth technology

0:39:33.600 --> 0:39:38.880
<v Speaker 1>to hide. Um. And I think the idea would be, uh,

0:39:38.960 --> 0:39:41.120
<v Speaker 1>that you would be able to become one of these

0:39:41.160 --> 0:39:45.280
<v Speaker 1>ghosts and sneak up on on your enemies and become

0:39:45.880 --> 0:39:49.960
<v Speaker 1>essentially a sniper or sapper and get behind enemy lines

0:39:50.000 --> 0:39:51.920
<v Speaker 1>and and do that which is you know, spy games

0:39:51.920 --> 0:39:54.080
<v Speaker 1>are are always kind of fun because you have that

0:39:54.160 --> 0:39:56.880
<v Speaker 1>element of I've got to be sneaky, I've gotta you know,

0:39:57.080 --> 0:40:01.280
<v Speaker 1>hide out and and sneak up on the enemy and Uh, anyway,

0:40:01.960 --> 0:40:07.200
<v Speaker 1>splinter cell splindor cell. Yeah. Um. So anyway, this is

0:40:07.200 --> 0:40:10.720
<v Speaker 1>what I get for having four hours of sleep. Uh, kids,

0:40:10.880 --> 0:40:15.200
<v Speaker 1>get your sleep. Um. Yeah. So they first partnered with Nihilistic.

0:40:15.880 --> 0:40:18.000
<v Speaker 1>Nihilistic was a company that had created a game called

0:40:18.080 --> 0:40:21.000
<v Speaker 1>Vampire the Masquerade, based off the role playing game of

0:40:21.040 --> 0:40:23.960
<v Speaker 1>the same name. Uh, done by White Wolf Studios, if

0:40:23.960 --> 0:40:27.640
<v Speaker 1>I'm not mistaken, located of Stone Mountain, Georgia. Yeah. Nice

0:40:27.640 --> 0:40:30.280
<v Speaker 1>guys over at White Wolf. I've I've met several of them.

0:40:30.320 --> 0:40:33.400
<v Speaker 1>So they had created this game for uh called Vampire

0:40:33.400 --> 0:40:35.799
<v Speaker 1>the Masquerade, and Nihilistic and Blizzard together we're going to

0:40:35.840 --> 0:40:39.239
<v Speaker 1>try and bring StarCraft Goes to to market. But there

0:40:39.239 --> 0:40:43.200
<v Speaker 1>were delays in the development process, and eventually, because Nihilistic

0:40:43.280 --> 0:40:47.920
<v Speaker 1>had other contract obligations, uh, the partnership had to dissolve.

0:40:48.760 --> 0:40:52.279
<v Speaker 1>So then Blizzard partnered with a different company called Swinging Ape. Yeah.

0:40:52.320 --> 0:40:55.440
<v Speaker 1>They actually acquired Swinging Ape in on May sixteenth, two

0:40:55.480 --> 0:40:58.680
<v Speaker 1>thousand five. Um. And that was the point, was that

0:40:58.719 --> 0:41:01.040
<v Speaker 1>they were going to become the Calm Soul team and

0:41:01.200 --> 0:41:06.239
<v Speaker 1>continue working on StarCraft Ghost. Yeah. Now, at the abandonment

0:41:06.280 --> 0:41:09.640
<v Speaker 1>process was a long and painful one. First, Blizzard abandoned

0:41:09.640 --> 0:41:13.399
<v Speaker 1>the plans to create a GameCube version of StarCraft Ghost.

0:41:13.480 --> 0:41:15.959
<v Speaker 1>Then they abandoned the PS two and Xbox plans because

0:41:16.000 --> 0:41:18.880
<v Speaker 1>at the point at that point, the next generation consoles

0:41:18.880 --> 0:41:21.880
<v Speaker 1>were starting to come out, so now if they were

0:41:21.880 --> 0:41:23.279
<v Speaker 1>going to develop it, they were going to have to

0:41:23.280 --> 0:41:26.120
<v Speaker 1>develop it for the next generation ones, and it kind

0:41:26.160 --> 0:41:28.880
<v Speaker 1>of those have kind of become vapor That game has

0:41:28.920 --> 0:41:32.440
<v Speaker 1>become vaporware essentially. Yeah, it's it hasn't been, uh as

0:41:32.440 --> 0:41:35.319
<v Speaker 1>far as I know, officially discontinued, but it's on an

0:41:35.320 --> 0:41:39.760
<v Speaker 1>indefinite hiatus. So two thousand and four is when World

0:41:39.760 --> 0:41:42.440
<v Speaker 1>of Warcraft officially launches, and it launch is late in

0:41:42.520 --> 0:41:45.239
<v Speaker 1>two thousand four, but by January two five, it had

0:41:45.280 --> 0:41:50.400
<v Speaker 1>sold over six hundred thousand units. So for an m

0:41:50.480 --> 0:41:54.560
<v Speaker 1>m O RPG to sell that, that's pretty that's pretty

0:41:54.560 --> 0:41:57.839
<v Speaker 1>significant because you've got to remember, a classic computer game,

0:41:58.400 --> 0:42:01.160
<v Speaker 1>you plunk down your money, you've bought your game, you

0:42:01.239 --> 0:42:03.479
<v Speaker 1>take it home, and you play it until you're either

0:42:03.560 --> 0:42:05.480
<v Speaker 1>tired of it or you complete it, or maybe you

0:42:05.600 --> 0:42:07.719
<v Speaker 1>never stopped playing it, maybe you just love it that much.

0:42:08.160 --> 0:42:12.400
<v Speaker 1>But an MMO RPG is a continuing investment because you

0:42:12.520 --> 0:42:14.799
<v Speaker 1>buy the game, and then you have to subscribe to

0:42:14.880 --> 0:42:17.720
<v Speaker 1>the service to allow you to continue to play. So

0:42:17.920 --> 0:42:20.640
<v Speaker 1>for it to make that many sales is pretty impressive.

0:42:20.800 --> 0:42:23.359
<v Speaker 1>You know that it's they had Blizzard had really made

0:42:23.360 --> 0:42:26.600
<v Speaker 1>a name for itself, and people trusted that name, and

0:42:26.640 --> 0:42:29.520
<v Speaker 1>a lot of people bought it. And then again it

0:42:29.640 --> 0:42:33.960
<v Speaker 1>used that sort of cartoonish style, not a cartoonish so

0:42:34.040 --> 0:42:38.239
<v Speaker 1>much that it it was like off putting, but just

0:42:38.320 --> 0:42:40.480
<v Speaker 1>a little bit of the cartoonish style that Blizzard had

0:42:40.520 --> 0:42:42.880
<v Speaker 1>kind of developed over its ears as a game developer

0:42:43.320 --> 0:42:46.400
<v Speaker 1>that really I think appealed to a wide audience. I

0:42:46.440 --> 0:42:49.160
<v Speaker 1>think that uh, well, of course, Blizzards sort of has

0:42:49.160 --> 0:42:52.120
<v Speaker 1>a signature style of art that they use, and I

0:42:52.160 --> 0:42:55.719
<v Speaker 1>think that again Blizzard has enough of a sense of

0:42:55.800 --> 0:42:59.960
<v Speaker 1>humor that the units can be have a cartoonish l

0:43:00.040 --> 0:43:02.560
<v Speaker 1>man and it kind of softens the gore of all

0:43:02.600 --> 0:43:06.200
<v Speaker 1>the slaying that goes on in the game because it's

0:43:06.239 --> 0:43:08.240
<v Speaker 1>you know, a little a little quirky and a little

0:43:09.040 --> 0:43:14.120
<v Speaker 1>uh softer and friendlier looking. Now, after the development was

0:43:14.320 --> 0:43:18.360
<v Speaker 1>over for World War Crap, but before it had actually debuted,

0:43:18.719 --> 0:43:21.680
<v Speaker 1>one of the three founders, Alan Adam, actually the guy

0:43:21.680 --> 0:43:25.520
<v Speaker 1>who was the the lynch pen for the original Glue. Yeah,

0:43:25.600 --> 0:43:29.840
<v Speaker 1>the glue that held the original team together left Blizzard,

0:43:30.200 --> 0:43:33.120
<v Speaker 1>although he was still a consultant. Yeah, and and he's

0:43:33.120 --> 0:43:35.239
<v Speaker 1>still I mean, if you watch the video like I

0:43:35.280 --> 0:43:37.560
<v Speaker 1>said that I was talking about on on Blizzard site,

0:43:38.000 --> 0:43:40.399
<v Speaker 1>he's featured very heavily in it, and he has nothing

0:43:40.400 --> 0:43:42.960
<v Speaker 1>but good things to say about the company. So it's

0:43:43.000 --> 0:43:45.719
<v Speaker 1>not like there was any bad feelings or anything. It

0:43:45.760 --> 0:43:47.680
<v Speaker 1>may have just been that that was it was time

0:43:47.719 --> 0:43:49.120
<v Speaker 1>to go. It was time to go, time to do

0:43:49.200 --> 0:43:51.120
<v Speaker 1>something else like that. He had set out to create

0:43:51.200 --> 0:43:53.440
<v Speaker 1>a successful video game company, he had done that and

0:43:53.480 --> 0:43:57.399
<v Speaker 1>now was time to move on to the next next thing. So, um,

0:43:57.480 --> 0:44:01.000
<v Speaker 1>the other two founders are still there at they still

0:44:01.040 --> 0:44:05.480
<v Speaker 1>are working there. Um. And in two thousand five, Blizzard

0:44:05.560 --> 0:44:10.000
<v Speaker 1>through the very first blizz Con, which is a game

0:44:10.040 --> 0:44:14.239
<v Speaker 1>festival of gaming festival that that focuses on Blizzard titles,

0:44:14.560 --> 0:44:16.759
<v Speaker 1>and so they'll have things like they'll have tournaments, and

0:44:16.800 --> 0:44:20.480
<v Speaker 1>they have they'll they'll allow people to play demos of

0:44:20.560 --> 0:44:23.120
<v Speaker 1>various games that haven't come out yet, and they'll have

0:44:23.280 --> 0:44:27.080
<v Speaker 1>costume contests and a lot of the people that a

0:44:27.120 --> 0:44:29.680
<v Speaker 1>lot of my professional peers love to go to blizz Con.

0:44:29.760 --> 0:44:33.280
<v Speaker 1>I have never been. Uh frankly, I've I've played several

0:44:33.280 --> 0:44:36.360
<v Speaker 1>Blizzard titles, but I've never gotten into World of Warcraft.

0:44:36.440 --> 0:44:40.360
<v Speaker 1>So I'm not I'm not as heavily uh tied to

0:44:40.400 --> 0:44:42.960
<v Speaker 1>the company as some of my friends are. But folks

0:44:43.040 --> 0:44:46.239
<v Speaker 1>like Tom Marrin and Veronica Belmont, Scott Johnson, like all

0:44:46.280 --> 0:44:50.719
<v Speaker 1>these these other podcasters and crazy people love to go there.

0:44:50.719 --> 0:44:53.760
<v Speaker 1>So I love following Twitter during blizz Con because it

0:44:53.880 --> 0:44:57.840
<v Speaker 1>is hysterical and awesome. I mean, you to see that

0:44:57.920 --> 0:45:01.279
<v Speaker 1>kind of excitement behind game titles is always fun, right,

0:45:02.120 --> 0:45:04.640
<v Speaker 1>And so, uh, two thousand five was the very first

0:45:04.640 --> 0:45:07.160
<v Speaker 1>blizz Con, and they've just gotten larger and more elaborate

0:45:07.200 --> 0:45:11.160
<v Speaker 1>every year. Uh and then in two thousand seven. Keep

0:45:11.200 --> 0:45:13.960
<v Speaker 1>in mind, over all this time, Blizzard continues to release

0:45:14.440 --> 0:45:17.279
<v Speaker 1>expansion packs. Yeah, there was one thing I wanted to

0:45:17.280 --> 0:45:21.799
<v Speaker 1>mention that in August of two thousand five, August first,

0:45:21.920 --> 0:45:26.439
<v Speaker 1>in fact, the Redwood City Studio closed. Um, just about

0:45:26.480 --> 0:45:29.680
<v Speaker 1>everybody got moved to the Irvine, California office, which is

0:45:29.680 --> 0:45:34.719
<v Speaker 1>where Blizzards based. Um, but they actually closed Blizzard North Studios,

0:45:34.840 --> 0:45:38.400
<v Speaker 1>the actual building, and quite a few people left Blizzard

0:45:38.440 --> 0:45:41.200
<v Speaker 1>North at that time to people who you know, left

0:45:41.200 --> 0:45:44.279
<v Speaker 1>on their own to found other companies. But in two

0:45:44.320 --> 0:45:47.680
<v Speaker 1>thousand seven, Vivendi, if you remember, that was the company

0:45:47.719 --> 0:45:52.840
<v Speaker 1>that had purchased Sierra Online, and thus um um Blizzard

0:45:52.920 --> 0:45:58.480
<v Speaker 1>Entertainment merged its game division with Activision, which then creates

0:45:58.480 --> 0:46:02.319
<v Speaker 1>a new branch called Active Vision Blizzard, whis where we

0:46:02.400 --> 0:46:05.120
<v Speaker 1>stand right now, although you never know by the time

0:46:05.120 --> 0:46:08.759
<v Speaker 1>this podcast comes out. And of course Activision was was

0:46:08.800 --> 0:46:12.880
<v Speaker 1>founded by former Atari people who had worked on titles

0:46:12.880 --> 0:46:16.719
<v Speaker 1>for the and so then uh, they're old hands in

0:46:16.760 --> 0:46:18.680
<v Speaker 1>the gaming business too. That's kind of bringing us up

0:46:18.719 --> 0:46:23.560
<v Speaker 1>to date. StarCraft two came out in again massive massive hit.

0:46:23.680 --> 0:46:27.319
<v Speaker 1>Another big expansion pack called Cataclysm came out for World

0:46:27.320 --> 0:46:31.640
<v Speaker 1>of Warcraft, which which dramatically changed the game it was.

0:46:31.680 --> 0:46:34.080
<v Speaker 1>It was supposed to be this this essentially a world

0:46:34.160 --> 0:46:38.920
<v Speaker 1>altering event within the game world, so that places and

0:46:38.920 --> 0:46:42.880
<v Speaker 1>and activities that had been familiar now suddenly weren't. Um

0:46:42.880 --> 0:46:44.920
<v Speaker 1>it was and it was designed to be that. It

0:46:44.960 --> 0:46:47.120
<v Speaker 1>was really designed to shake things up so that people

0:46:47.160 --> 0:46:50.040
<v Speaker 1>have been playing the game forever would suddenly have new

0:46:50.080 --> 0:46:53.000
<v Speaker 1>stuff to do, and it wouldn't just be like a

0:46:53.080 --> 0:46:56.240
<v Speaker 1>new map that they could explore because they had reached

0:46:56.280 --> 0:46:58.560
<v Speaker 1>you know, the level cap and and now they had

0:46:58.600 --> 0:47:02.440
<v Speaker 1>nothing else to do. Um. And so that was a

0:47:02.480 --> 0:47:06.479
<v Speaker 1>big deal when that came out. And uh, and this year,

0:47:06.920 --> 0:47:09.880
<v Speaker 1>the game Diablo three is in beta. It's one of

0:47:09.920 --> 0:47:12.920
<v Speaker 1>those those betas that people are really I can think

0:47:12.920 --> 0:47:14.680
<v Speaker 1>of two games off the top of my head that

0:47:14.880 --> 0:47:18.080
<v Speaker 1>have had gamers scrabbling at the chance to be in

0:47:18.080 --> 0:47:20.680
<v Speaker 1>the beta. One of them is Diablo three, the other

0:47:20.800 --> 0:47:23.160
<v Speaker 1>is The Old Republic. So those would be the two

0:47:23.160 --> 0:47:24.960
<v Speaker 1>big games I would think of even that people are

0:47:25.000 --> 0:47:26.880
<v Speaker 1>trying to get into. And Diablo three, of course, just

0:47:26.920 --> 0:47:30.840
<v Speaker 1>has this huge history behind it and uh, and people

0:47:31.200 --> 0:47:33.560
<v Speaker 1>are eager to play a new Diablo game. I mean

0:47:33.600 --> 0:47:37.000
<v Speaker 1>it's been years since Diablo two came out, so um,

0:47:37.040 --> 0:47:40.080
<v Speaker 1>that's something that's going on right now. And something that

0:47:40.160 --> 0:47:43.200
<v Speaker 1>happened earlier the week that we're recording this podcast I

0:47:43.239 --> 0:47:46.640
<v Speaker 1>thought was interesting is that Blizzard auctioned off some of

0:47:46.640 --> 0:47:50.239
<v Speaker 1>the original server blades from its first server for World

0:47:50.280 --> 0:47:53.480
<v Speaker 1>of Warcraft. Um, and they auctioned it off in a

0:47:53.560 --> 0:47:58.080
<v Speaker 1>charity auction that would benefit St. Jude. St Jude Children's

0:47:58.160 --> 0:48:01.200
<v Speaker 1>Research Hospital. So that was kind of cool that you

0:48:01.239 --> 0:48:05.440
<v Speaker 1>know this, This piece of video game computer game history

0:48:06.440 --> 0:48:09.240
<v Speaker 1>went on sale in order to benefit a charity. Um.

0:48:09.320 --> 0:48:12.719
<v Speaker 1>And also there's I should add that there is the

0:48:12.800 --> 0:48:15.239
<v Speaker 1>rumor it's not so much a rumor, it's just in

0:48:15.320 --> 0:48:19.960
<v Speaker 1>development limbo of a Warcraft movie. Oh, interesting World of

0:48:20.000 --> 0:48:23.680
<v Speaker 1>Warcraft movie. And and Sam Raimi is uh is inked

0:48:23.760 --> 0:48:27.120
<v Speaker 1>to direct this film should it ever actually get into

0:48:27.239 --> 0:48:31.040
<v Speaker 1>true development. Uh so Sam Ramy of course famous for

0:48:31.120 --> 0:48:35.680
<v Speaker 1>the documentary Evil did Ah. And uh of course the

0:48:36.040 --> 0:48:39.600
<v Speaker 1>blizz con announcements this year included, uh, the Defense of

0:48:39.640 --> 0:48:43.600
<v Speaker 1>the Ancients game called Blizzard Doda d o t A

0:48:43.719 --> 0:48:47.040
<v Speaker 1>being Defense the Ancients um. And also a couple of

0:48:47.080 --> 0:48:50.319
<v Speaker 1>expansion packed StarCraft too Hard of the Swarm and there's

0:48:50.360 --> 0:48:53.000
<v Speaker 1>going to be new units in that apparently, and uh

0:48:53.120 --> 0:48:57.080
<v Speaker 1>what World of Warcraft Mists of Pandaria, which features a

0:48:57.120 --> 0:49:02.680
<v Speaker 1>new monk unit and creators that are Pandas Apparently, if

0:49:02.680 --> 0:49:06.880
<v Speaker 1>I'm not mistaken, this actually started as a joke, and

0:49:07.320 --> 0:49:10.440
<v Speaker 1>uh they decided to go all out with it and

0:49:10.480 --> 0:49:13.080
<v Speaker 1>make an expansion. So again, I hope I love that

0:49:13.120 --> 0:49:18.040
<v Speaker 1>about Blizzard. I hope would they attack now? Actually the

0:49:18.800 --> 0:49:23.080
<v Speaker 1>Pandarin Race apparently debuted long time before uh Kung Fu

0:49:23.160 --> 0:49:28.279
<v Speaker 1>Panda did, so I maintain my statement. Okay, all right,

0:49:28.520 --> 0:49:31.000
<v Speaker 1>but Blizzard has has really set itself apart, not just

0:49:31.040 --> 0:49:33.320
<v Speaker 1>for the quality of its games, but for its willingness

0:49:33.320 --> 0:49:36.080
<v Speaker 1>to add a little humor and mix it up in

0:49:36.120 --> 0:49:39.279
<v Speaker 1>their plus uh um. I've always found it kind of

0:49:39.360 --> 0:49:42.479
<v Speaker 1>nice that they released a Mac version of the game,

0:49:42.800 --> 0:49:45.560
<v Speaker 1>you know, long before OS ten, back when Apple was

0:49:45.640 --> 0:49:51.760
<v Speaker 1>considered a a a very an endangered species of computer.

0:49:52.080 --> 0:49:55.040
<v Speaker 1>They were, but Blizzard was still releasing the Warcraft and

0:49:55.080 --> 0:49:58.719
<v Speaker 1>StarCraft and Diablo games for the older versions of the

0:49:58.760 --> 0:50:00.880
<v Speaker 1>Mac os and I always you know, it seems like

0:50:00.920 --> 0:50:03.759
<v Speaker 1>they're not afraid to take chances with things and just

0:50:03.800 --> 0:50:05.719
<v Speaker 1>to get a few, you know, to give other people

0:50:05.719 --> 0:50:08.600
<v Speaker 1>an opportunity to to play the games. So they're one

0:50:08.600 --> 0:50:10.960
<v Speaker 1>of my favorites. It's a pretty remarkable company as as

0:50:11.040 --> 0:50:14.359
<v Speaker 1>video game companies go. And I'm curious to see, you know,

0:50:14.440 --> 0:50:16.399
<v Speaker 1>how things pan out in the future. And I'm sure

0:50:16.440 --> 0:50:18.840
<v Speaker 1>that World of Warcraft will continue to be a juggernaut.

0:50:19.480 --> 0:50:22.160
<v Speaker 1>Uh And I'm really curious to see what their next

0:50:22.920 --> 0:50:27.760
<v Speaker 1>totally new product will be. There's there's a a rumor

0:50:27.880 --> 0:50:31.360
<v Speaker 1>about something called Titan and I'm not certain whether or

0:50:31.400 --> 0:50:38.040
<v Speaker 1>not that is a tie into something else. So well,

0:50:38.040 --> 0:50:40.000
<v Speaker 1>that's kind of where we are today, and we're gonna

0:50:40.040 --> 0:50:42.960
<v Speaker 1>wrap up this discussion about Blizzard. If you guys have

0:50:43.040 --> 0:50:46.400
<v Speaker 1>any companies you would like us to to highlight, or

0:50:46.800 --> 0:50:50.120
<v Speaker 1>people within tech, or if you just always wondered how

0:50:50.600 --> 0:50:53.560
<v Speaker 1>something works and you really wanted us to talk about it,

0:50:53.640 --> 0:50:56.239
<v Speaker 1>let us know. You can email us. Our address is

0:50:56.320 --> 0:50:58.840
<v Speaker 1>tech stuff at how stuff Works dot com, or you

0:50:58.840 --> 0:51:02.080
<v Speaker 1>can let us know on ebook for Twitter are handled

0:51:02.120 --> 0:51:05.040
<v Speaker 1>there as tech Stuff H s W and Chris and

0:51:05.080 --> 0:51:10.279
<v Speaker 1>I will talk to you again really soon. Okay. Be

0:51:10.400 --> 0:51:13.000
<v Speaker 1>sure to check out our new video podcast, Stuff from

0:51:13.000 --> 0:51:15.880
<v Speaker 1>the Future. Join How Stuff Work staff as we explore

0:51:15.920 --> 0:51:20.520
<v Speaker 1>the most promising and perplexing possibilities of tomorrow. The House

0:51:20.520 --> 0:51:24.280
<v Speaker 1>Stuff Works iPhone app has arrived. Download it today on iTunes,

0:51:28.840 --> 0:51:31.400
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