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by stavrus 564 days ago
This just reads as a random mishmash of missteps the company has taken over its 33 years of existence (remember, it's older than Amazon or Google) rather than a proper critique of when it arguably lost its shine in the public's eyes. The company still generates a ton of money, continues to set records for day 1 sales of its games, and owns extremely valuable IP in the gaming industry, so you can't really say it hasn't adapted well to the current industry norms. At times, it practically sets them. It has certainly missed a lot of opportunities, such as turning BattleNet into a public digital storefront before Steam, or capitalizing on the MoBA genre that spawned from their own games before competitors did, but I doubt that they would have had as much success even if they did because their approach would have been different.

Jason Schreier's recent book covers some of the game cancellations. The Warcraft adventure game was cancelled after they flew out one of the best designers in the genre for a week to try to make it work, and make it fun, and couldn't. It was a game that was outsourced to a different company, and they didn't feel like it was up to their quality standards to ship. Shutting down Blizzard North came about as a consequence of the distance between them and HQ, leading to a different studio culture that became difficult to manage, and the uncontested resignation of Blizzard North's executive team when they tried to make demands from Blizzard's owners, Vivendi.

Polygon [1] covered the Starcraft: Ghost game. Long story short, it got canned because it was in development hell for too long. Originally under development by a studio in the Bay area, there apparently wasn't a dedicated Blizzard producer to the game for the longest time, and the idea of what it should be kept changing as new games came out and HQ wanted them to copy those ideas. At some point, Blizzard shifted development to a different studio just miles away from them because they wanted multiplayer, but the same issues persisted. And then they released WoW, which consumed all of their attention. With the release of the gen 7 consoles around the corner, requiring further investment, they made the sensible choice to shelve it so they could focus their time and money on their new cash-printing machine instead.

Experimentation is important for finding the fun, and cancelling what isn't working is a required part of the process. And while, yes, there's a ton of games in the Blizzard graveyard, they're no exception. Valve has a list of cancelled games that's probably just as long. And they're all the better for it. Titan died in favor of Overwatch, Nomad died in favor of World of Warcraft.

[1] https://www.polygon.com/2016/7/5/11819438/starcraft-ghost-wh...

1 comments

>This just reads as a random mishmash of missteps the company has taken over its 33 years of existence (remember, it's older than Amazon or Google) rather than a proper critique of when it arguably lost its shine in the public's eyes. The company still generates a ton of money, continues to set records for day 1 sales of its games, and owns extremely valuable IP in the gaming industry, so you can't really say it hasn't adapted well to the current industry norms.

At the expense of being treated almost as bad as people treat activision.

>It has certainly missed a lot of opportunities, such as turning BattleNet into a public digital storefront before Steam, or capitalizing on the MoBA genre that spawned from their own games before competitors did, but I doubt that they would have had as much success even if they did because their approach would have been different.

Afaik they never tried to compete with Valve with a Steam alternative shop, this only came about way later with Activision releasing their games onto BattleNet platform.

>Jason Schreier's recent book covers some of the game cancellations. The Warcraft adventure game was cancelled after they flew out one of the best designers in the genre for a week to try to make it work, and make it fun, and couldn't. It was a game that was outsourced to a different company, and they didn't feel like it was up to their quality standards to ship. Shutting down Blizzard North came about as a consequence of the distance between them and HQ, leading to a different studio culture that became difficult to manage, and the uncontested resignation of Blizzard North's executive team when they tried to make demands from Blizzard's owners, Vivendi.

Outsourcing those games was then the issue, they should've either done it in-house or tried to work with a more well known company, since afaik it wasn't exactly done by LucasArts or Seria but the same studio who did the Zelda games made for the Philips CD-i.

Same thing goes with SC: Ghost, and as you point out it was rife with mistakes that screwed it all up.

>Experimentation is important for finding the fun, and cancelling what isn't working is a required part of the process. And while, yes, there's a ton of games in the Blizzard graveyard, they're no exception. Valve has a list of cancelled games that's probably just as long. And they're all the better for it. Titan died in favor of Overwatch, Nomad died in favor of World of Warcraft.

I agree to an extent, you can experiment as much as you want, but if it keeps on happening without much change within the company, there's probably something systemically wrong within the company, which was the case for quite some time with Blizzard.