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I think if you're a small studio, you're living or dying by the success of the next project, it takes a lot of superhuman effort - or at least it did for us.
Michael Morhaime
We're always trying to improve and to make our games better.
Activision has their own games. Blizzard has our own games. We're not going to go in and fire their people and they aren't going to come in and fire any of ours.
If we were to choose to do something on a console, the merger with Activision is going to be extremely helpful.
'World of Warcraft' was not always a smooth situation. People who played 'World of Warcraft' during the first year can attest to that.
We love BlizzCon. It's great. It's our favorite thing to do. But first and foremost, we're a game company, and we have to make sure we deliver good quality games for our players.
Well, 'Diablo III' went from no players to over 10 million in a very short period of time. It's really difficult to predict that type of response.
When you launch a game, you really don't know how many people are going to show up.
From a development standpoint, at Blizzard Entertainment one of our values of course is commitment to quality.
I've met several times with the Activision guys and we've talked at length about Blizzard's philosophy on game development and game publishing and all the things that are important to us at Blizzard. We found that we shared a lot of the same values.
Ultimately the only way to win is to create great games.
At the time we started working on 'World of WarCraft,' I think there was a limiting belief in the games industry and maybe outside the games industry, that MMOs would only appeal to the most hard-core of hard-core players, and therefore you didn't really need to do anything to make the game accessible to the wider audience.
We're thrilled to see eSports continue to grow in popularity around the world.
We've always had a cultural commitment to reach as many players as we could.
The great thing about 'World Of Warcraft' is that you can sit down in your lunch hour and do a couple of quests and still feel like you've had a meaningful experience, rather than it feeling like you've got a second career.
A lot of games that preceded 'Warcraft' made the assumption that this type of game wouldn't appeal outside the hard-core audience, so that's what they targeted. We thought this type of game could appeal to more people if we made it easier to use.
We looked at the sales of 'Warcraft III,' which at the time was the bestselling PC game of all time, and we said, 'That's got to be our ceiling.' We were wrong.
I think at one point there were three television channels showing 'Starcraft' tournaments in South Korea. We were so unprepared for its success.
'Starcraft' was never designed to support multi-byte languages. In order to support more complicated languages like Korean or Chinese, you need two bytes of storage and 'Starcraft' only had one byte.
What's really interesting is when you see players using tactics or combinations of units that we'd never even thought of.
2013 is going to be a very important year for eSports. We see this as the beginning.
A lot of the successful Blizzard games that you know actually grew out of failed projects. That was the case with 'World of Warcraft.' We canceled a project and decided to work on that one.
Of course, we create a lot of heroes. But the real intention of that is to make the player feel like a hero in all of our games.
There is another person on the other end of the chatscreen. They're our friends, our brothers and sisters, our sons and daughters. Let's take a stand to reject hate and harassment. And let's redouble our efforts to be kind and respectful to one another. And let's remind the world what the gaming community is really all about.
We're definitely thrilled that so many people around the world were excited to pick up their copy of 'Diablo III' and jump in the moment it went live.
We're basically responsible for making sure you have a great time. If you buy a Blizzard game, we want that to be a great experience.
If you put smart creative people in a room together, great things are possible.
Blizzard has moved into this mode of continuous development. We're contributing a lot of content to our games to keep them evolving.
E-sports used to be this niche thing. We knew it was really cool, but outside of a very narrow audience you really didn't get a lot of exposure.
We created BlizzCon as a celebration of our global community, but not everyone can travel to the show, so the virtual ticket gives us a great way to bring BlizzCon to gamers around the world.