please read through all the article and answer the question:
Does the company have dynamic capabilities? (Justify your answer, whether it is “yes” or “no”, and describe them, if applicable.)
PLEASE READ THEN ANSWER, REMENBER TO CITE
2020/10/28 Blizzard is changing rapidly for Diablo 4 and Overwatch 2 – Polygon
https://www.polygon.com/2020/2/7/21127971/blizzard-diablo-4-warcraft-3-reforged-overwatch-2-activision-rod-fergusson 1/4
What recent hires and development decisions tell us about the future of the studio By Patricia Hernandez @xpatriciah Feb 7, 2020, 5:36pm EST
ANALYSIS PLAYSTATION NINTENDO
Blizzard’s last six months have shown a rapidly changing company
61
Image: Blizzard Entertainment
One of the top game industry items this week was the news that Gears of War
head Rod Fergusson will be making the jump to Blizzard Entertainment next
month, where the development veteran will oversee the Diablo franchise.
Typically, shifts like these aren’t of note to the average video game player —
people change jobs all the time, after all. But Fergusson’s studio swap is curious
when we consider the wider shifts happening at Blizzard recently.
Followers of the game business may know Fergusson by nicknames such as “the
fixer” and “the closer.” The man has made a name for himself over the years as
the sort of person who can run a tight ship and bring projects across the finish
line. Perhaps most notably, he helped BioShock Infinite overcome years of
2020/10/28 Blizzard is changing rapidly for Diablo 4 and Overwatch 2 – Polygon
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development hell, shaping it up into a product that was received positively by the
general public.
To hire Fergusson is to seek to get things done — in this case, presumably to ship
Diablo 4, which is currently in development at the Irvine, California-based studio. While Blizzard hasn’t so much as announced a launch window for the
game, a Kotaku report on the Diablo franchise states that the game may very well
arrive this year. If Fergusson is on deck, my gut says that Blizzard wants it done
sooner rather than later.
RELATED
Blizzard apologizes for the condition of Warcraft 3: Reforged, promises action
According to that same report, the suits at Activision have been worried about the
company’s growth over the last couple of years. Typically, Blizzard’s style is to
stew on things for as long as it needs to, and once a game is out, chances are
pretty good that the developer will support it for as long as possible — to wit,
World of Warcraft, which at this point is over 15 years old, is still going strong. It’s a thoughtful approach that has helped Blizzard become a beloved gaming
company, but it’s also one that may be on its way out. Development on Heroes of the Storm (2015), Blizzard’s take on the MOBA genre, for instance, has already started to slow down as the studio shifts its employees onto more successful
projects.
“We’re constantly changing and evolving not only our games, but how we support
and grow them,” Blizzard president J. Allen Brack wrote when the company
announced its decision to scale back development for Heroes of the Storm.
“Over the past several years, the work of evaluating our development processes
and making hard decisions has led to new games and other products that we’re
proud of,” he continued. “We now have more live games and unannounced
projects than at any point in the company’s history.”
The “more” is key here. In Kotaku’s report, the news outlet says that Activision
wants to “boost Blizzard’s content output and release more games on a regular
2020/10/28 Blizzard is changing rapidly for Diablo 4 and Overwatch 2 – Polygon
https://www.polygon.com/2020/2/7/21127971/blizzard-diablo-4-warcraft-3-reforged-overwatch-2-activision-rod-fergusson 3/4
schedule.” Diablo 4 presumably falls under that umbrella, but this shift may also help explain some of Blizzard’s other recent announcements.
RELATED
Why Blizzard went dark for Diablo 4
The 2019 reveal of Overwatch 2, for example, seemed to surprise and confuse many, given that the first game came out in the spring of 2016. Blizzard doesn’t
typically make sequels this quickly. It’s especially perplexing when you consider
that Blizzard says it will continue to update the first game with content included
in the sequel. Overwatch 2 maps and characters will also make an appearance in Overwatch, in an attempt to give fans “a shared multiplayer environment where no one gets left behind,” according to series director Jeff Kaplan.
It’s a cool idea, but it also makes you wonder why a sequel exists when the
company could just continue to update and change the existing game. The whole
thing starts to make sense, though, if you factor in Activision’s desire to sell more
games.
And what better way to sell more games than to expand to new platforms?
Blizzard began as a PC-focused developer, and it made a push into the world of
consoles over the past few years, but one place where the storied studio has barely
scratched the surface is mobile. Soon, that may change — and Diablo: Immortal, which was announced in 2018, may just be the tip of the iceberg.
“In terms of Blizzard’s approach to mobile gaming, many of us over the last few
years have shifted from playing primarily desktop to playing many hours on
mobile, and we have many of our best developers now working on new mobile
titles across all of our IPs,” said studio co-founder Allen Adham during a BlizzCon
2018 press conference. “Some of them are with external partners, like Diablo: Immortal. Many of them are being developed internally only, and we’ll have information to share on those in the future.”
The question then becomes, can Blizzard maintain its usual level of quality while
also increasing its output? The recent release of Warcraft 3: Reforged, which aimed to modernize the RTS classic, doesn’t inspire confidence. The remake
2020/10/28 Blizzard is changing rapidly for Diablo 4 and Overwatch 2 – Polygon
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debuted with a number of performance and connectivity issues, and bafflingly, it
even changed how the original game works. The situation got bad enough that
Blizzard started offering fans refunds regardless of playtime.
Granted, Blizzard didn’t have fixer Rod Fergusson in its ranks for Reforged. And based on what we know of Diablo 4, it’s looking to be the sort of grim, badass action game that fans are hoping for. The next game in the demon-slaying
franchise just happens to be shaping up during a period of sweeping cultural
change at the development studio, and that’s bound to influence the game
somehow.
“We have more new products in development today at Blizzard than we’ve ever
had in our history,” Adham said at BlizzCon 2018. “And our future is very bright.”
,
2020/10/28 How Blizzard stayed laser-focused on quality games for 25 years | VentureBeat
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Blizzard Entertainment celebrates its 25th anniversary today, a milestone that very few video game companies achieve in
a very Darwinian industry. It has survived this long, and thrived, because of a relentless emphasis on quality. The
company, which has been part of Activision Blizzard since 2008, has grown to more than 4,000 employees. In the 12
months ended Sept. 30, 2015, it generated $1.6 billion in revenue and a pro�t of $592 million. It is one of the crown jewels
of the American game business, and its StarCraft, Warcraft, and Diablo brands are known throughout the world.
GamesBeat decided to step back and look at Blizzard’s singular achievement, which started as a few college kids and grew
into a corporate empire. It’s a story about a team that stayed together and grew, even as it bounced around from one
corporate owner to another, and a focus on quality that was so severe that the team would often kill mediocre games on
its own, rather than allow them to be released and damage the company’s good name. Blizzard has sold millions of copies
of its games, its �agship brand is becoming a blockbuster �lm release, and the names Warcraft, Diablo, and StarCraft are
household names.
GamesBeatBeatBeatBeatBeatBeat
Feature
How Blizzard stayed laser-focused on quality games for
25 years
Dean Takahashi Games
@deantak
February 8, 2016 8:01 AM
Blizzard has a strong stable of characters. Image Credit: GamesBeat
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A focus on quality that goes above and beyond what rivals are willing to do has served the company well. Blizzard has
been singularly successful with games like StarCraft II: Wings of Liberty, World of Warcraft, Diablo III, and many others
over the years. But behind the scenes, the company has canceled at least 10 major games. Most recently, in 2013 it
scuttled Titan, a massively multiplayer online game that was supposed to be the next step up from World of Warcraft.
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But Blizzard changed with the times and reassigned its Titan team to the next-generation team shooter game,
Overwatch. And it has scored huge hits in modern game genres with its Heroes of the Storm multiplayer online battle
arena game and card-battler Hearthstone: Heroes of Warcraft. All of these games have been designed to work well with
the growing trend of esports, or competitive gaming between professional players in matches that are broadcast to
spectators.
“Blizzard is perhaps the most amazing game studio ever,” said Mike Vorhaus. He has followed the game business for a
couple of decades, and he’s president of Magid Advisors, a game industry advisory service and market researcher.
2020/10/28 How Blizzard stayed laser-focused on quality games for 25 years | VentureBeat
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Above: Blizzard founders (left to right) Frank Pearce, Mike Morhaime, and Allen Adham.
Image Credit: Zimbio
Above: Mike Morhaime, cofounder of Chaos, which later became Blizzard.
Image Credit: Blizzard
Above: The early Blizzard team (then known as Silicon & Synapse), with Allen Adham in the striped shirt and Mike Morhaime on the far right.
Image Credit: Blizzard
The common thread in many of these games is that they generate rabid fans who lose themselves in the “immersive”
virtual worlds for months or years. Those fans hound and beg hound the company to come out with new material to
satiate their desire to further explore these worlds.
But as companies like Nintendo have learned, Blizzard publishes games only after years of crafting and testing. That’s
because the company has learned that you only get one shot at getting a game right. Even as it scaled up its teams to
hundreds of people and revenues soared into the billions, Blizzard didn’t change its development process, where its
developers have played, tested, and tweaked games repeatedly, even up to the point of launch.
“For its size, Blizzard has proven incredibly limber over the years,” said Joost van Dreunen, analyst at market research
�rm SuperData Research. “Even today it manages to outmaneuver younger and arguably more agile competitors. Its
Hearthstone has earned almost $500 million since launch, and continues to add new innovations to its game play. As the
company doubles down on esports and feature �lms, its next iteration may very well prove it to be among the top media
�rms in the market today, a far cry from its origins as a game maker.”
Our story is a walk through the history on how Blizzard became Blizzard.
In the beginning The company started as Silicon & Synapse
on February 8, 1991. Allen Adham, its main
instigator, learned coding by working as an
independent contractor. He made good
money from those summer jobs during his
high school and college years.
“Those were the good-old days, when one
or two people could design a game
themselves,” Adham said in an interview with me back in 1994. “Back then it was easy. You just had to have the desire. It
was like taking an idea and writing a book. Now it’s more like making a movie, requiring seven to eight people with
di�erent skills.”
When Adham was a freshman in high school, Space Invaders, Asteroids, and Defender were the hot arcade games. He
would go the arcades and play like a fanatic.
“Then my brother and I talked my dad into buying us [a computer] so we could use it for school,” he said. “We used it to
play games. I liked playing the games so much that I started writing them.”
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Above: A Warcraft statue at Blizzard’s headquarters in Irvine, California. Image Credit: Dean Takahashi
On graduating from UCLA in December 1990 with a computer science degree, Adham received $10,000 from his parents
to go to Europe. But he loved video games, and he wanted to make a living making them. He used the money instead to
start a video game company, Silicon & Synapse–the predecessor of Chaos. His buddy from UCLA, Mike Morhaime, also
had some money from his parents. But Morhaime had a job at disk drive maker Western Digital, and Adham had to
convince his friend to quit.
“Allen is a great sales guy,” Morhaime said of Adham. “I was working at Western Digital designing a little part of a chip,
and he did this sales job on me for a year to recruit me.”
Adham said, “My attitude was — and this is how I talked Mike and Frank into it — we’re young, we don’t have mortgages
or families. All we really have to lose is time. We could try it for a year. If takes o�, great. If it doesn’t, chalk it up to
experience. … I still believe to this day that attitude is everything.”
Adham was also friends with Frank Pearce, another recent grad who had a nice job at aerospace �rm Rockwell. Pearce and
Morhaime didn’t know each other. But their mutual friend convinced them they could make a company together. Adham
had the connections to other companies, and he got them work to do.
“I attribute everything that we have and that we built to Allen,” said Pearce, in an interview with GamesBeat.
Pearce did a lot of the coding, but
he also spent time serving as
receptionist, answering the door
and the phones in the 650 square-
foot o�ce. But he eventually grew
into one of Blizzard’s most senior
employees, guiding the
development of some huge
projects.
Morhaime, who is now CEO and
took over after Adham, left, also
gives great credit to Adham as the
instigator.
“All three of us were programmers,
but Allen was our visionary leader,
lead designer, and lead business
guy,” Morhaime said.
Morhaime, who eventually became Blizzard’s CEO after Adham left, was initially a support programmer, production lead,
and information technology and operations leader.
“If we needed computers, I’d go to Micro Center and order equipment,” he said. “We didn’t have an IT department. It was
just me.”
They worked on ports, or adapting an existing game to another platform. Morhaime recalls working on a port of Interplay
Productions’ The Lord of the Rings PC game to the Amiga platform. Pearce had to draw an image of the One Ring, since
that wasn’t part of the assets that they received from the publisher.
By doing that work, they came into contact with industry pioneer Brian Fargo, whose Interplay (one of gaming’s leading
publishers) was also based nearby in Orange County, California. Doing work for hire is the same way that small
independent developers get into the game business today. But it takes a lot of hustle, and there’s a lot of temptation to cut
corners for the sake of survival.
“Our �rst console game was RPM Racing, and we actually started and released that project in the same year we started
the company,” Morhaime said. “We managed to be on shelves by that holiday. That was also published by Interplay. The
2020/10/28 How Blizzard stayed laser-focused on quality games for 25 years | VentureBeat
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Above: The plaque on the statue at Blizzard’s headquarters shows the company’s focus on gamers.
Image Credit: Dean Takahashi
sequel to that, a few years later, was Rock ‘n Roll Racing. That was a much better game.”
RPM Racing made the company $40,000, and it appeared on the Super Nintendo game console.
The quality ethic One of the things that Adham
brought was a focus on quality.
Morhaime recalled that Adham
wouldn’t cave to di�erent
pressures to get a game done so it
could be on a magazine cover or the
company could keep to a schedule.
That ethic was put to the test early
on with The Lost Vikings, a game
that Silicon & Synapse built for
publisher Interplay. The team felt
that the work on the game was
pretty much done, and it had been
sent over to Fargo, Interplay’s
chief.
He made a lot of notes about the
game, including feedback such as
parts when the levels were too hard or the vikings looked too similar.
“My �rst reaction was ‘What? It’s �ne the way it is,'” Morhaime recalled. “Allen had a very di�erent attitude. He said,
‘He’s right. He’s right about all of this stu�. We took the time and addressed the issues.'”
Silicon & Synapse didn’t have the resources to �x the game, but Fargo freed up some money for Silicon & Synapse to go
back to work on the �xes.
“One of the things I fondly remember about Blizzard (Silicon and Synapse at the time) was how they would take a core
concept for the game and push it further than what the initial designs called for,” said Fargo, in an email to GamesBeat.
“Never would they accept the bare minimum as the bar. And they always accepted comments to improve without being
defensive but instead sought out the issues like a scientist would look for more test results.”
Based on Fargo’s feedback, Adham’s team whittled the number of characters in The Lost Vikings in the game from 50 to
three.
“We wound up with a much, much better game,” Morhaime said. “Going through that process, and seeing where the
game was before, and how much better it became with this additional e�ort, was a huge lesson to us. We got additional
feedback from people who weren’t inside the development team, but knew how to make games. That was incredibly
valuable. Addressing that feedback and going through an iterative process, especially toward the end of development,
could really move the meter on quality. We have done that on every game since.”
The company would go on to become Blizzard and release 28 games since the Lost Vikings. But the stakes behind those
games, and the scale of each e�ort, have become exponentially higher. For instance, the team that maintains World of
Warcraft, the biggest premium online game in the industry, has more than 250 developers. Compare that to the handful
that made the original Warcraft real-time strategy game.
That sense of taking pride in the work, meeting the highest quality expectations, and never shipping a game before it was
ready was instilled within Blizzard early on, Morhaime said. And it became part of the glue that held the culture and the
team together for 25 years, Morhaime said.
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Above: Blizzard’s original Warcraft, which debuted in 1994 and helped launch the company to major success.
Image Credit: Blizzard
“There are a bunch of key moments that reinforced how important quality was,” Morhaime said. “There’s always intense
pressure to ship. Early on, Allen was singularly focused on making sure that we �xed the issues with the product and
made as good a product as possible. If we knew there were problems, we had to �x them before it released. It wasn’t about
missing opportunities, because additional opportunities would always come.”
Making the �rst Warcraft When I was at the Los Angeles Times,
I interviewed Adham and Morhaime
when the company was going by the
name Chaos Studios. It was based in
Costa Mesa, California, and it had
just 19 employees at the time. They
had done successful games for
Interplay, and were ready to move
out on their own.
Adham came o� as a natural
salesman and leader. His team was
hardcore, and they wanted to make
games that they wanted to play
themselves. They weren’t fans of
movie-like titles with very little
interaction. The future of games,
Adham once told me, was “very
interactive, very sweaty-palmed,
action-oriented.”
That was appealing to gamers like Chris Metzen, a senior vice president of story and franchise development, who has
been at Blizzard for about 23 years. His father told him not to take the job, but Metzen rolled the dice on Blizzard, and it
panned out.
He joined it a couple of years after it started, and was employee No. 15. Hired as an animator, he had no formal training in
animation. But he jumped into it and did well. The company had become good at making and shipping games in a short
time. But it wasn’t necessarily that stable. During those early years, Adham did not take a salary or a vacation.
“At one point, the boss was paying us on his credit card,” Metzen remembered. “We were holding on, doing good work.
But the publishers we were looking for were in varying degrees of �nancial health.”
It wasn’t until a game called Dune II came out on the PC that the team really �gured out what it wanted to do. Developed
by Las Vegas rival Westwood Studios and published on the PC by Virgin Interactive, Dune II was the �rst of many games
in the “real-time strategy” genre. In the game, based on the Frank Herbert novel Dune, the opposing forces of House
Atreides and House Harkonnen fought for control of a resource, spice, on the desert planet of Arrakis. The player
controlled the Atreides forces, creating buildings, training troops, collecting spice, and launching attacks, all at the same
time. The computer-controlled enemy also did the same thing at the same time, so that the battles took place in real
time, with each side simultaneously pushing its forces into battle.
It was fast and furious gaming, the kind that Adham liked to call “sweaty palm” gameplay.
“We saw it and thought, ‘Wow, this is really cool!,” Morhaime recalled. “We got really enamored with real-time strategy.
Dune II was just a single-player game. We thought real-time strategy against another person would be really cool and so
much fun. We thought we would set it in a fantasy universe because we all loved fantasy.”
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Above: A plaque near the statue in Blizzard’s headquarters. Image Credit: Dean Takahashi
Patrick Wyatt, a Silicon & Synapse game designer, recalled how the team played Dune II exhaustively during lunch breaks
or after work. Morhaime remembered that the team really wanted to create multiplayer real-time battles. Work began on
what would later be called Warcraft.
“Development of the game began without any serious e�ort to plan the game design, evaluate the technical
requirements, build the schedule, or budget for the required sta�,” Wyatt wrote many years later. “Not even on a napkin.
Back at Blizzard we called this the ‘business plan du jour,’ which was or standard operating methodology.”
Wyatt was initially the sole developer on the project, and he was later joined by some artists.
“Each day I’d build upon the previous e�orts in organic fashion. Without schedule milestones or an external driver for
the project, I was in the enviable position of choosing which features to build next, which made me incredibly
motivated,” he wrote.
By early 1994, he had made enough progress to warrant additional help. He was joined by Morhaime and number of
others as the Warcraft project grew in importance.
Creative freedom under Davidson Silicon & Synapse was acquired for
what, in hindsight, looks like a tiny
amount of money. Davidson &
Associates, an educational software
company based nearby in Torrance,
California, came calling. The
company, which Bob and Jan
Davidson started, acquired Chaos
Studios in early 1994 for $6.75
million.
“Back then, it seemed like a lot,”
Morhaime said.
Indeed, Adham was 27 at the time,
and Morhaime was 26. The
Davidson deal made them into
millionaires. At the time, that was a
pretty rare thing for game designers. Of course, today, it’s not unusual to �nd
twentysomethings who are billionaires. Davidson & Associates liked them
because they were so young and could target games at their own generation.
“Everyone in our company is really passionate about video games,” said Adham
in an interview I did with him during those days. “We are all fanatic game
players. We are the target market, and that gives us an advantage in knowing
what is going to sell. I watch cartoons Saturday morning … because I like them,
not just for a job.”
They chose to sell to Davidson & Associates because it promised creative
independence.
They set about renaming the new acquired game studio, since there was a rival in the tech business that also used the
Chaos name.
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“Boy, we had such a hard time �nding a name that everyone liked and wasn’t already registered as a trademark,”
Morhaime said. “We went back to the drawing board. Brainstormed. Allen got attached to the name Ogre Studios. But we
were already part of Davidson & Associates. Jan Davidson hated the name Ogre. She really didn’t like the way that would
sound to her shareholders, who thought they were investing in an educational software company.”
“Can you please pick something else?” Jan Davidson asked.
Midnight Studios was another option. Adham went through the dictionary and came up with Blizzard.
“It’s just a cool-sounding name, I don’t know,” Morhaime said. “I’m really happy we landed on that.”
With the distribution power of Davidson & Associates, Blizzard had enough clout to get Warcraft on store shelves. The
game debuted in November, 1994, on the PC in North America as an MS-DOS release. It introduced the fantasy world of
Azeroth, with humans squaring o� against orcs. Like other RTS games, you built a base and an army, and you destroyed
the enemy. It wasn’t played on the Internet. Instead, it was played via direct links via computer modem or via local area
networks. It was a huge hit, and it spurred a series of sequels.
Metzen became the writer on Warcraft II: Tides of Darkness. Blizzard made that game with just eight people, and yet it
was also a breakout hit when it debuted in 1995. It Blizzard’s �rst game to hit No. 1 on the sales charts, and it delivered a
great experience over the Internet. Blizzard followed at a furious pace, coming out with an expansion pack to Warcraft II
in 1996. It got into a �erce war in the RTS market, with rivals such as Westwood, Microsoft, Big Huge Games, and many
others.
As the company hit its stride, Metzen did voice acting and did a lot of the script work for future games. He became a
Blizzard lifer, and he’s committed to o�ering fans a heroic experience in vast, compelling worlds.
“It’s remarkably the same over time,” Metzen said. “It’s in our DNA. Even in games like Hearthstone, it’s still pretty
heroic. It makes you feel exceptional and e�ective.”
Blizzard North and the making of Diablo
Above: Diablo debuted in 1996.
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Image Credit: Blizzard
In 1996, Blizzard made a strategic move. It acquired Condor, a Northern California studio in the Silicon Valley suburb of
San Mateo, California. Condor had worked on a Super Nintendo Entertainment System version of Justice League: Task
Force for Blizzard. And they got along well enough to combine the companies.
Condor was headed by the brothers Max Schaefer and Erich Schaefer, as well as David Brevik. They were renamed
Blizzard North, and nine months after the deal, they launched what would become one of Blizzard’s enduring franchises,
Diablo.
Diablo was a fantasy role-playing game with hack-and-slash action. At �rst, Diablo was a turn-based RPG.
“Originally, Diablo came out of our desire to bring the RPG genre back to the masses,” said Max Schaefer in an email to
GamesBeat. “At the time, the RPGs were dense, fussy, and cumbersome, weighed down by their own conventions.
Sometimes we just wanted to whack a skeleton and get a cool sword. So we set out with that. The �rst thing we had
onscreen was a guy hitting a skeleton with a sword, and we built from there. We made sure that within a minute of
starting the game, you were in the action. We used randomized levels and endless loot to keep you wanting more. We
actually started development as an independent studio. Once we were bought by Blizzard and became Blizzard North, we
were able to greatly expand the scope of the game and turn it into what it became.”
By this time, Adham had earned the nickname of being “the Velvet Hammer.” He had a gentle, measured, yet forceful
means of persuasion, Schaefer said.
“We had sort of a hybrid turn-base real-time scheme, and Allen used the Velvet Hammer to ‘suggest’ we try going full-
on real time,” Schaefer said. “At the time we thought that messing with your inventory and skills would be cumbersome
in real time, but once we tried it, it was obvious it was the right call.”
Condor also toyed with a di�erent art style at �rst. The Primal Rage game had just come out, and it used physical models
and stop motion animation, also known as Claymation. The Condor team considered using that art style for Diablo. But it
turned out to be the wrong approach. Instead, it went with a 3D isometric art style.
The game took more than the initial expected budget, and it had an impact on delaying other games such as StarCraft. But
when Diablo debuted in 1996, it was a blockbuster.
Blizzard North created Diablo II, but it was eventually shut down in 2005. But its legacy was enduring, and Blizzard went
on to create successful Diablo III game, using a di�erent studio.
“Blizzard was where we learned about professional standards in video game production back in the ’90s, and to this day
they still carry the torch,” said Schaefer, who went on to create the indie studio Runic Games and the successful
Torchlight series of action-RPGs. “It was an amazing, competitive, supportive, and exciting place to work thanks to
dedicated local management, distant and mercifully indi�erent corporate ownership, and a deep, unrelenting
commitment to quality.”
Under new ownership, again and again
2020/10/28 How Blizzard stayed laser-focused on quality games for 25 years | VentureBeat
https://venturebeat.com/2016/02/08/how-blizzard-stayed-laser-focused-on-quality-games-for-25-years/ 10/19
Above: Trailers for Blizzard Entertainment’s World of Warcraft: Cataclysm and StarCraft II play outside the NASDAQ Marketsite after Activision and Blizzard executives celebrated Blizzard’s 20th
anniversary by ringing the closing bell, Monday, March 7, 2011 in New York. (Jason DeCrow/AP Images for Blizzard Entertainment)
Image Credit: Blizzard
Blizzard grew into a big powerhouse, beating its competition and outlasting them.
“Blizzard made us work harder at Westwood with each Command & Conquer release,” said Louis Castle, the cofounder of
Westwood Studios, maker of Dune II, the Command & Conquer series, and many other RTS games. “Blizzard’s
commitment to production quality and excellent RTS mechanics pushed us to do our best. Westwood loved playing
Blizzard games. Every new release inspired us to work harder and deeply discuss how we could try to reach the very high
bars they set.”
Virgin Interactive acquired Westwood 1992, and Electronic Arts bought it in 1998. But EA …
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