interviews Blizzard part 1.

There’s the first half of an interview on with Paul Sams and Chris Metzen of Blizzard Entertainment on their company’s success and their move into MMORPGs with the launch of World of Warcraft:

Moving on to World of Warcraft, then; how have you found moving to developing a massively multiplayer game? Has this been a real paradigm shift for you creatively and in terms of your process?

Paul: I think there are two parts to that answer, and I think I can field half of it and Chris can probably field the other half.

From a company perspective, we’re shifting from a situation where we create a PC boxed product and put it on the shelves, although yes, we support it with patches and what have you over time. But with this product, because it’s a subscription based product, because this type of product requires so much support, our company focus and thought process has had to shift. We’re not only creating what I believe to be a great game, but we’re also having to create a world-class service organisation.

People, when they’re paying, are expecting things that we, historically, have not had to provide them. Now, we’re going to be providing 24 by 7 support in-game. We’re going to have local servers for these products, with local technical people on the ground that can do all the maintenance and upgrades and what have you that need to be done. And so, a huge amount of effort had to go into preparing for the operations associated with doing something that is this large in scale.

Then, obviously, there are some creative aspects as well that Chris can touch on…

Chris Metzen: These kinds of games are monsters. Totally unlike anything else we’ve tried to build. The sheer number of artists and coders and designers that you have to throw at it is really beyond the pale of what we’re used to. In terms of just the sheer magnitude of lands and creatures and animations and tilesets, and just all the art resources you could ever imagine, which all need to be programmed as well, it’s beyond anything we’ve tried to create before.

We’re used to these nice, finite, closed-ended games that we can power through, put on a shelf, go home and sleep for a month. This is just a completely different kind of monster – it will not end. We’re prepared for years and years, for this thing to be up and running, so it really did involve a big shift, not only in the business but specifically the running of our team and the structure of our team. The influx of new players, new designers, new artists needed to bring this thing off forced us to really rethink our small team minded culture. We’re dealing with a much larger team, but we’ve gone out of our way to try and maintain that small team culture, which got us to this point – to keep things very familiar, to keep the vibe alive, so that the ultimate vision – the singular vision – that’s provided at the end of the day isn’t drowned out just by the sheer influx of new perspectives.

So yeah, it’s been quite shift. But you know, I think we’re weathering it pretty well. *laughs*

Considering they’ve already sold over 600,000 copies and broken the record for most concurrent players online at once with 200,000 people bashing on monsters during the holidays, yeah, I’d say they’re weathering it pretty well. In fact, rumor has it that WoW has been pulled from shelves under Blizzard’s orders because it’s sold faster than they expected and they’re worried about the servers becoming overloaded. If this is true it shows just why Blizzard is such a great gaming company. How many other publishers would yank their title off the shelves until they could get more servers in place to ensure that those folks who are already playing aren’t impacted by the success of the game?

5 thoughts on “ interviews Blizzard part 1.

  1. So how addictive is this game?

    So far I have avoided EQ2 and WOW because of the massive amount of time I lost playing the original EQ.

  2. i wouldnt call it addictive as much as i would call it a complete lifestyle change. its pretty much all i do with my spare time. its my first mmorpg and im totally into it. i put as much time into it as i do my job, well, almost.

  3. Well let me put it this way: My wife is what is known as a “casual gamer” in that the only games she plays regularly are The Sims 2 and Zoo Tycoon and she doesn’t play them all that often.

    Currently her Dwarven Paladin is level 37 out of a possible 60. Me, I’m the hardcore gamer. I’m only level 34 with my Dwarven Hunter.

    Does that give you an idea of how addicting it is?

  4. I shall avoid this like the e-crack it is.  I’m already addicted enough to the internet and gaming…mix the two together, I shudder to think of the consequences!

  5. Blizzard has always been a great company.  They proved they learned from experience, when Diablo II hit the stores it sold faster than they expected and the online component took several months to work out.  At first it was plagued with problems and frustrated/outraged consumers.  Now it’s nearly 5 years later and they are still maintaining that game.

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