Assignment2 JoshuaBurke 6967353
Assignment2 JoshuaBurke 6967353
Blizzard’s role in the Australian market comes from the sheer number of players
in Australia and the fact that any Australian game company planning to tackle
the Action-RPG or MMORPG genre will be forced to analyze, design and compete
Warcraft franchises.
Michael Morhaime, Allen Adham and Frank Pearce as a small company which
focused mostly on porting games for the Amiga and Commodore 64. An
important change in strategy came when, in 1994, S&S began releasing their
own games, most notably The Lost Vikings which was published under Interplay
Entertainment. The Vikings games were set apart from their peers by their
unique game play which had players controlling up to three characters at once
and working together in order to solve the puzzle. By late 1994, they had
them for just fewer than ten million dollars, with Blizzard shortly releasing the
first of their genre-defining RTS games Warcraft: Orcs and Humans, which
became the cornerstone for the rest of the Warcraft series. In 1995 Blizzard
1996, Blizzard had acquired Condor Games which were working on their RPG
series Diablo, renaming the studio to Blizzard North and eventually releasing
both Diablo II and its subsequent expansion pack. These three franchises and
their further development (Diablo III, Starcraft II, World of Warcraft) continue to
the be the main focus of Blizzard Entertainment, although they have also
managed to successfully create trading card and board games based around
their PC series. Coinciding with the release of Diablo in 1997, Blizzard also
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incorporated directly into a game. 2000 brought the introduction of Diablo II,
which sold one million copies in the first 2 weeks and was heralded as a great
success.1 Blizzard added to their Warcraft franchise with Warcraft III and The
Frozen Throne expansion pack, which has continued to be popular with the
continuation of the Warcraft story line, but also in multiplayer with the DOTA
which quickly overcame its growing pains to become the largest MMO in the
world with over 11.5 million monthly subscribers.2 In the last few years, Blizzard
continuations of the Diablo and Starcraft franchises with Diablo III and Starcraft
II.
Originally, Blizzard marketed their games specifically to the budding RPG genre
derived from Dungeons and Dragons style dice-based battle systems and plot-
driven sequences. A large focus of their market consisted of North America due
to their lack of international offices and the relatively small incentive of localizing
versions of their games. However, with the launch of World of Warcraft, in order
to snatch market share from the largely Asian MMO market, it has become an
increasingly important goal for Blizzard to focus on having their product available
to the greatest number of countries. The release of Warcraft III, for instance, was
marketed only to North America and Japan, whereas World of Warcraft’s release
was in English, and then contained localizations for Germany, Korea, France,
Spain, China and Russia.3 Currently, Blizzard has offices in North America, Asia
1
(Strautman, J, 2000)
2
(Blizzard, 2008)
3
(Rolandius, 2009)
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and Europe, which allows it to adapt to the specific market differences unique to
Without a doubt, World of Warcraft and its two expansions are Blizzard’s biggest
sources of revenue, with a massive $314 million income for the quarter as
other MMORPGs in that a player must gain levels through quests or by slaying
designed to explore and defeat the bosses of Azeroth. Finally, by staying true to
the story of the Warcraft series by including bosses and items seen in the game,
there is a greater push and explanation behind the character that is not evident
The growth and subsequent success of Blizzard Entertainment from its roots as
“Silicon & Synapse” in 1991 can largely be attributed to two key events; the
hiring of Chris Metzen and the release of World of Warcraft. Apart from that, a
focus on games that were unique for the times, but provided a high level of re-
playability and which had a strong backbone to their characters and worlds, set
their games apart from the competition and won the loyalty of many fans.
In 1995, Chris Metzen, who had been employed by Blizzard since 1994, played a
significant role in developing the fictional universe of Warcraft II. His work
included concept art, documentation and scenario design. One of the selling
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(Thorsen, T. 2009)
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points of the Warcraft series has been its strong lore-based campaign mode,
which also played a large part in the back-story for the World of Warcraft
expansion The Burning Crusade. Metzen’s later work included the storyline and
the creation of the Diablo universe and the story and script of Starcraft. Since
2001, he has been accredited as the creative director with his extensive work in
Warcraft III. Without his input into their creation, it is unlikely that Diablo,
Starcraft or Warcraft would have had the complicated but believable plot-line
(and thus the reason for the avatar’s actions) that set it apart from other games
of the era.
Likewise, the release of World of Warcraft was an extremely strong and risky
move on Blizzard’s part because it meant they had to adapt quickly to a market
that encouraged constant change, high overhead, server costs, and a stringent
quality standard, all whilst competing with large Korean companies which had
dominated the MMORPG genre with games such as Ragnarok Online and Lineage
II. By propelling the large Warcraft fan base of North America into the game,
Blizzard were able to stress test, develop and polish a game that was user-
local versions of World of Warcraft through translation of the game and the
localization of marketing ads, Blizzard was able to expand past their primary
Asian markets (which encompass about half of their current subscribers5) to take
the market lead as the most popular MMORPG (in terms of numbers of
subscribers) in the world, providing a solid and recurrent stream of income for
the company.
companies by being extremely receptive to the wishes of its users, yet their
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(Schramm, M, 2008)
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marketing strategy can alienate new players from being able to fully enjoy their
game.
packs for each of their large series. This is great for providing players with extra
dungeons to explore and content such as items to conquer or levels to gain, but
in a large part this means that newer players not only have to pay for the original
game, but in order to interact with a large proportion of the gaming community,
need to possess all of the expansions. In Diablo II, for instance, there are huge
variances (inventory sizes, items and skills) between the original game and the
model for Diablo II, as can be seen in the fact that the original game spans only
four of the five acts of the storyline, meaning that the player literally has to buy
the expansion pack to finish the game or to enjoy multiplayer. Whilst the added
quests, acts, characters, items and skills invariably required extra development
time, nine years after release, it still costs $70 for the Battle Chest6 which
which players without the expansion are not able to access a large part of the
multiplayer environment. With aspects such as raiding the latest dungeon and
Warcraft, inhibiting players by having to buy the original game plus two
means that a large portion of the market is alienated. Blizzard doesn’t show any
plans to stop this strategy, as, with the announcement of Starcraft II, comes
Blizzard’s decision to split the game over a trilogy.7 With the economic crisis and
high unemployment, this strategy does not bode well for new players that have
6
(EB Games, 2009)
7
(Vasconocellos, E., Ocampo, J, 2008)
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innovation and leading with a huge fan-base. Traditionally MMORPGs have been
the domain of Korean companies such as NCSoft and GRAVITY, but these games
are too specific for the region to be adopted into mainstream gaming in places
such as North America or Europe, which is where the larger markets sit. That
being said, its main competitor is EA Games, which, in recent years, has been
from Blizzard, it must also been seen that if a player has the choice between
paying $20 a month, or receiving similar entertainment for free, there is the
join.
Overall, Blizzard is tactically and financially in a great position and from its
inception, has focused on creating quality games that appeal to their specific
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