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11 Innovation Lessons From the Creators of World of Warcraft

Ant writes "Colin Stewart's OC Register Inside Innovation blog has up a post discussing Blizzard Entertainment's success in the games industry. According to the site, Blizzard has learned eleven lessons on innovation that can help almost any business. The industry leader used these innovation methods not only to create the world's most popular massively multiplayer online game, World of Warcraft, but also to keep the game fresh and challenging for more than 10 million players. Because many of those customers pay $15 a month to continue playing, Blizzard's ongoing creative achievement is worth more than $1 billion a year in revenues, not counting the multi-millions it tallies from its other games."

243 comments

  1. Platitudes by OMNIpotusCOM · · Score: 5, Insightful

    Look, the game is pretty, fun for a while, and very addictive. They took the tried and true method of giving item hoarders, dungeon crawlers, D&D fans, and basic gamers a basic concept that each one could easily get addicted to. TFA had nothing you didn't already know. They basically took the best parts of Evercrack, UO, and D20 systems and made a pretty game out of it. End of article. Making red-colored crack and successfully getting a whole bunch of people addicted to it isn't really that impressive, and neither was TFA.

    1. Re:Platitudes by Pennidren · · Score: 4, Insightful

      In some ways you are correct. The game isn't very remarkable or innovative.

      But on the other hand, people are finicky. To have kept the subscription count as high as they have for as long as they have is impressive no matter how much you want to label it as obvious and inevitable.

      Simply put, Blizzard's best skill has always been to shine and polish an old idea.

    2. Re:Platitudes by OMNIpotusCOM · · Score: 1

      Bla, I personally know at least 5 gold farmers who at any one time have more than 30 accounts. Statistics can prove anything except the truth.

    3. Re:Platitudes by somersault · · Score: 2, Insightful

      The article doesn't mention many specifics from WoW; it does talk about company values and such though, did you even read it?

      Getting people addicted to a game is very impressive. If you've ever tried to design and develop a game you'd know that. Personally I don't want to be addicted to WoW so I'm not going to play it, I'd probably enjoy it, but I get more satisfaction out of more skill based/action games than repetitive RPGs... the social aspects of it are slightly attractive, though the social aspects of real life are preferable :P

      --
      which is totally what she said
    4. Re:Platitudes by Pennidren · · Score: 1, Flamebait

      How is that not truth? Number of accounts is number of accounts.

      And I know plenty of people that still play. And some people that recently started playing.

      Proceed to call me a loser for knowing these people. It's completely on topic and proves your viewpoint somehow!

    5. Re:Platitudes by DarkProphet · · Score: 4, Informative



      I think the reason that WoW STILL has 10 million subscribers is simply because it takes a LONG time to do things right. Levelling goes very fast(faster than ever since patch 2.3), but grinding for reputation, items, gold, and professions is a huge time-sink, in terms of hours. If you are the kind of person who ISN'T allowed to play for 12 hours a day, it can take many many months to move toward end-game content.

      And that is to say nothing about PvP and Battlegrounds. The only other online games I've ever bothered to get into are Quake2 and Quake3. There is something irresistible about CTF and the other battlegrounds games. But to kick ass, you need a twink, which obviates the need for your main to spend all kinds of time grinding to fund your twink.

      Then there is arena, where you attempt to twink your main, basically.

      To have it all, it takes a huge time investment, which is reflected in the number of subscriptions Blizzard maintains over the long-term.

      Now, I am not saying it is wrong for Blizz to extend the gameplay time by making it take forever to get anywhere on foot, or low drop rates, or the price of an epic mount versus the amount one can reasonably grind in say, 50 hours of play.

      Well, the travel time actually is nothing short of ridiculous. Travel-time between "flight points" should be instantaneous. Just replace flight points with portals. PLEASE! Travel time between kalimdor and anywhere in outland is just crap. C'mon now.

      OTOH, Blizz has been pretty good about regularly adding new content (even outside expansion releases), adjusting item and talent specs, and generally making the game more accessible to people with less time on their hands.

      They've struck a good balance between making their product more open to new subscribers, as well as maintaining their long-term customer.

      They've executed a well-crafted plan to widen their subscriber base while retaining a solid number of existing customers. That is the hallmark of any successful business. </verbose>

      --
      What could possibly hurt the security of the American people more than giving our own government the ability to hide its
    6. Re:Platitudes by Swampash · · Score: 3, Interesting

      They basically took the best parts of Evercrack, UO, and D20 systems and made a pretty game out of it. End of article.

      Way to miss the point, genius. The article wasn't about WoW, it was about Blizzard's internal policies and processes.

    7. Re:Platitudes by OMNIpotusCOM · · Score: 2, Insightful

      Not that it's worth the time or bandwidth to get into a geek slap fight with you, but since you put the condescention in your post, I'll take the time to enlighten you. The article was about innovation. The article also spoke at length about the innovations in WoW. My point was that WoW was not that innovative, and therefore not worth reading. The game was pretty, it was shiny, and it was a rehash of things that have already been done, while the article was rhetoric fitting for a Slashdot Sunday.

      Now if you want to banter on the ultimate point of the article, I would say that the point of the article was to get hits from Slashdot, because everything I read in there was a useless diatribe... otherwise known as platitudes.

      Internal policies and processes that nobody gives two shits about. The article didn't reveal the reason that Blizzard is a gaming phenomenon, why WoW is the biggest ticket in a crowded MMO genre, or much of anything. It was filled with floating daisies and self-appreciating drivel.

      If you wasted your time reading it, like I did, and then came on here to try to make some grandiose statement, thereby wasting my time and yours... mission accomplished. All I wanted to do was cut out the middleman for some other poor, bored, tired soul and let them know the article was not worth reading. Then they can better waste their time on here in the WoW sewing circle.

    8. Re:Platitudes by Sage+Gaspar · · Score: 1

      Getting people addicted to a game is very impressive. If you've ever tried to design and develop a game you'd know that. Personally I don't want to be addicted to WoW so I'm not going to play it, I'd probably enjoy it, but I get more satisfaction out of more skill based/action games than repetitive RPGs... the social aspects of it are slightly attractive, though the social aspects of real life are preferable :P

      Actually one of the lessons I've taken from MMOs is it's shamefully easy to get people addicted. The social aspect plus a sufficient amount of content to churn through will take care of most of it. Even in games that have positively the least reason to play addictively there will still be a core base that works it like it's a job. The trick is keeping people addicted long-term, and while WoW does a pretty good job of it they have not figured out a way around the burnout that people eventually experience. I am not sure there is a way around it. People tend to stick with their first MMO for a couple years and then wander around from game to game a couple months at a time when expansions get released.

    9. Re:Platitudes by billcopc · · Score: 1

      Care to give me their home addresses so my eager friends and I can visit these gold farmers of yours ? I've always wanted to beat^H^H^H^Hmeet one!

      --
      -Billco, Fnarg.com
    10. Re:Platitudes by LilGuy · · Score: 1

      You sir are already a lost soul I'm afraid. I played the game for about 10 days out of my 14 day trial and I have no idea what you're even talking about.

      Scary!

      --

      You're nothing; like me.
    11. Re:Platitudes by walnutmon · · Score: 2, Insightful

      "Well, the travel time actually is nothing short of ridiculous. Travel-time between "flight points" should be instantaneous. Just replace flight points with portals. PLEASE! Travel time between kalimdor and anywhere in outland is just crap. C'mon now. "

      I respectfully disagree with you. I think having time between points is what makes it imersive and fun, the large world does the same. You made the best point I've read here though, subtley... This game is successful because it's good for a long time. When someone says "dude, after you get to level cap it's so boring!" I have had an active account for a high percentage of time since it came out, my highest is a level 59, I have a bunch of other characters, but I just have them so I can play different classes, they mostly fall in the 20's. I just think the atmosphere of the game is great, and the play style is very relaxing. Well work the 15/month... but 15/month isn't very much to me; I could understand if I was much younger I'd think it was a big deal.

      --
      You take it, I don't want it...
    12. Re:Platitudes by Minwee · · Score: 4, Funny

      Way to miss the point, genius. The article wasn't about WoW, it was about Blizzard's internal policies and processes.

      What's an "article"? Is it something you're supposed to read before commenting?

    13. Re:Platitudes by snkline · · Score: 3, Insightful

      This is absolutely true. Certainly WoW is very polished, and has alot of fun to it. But what keeps you going after your 200th night in the Black Temple or Hyjal, is your sense of obligation to your guildmates. It is the social connectedness people develop with the people they play with that keeps people playing, even when they have grown rather bored with the game.

    14. Re:Platitudes by sevenfootchicken · · Score: 0, Flamebait

      Umm, Ive actullay talked to girls.

    15. Re:Platitudes by king-manic · · Score: 1

      Look, the game is pretty, fun for a while, and very addictive. They took the tried and true method of giving item hoarders, dungeon crawlers, D&D fans, and basic gamers a basic concept that each one could easily get addicted to. TFA had nothing you didn't already know. They basically took the best parts of Evercrack, UO, and D20 systems and made a pretty game out of it. End of article. Making red-colored crack and successfully getting a whole bunch of people addicted to it isn't really that impressive, and neither was TFA. Obviously thats why ever developer has a 6 million + MMORPG... ohh wait a minute...
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    16. Re:Platitudes by fractoid · · Score: 1

      Your points about travel time betray a fundamental lack of understanding about virtual worlds. Travel time is vital to give players a feeling of size and distance within the world, and adds to the suspension of disbelief even while you find it annoying. Realise your hearth's down when you're in Kargath, and you genuinely feel like it's a "long way". Same for acquiring gear - what gives items value is in equal parts the time taken to acquire them and the in-game power of the item. Arena gear is really pushing the limits of what they can give you per time investment without devaluing the 'conventional' PvE gear available. Any easier to obtain and you'd feel the same sense of accomplishment at having your shiny s1 sword as you feel picking up the rocket launcher in Quake.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    17. Re:Platitudes by AuMatar · · Score: 1

      Nope, sorry, you're dead wrong on all points. Travel time is a waste of time. I don't want to feel the size and distance of the world- I want to go somewhere and do something. Travel time doesn't add to the fun, it takes it away. Thats one of the reasons why WoW is more popular than EQ- because it took things like travel, which were even worse in EQ, and made them far less painful.

      Sorry acquiring gear is not fun. Of the 100+ people I know who play WoW, only 2 actually like the gear grind. Everyone else plays *in spite of* the gear grind. Many, many people I know have quit because of it. I don't feel accomplishment from earning gear. If I want to feel an accomplishment, I'll do something in real life that actually means something. I play WoW to have fun- gear grinding is not fun. And the vast majority of subscribers I know agree with me. I have several 70s I don't play anymore, because I don't want to do the fucking gear grind again.

      I'd easily pay $30 or even $50 a month for a version of WoW that got rid of all 25 man instances, got rid of the level grind, and gave you your gear to start with. Hell, I'm doing their damn for fee tourney not because I'm that good (I'm not) but because it lets me PvP without a gear differential.

      Remember, WoW was popular because it was *less of a grind* than any existing MMO. They've been steadily making it less and less of one each major patch. They just need to pull the trigger and get rid of it entirely, their subscription base would increase, not decrease. ANd as an added bonus, they'd lose all of the raiders who ruin the game.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    18. Re:Platitudes by fractoid · · Score: 0, Troll

      You and your 100 friends want a different game, I have no idea why you're playing WoW in the first place. I suggest you go thataway ------------> http://www.counter-strike.net/

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    19. Re:Platitudes by dintech · · Score: 0, Troll

      Have you ever written to one?

    20. Re:Platitudes by Anonymous Coward · · Score: 0

      You should not use words that you cannot spell, as it makes you look foolish at best.

    21. Re:Platitudes by somersault · · Score: 2, Insightful

      I do kinda have to concede that. I started playing Maplestory just because I literally felt I had nothing else to do at that time in my life and one of my friends introduced me to it. I played the game all by myself for a month or two, then joined a guild (leader was the person that introduced me to the game), and stayed in the guild for a while, enjoying the social aspects, having a fake online marriage and such (as you do), hehe. One day I just stopped playing though, and didn't start again. That was of course because I got addicted to a MUD (again). Without the social aspects, it would be very difficult to make a game that was so addictive that you keep playing it - I think games like WoW work so well because they're basically an IRC chatroom with some really intricate games to play while you chat :P I realised that while playing MUDs, but MMORPGs are just MUDs with fancy 3D graphics.. and believe me you don't need the graphics to have fun :)

      --
      which is totally what she said
    22. Re:Platitudes by Spellvexit · · Score: 1

      Time travel is an irritating waste of time, but I wonder if it was put in for more than just to convey the immensity of the world.

      In Warcraft, there's often a game of one-upsmanship in the PvP world. My level 20 warlock is out hacking a Puma Lord when all of a sudden a level 30 priest ganks me. Well, then I pull out my level 70 rogue to clobber him, then he comes back with his guildmates to crush me and corpsecamp. If teleportation between locations were instantaneous, this would happen all the time. At least when the travel time is a consideration, there is more of an emphasis on gameplay and progress, and less emphasis on instant vengeance and constant high blood pressure. It's not perfect, but perhaps that was one reason why Blizzard chose not to use portals everywhere.

      --
      The moon may be smaller than the earth, but it's much farther away!
    23. Re:Platitudes by AuMatar · · Score: 1

      Funny, I think the same for you. Maybe you should try Progress Quest

      --
      I still have more fans than freaks. WTF is wrong with you people?
    24. Re:Platitudes by nuzak · · Score: 1

      The travel time helps prevent flash crowds, which keeps the server load more even, not to mention being an essential element in reacting to attacks. Location still has to mean something.

      I suppose the trouble of walking to the portal is the next thing you want to get rid of. And next, perhaps combat should resolve instantly. Maybe get rid of the annoying graphics and sounds while you're at it.

      Get yourself a warlock and another friend. Travel problem solved.

      --
      Done with slashdot, done with nerds, getting a life.
    25. Re:Platitudes by Anonymous Coward · · Score: 0
      But to kick ass, you need a twink

      Maybe not to kick ass :-), but they can be expensive...

    26. Re:Platitudes by DarkProphet · · Score: 1

      Good point, I hadn't thought of that. Though it is really only applicable to PvP servers. What the hell is the point of such long travel time on PvE servers, then?

      --
      What could possibly hurt the security of the American people more than giving our own government the ability to hide its
    27. Re:Platitudes by DarkProphet · · Score: 1

      If they utilize this to equalize server load, I posit it is by far the worst solution to a technical problem. I don't buy it. They have plenty of server muscle, so this to me is a red herring. Location means something on its own in-game, and needn't be defined solely based on "how long it takes to get there".

      I don't have a problem walking to the portal the FIRST time. I just see no point in doing it EVERY time. Its a fucking stupid waste of time, and that there are portals from Shatt to each faction's capital cities is a tacit acknowledgment of the same.

      And finally, don't be a tool. If you are so obtuse as to be serious in your second paragraph, I tend towards believing you don't have anything of substance to add to the thread. I would be delighted to learn otherwise.

      One of my main points in my OP is that the flight time is ridiculous. I stand behind my assertion that it is a stupid waste of time for it to take nearly 15 minutes to go from the northern end of either kalimdor or eastern kingdoms to the southern end of the same. WTF, I have precious few hours a week to spend of WoW, I don't want to spend a large precentage of it en-route to someplace where I will spend 30 minutes, only to be sent to the other end of the continent (if I am lucky). Its stupid, and this post is the first and only one to convince me of its benefit. I challenge you to give an equally logical reason for it.

      --
      What could possibly hurt the security of the American people more than giving our own government the ability to hide its
    28. Re:Platitudes by DarkProphet · · Score: 1

      Hahaha, mod parent up informative. I don't know what the AC's point actually is, but that actually is the entomology. FWIW, experience has taught me that Twinks are expensive only exclusively to WoW. Otherwise you are getting ripped off. ;-)

      Well that, and n00bs have a tendency to label anyone who can handily beat them (no pun intended) as " fags". Go figure.

      --
      What could possibly hurt the security of the American people more than giving our own government the ability to hide its
    29. Re:Platitudes by fractoid · · Score: 1

      But... WoW has better graphics. :(

      Anyway, what fool modded my other post a troll? *sigh* I was serious, you want a fast-paced PvP game with your choice of gear at the outset, you want it to be well balanced and accessible with no boring PvE grind. It sounds like CounterStrike would be perfect for you, or if you prefer WoW's combat style, a tournament server is what you want out of the game.

      I want a group-based combat RPG with character progression via level and gear upgrades and PvP tacked on for fun and as a way of flexing one's e-peen. That's probably why I'm happy with WoW.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    30. Re:Platitudes by ultranova · · Score: 1

      The travel time helps prevent flash crowds, which keeps the server load more even, not to mention being an essential element in reacting to attacks. Location still has to mean something.

      If having lots of characters in the same place causes a problem with server load, then, frankly, the balancing algorithm is shit. What did they do - assign a fixed geographic area for each server ?

      Of course, it could be that servers can handle it just fine but the clients can't - they have to render all those hundreds of characters present, after all.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    31. Re:Platitudes by Anonymous Coward · · Score: 0

      > What did they do - assign a fixed geographic area for each server ?

      Whether they have multiple servers for a zone or not, the interaction of N players within each other's detection radius means N^2 messages going out. That's just bandwidth, sure, but there's also a corresponding number below N^2 but well above N as far as interactions from those players go. And only one DB per realm.

      Still, I suspect it's a way of sucking a bit more cash out of players by slowing 'em down. That would explain Duskwood.

  2. The Article Text by Anonymous Coward · · Score: 0

    11 innovation lessons from creators of World of Warcraft
    April 4th, 2008 Post a Comment posted by Colin Stewart

    (This post consolidates lessons published in the O.C. Register and the "Inside Innovation" blog.)

    Blizzard Entertainment, the envy of the computer game industry, has learned 11 lessons on innovation that can help almost any business.

    Irvine-based Blizzard used these innovation methods not only to create the world's most popular massively multi-player online game, World of Warcraft, but also to keep the game fresh and challenging for more than 10 million players.

    Because many of those customers pay $15 a month to continue playing, Blizzard's ongoing creative achievement is worth more than $1 billion a year in revenues, not counting the multi-millions it tallies from its other games, such as StarCraft, Diablo II and Warcraft III, plus trading cards, comic books, etc.

    This combination of creativity and profitability is much of the reason for the upcoming merger of game company Activision with Blizzard's parent company, Vivendi Games. The new company, to be called Activision Blizzard, will be valued at about $18.9 billion.

    The following lineup of innovation lessons emerged from a video game conference, an interview, and several experts' comments.

    Blizzard executives discussed the company's innovation processes during the D.I.C.E. video game conference last month in Las Vegas. Then, in early March, World of Warcraft lead producer J. Allen Brack explained his teams' work methods during an interview at Blizzard's new headquarters in Irvine. I also invited several business and innovation experts in Orange County to comment on how Blizzard works and how it and other creative enterprises such as the Walt Disney Co. innovate to keep their customers interested.

    1. RELY ON CRITICS

    Blizzard welcomes criticism - seeks it, in fact - both during game development and after the launch, when games need to be fine-tuned and freshened up.

    In a process that is common for software companies, an alpha test provides crucial pre-release feedback from company employees. When the game software is ready, Blizzard moves to a beta test involving a limited number of outside players. Blizzard plans a beta test of its upcoming Wrath of the Lich King expansion pack for World of Warcraft, but hasn't announced when it will begin.

    In addition, tens of thousands of Blizzard subscribers sign in to the game's Public Test Realm area to test and give advance feedback on patches, upgrades and revisions for the current version of World of Warcraft.

    World of Warcraft scene"Seeking out customers' viewpoints and criticisms is an ideal way for businesses to align products and services to what their customers want," said Ardelle St. George, intellectual property attorney and chairman of the Orange County Innovation group.

    Innovation educator Marty Wartenberg of UCI Extension and the ZB Global Design Center in Carlsbad said, "It is very useful when developing your design and product to have third-party objective folks review and critique the design."

    "The idea is that colleagues will not be completely honest and critical with the participants present," he said. "It would be much healthier if folks could take well-meaning and constructive criticism as a chance to improve the product or service. Unfortunately human nature tends to resist. This is a challenge to overcome in the business world."

    Mike Morhaime, Blizzard CEO and cofounder, said criticism is important, but it's hard to take at first, as he recalled from tests of Blizzard's early game The Lost Vikings.

    "We thought the game was good enough, but Brian Fargo of Interplay took it home and played it, and had lots of feedback," Morhaime said. Fargo wanted all the Viking characters to be redrawn so they wouldn't look so similar, which the game team didn't want to hear.

    "It means he really cares," Morhaime told them. "When I digested it, I thought, 'Hey, these are good comments.' "

    1. Re:The Article Text by Anonymous Coward · · Score: 0

      Blizzard Entertainment will throw out unsuccessful work rather than try to salvage a fatally flawed plan.

      Then why does the paladin class still exist. Sure it's fine in PvE, but fatally flawed would be a good description of it's PvP viability.

  3. Re:11 lessons by The+MAZZTer · · Score: 5, Informative
    1. Rely on critics
    2. Use your own product
    3. Make continual improvements
    4. Go back to the drawing board
    5. Design for different kinds of customers
    6. The importance of frequent failures
    7. Move quickly, in pieces
    8. Statistics bolster experience
    9. Demand excellence or you'll get mediocrity
    10. Create a new type of product
    11. Offer employees something extra
    RTFA
  4. What I learned from WOW by CSMatt · · Score: 1, Insightful

    Never play it. Ever. If you don't find yourself addicted to it you will become so awkward you will eventually cease to have a social life (assuming you had one in the first place).

    All of this thankfully learned from observance and not experience.

    1. Re:What I learned from WOW by Anonymous Coward · · Score: 1, Insightful

      mod parent -1 irrelevant

    2. Re:What I learned from WOW by Anonymous Coward · · Score: 0

      mod parent up +5 insightful

    3. Re:What I learned from WOW by Starrk · · Score: 2, Funny

      you will eventually cease to have a social life (assuming you had one in the first place)
      Aha. I seem to have found your mistake.
    4. Re:What I learned from WOW by morari · · Score: 1

      MMOs are too boring to become addicted to. Point and click combat? Pay to play redundancy? No thanks.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    5. Re:What I learned from WOW by Tony+Hoyle · · Score: 1

      I find it kinda boring above about level 30 or so. I usually kill my characters around them. It's not inherently addictive, but to get above that you have to spend a lot of time on it which I could see would interfere with your life if you had poor priorities.

      They've started to take a lot of the challenge to it so I haven't played in a while. Instead of questing properly for example they made all the 'hidden' stuff sparkle obviously, and in lots of cases put a huge yellow questionmark above them - removing the point of a huge class of quests.

      I hear in the latest patch PvP players can now start fully twinked up at level 70 so they don't even have to play the game to level up, thereby removing the entire point of the game.

    6. Re:What I learned from WOW by Pinky's+Brain · · Score: 1

      Leveling isn't the point of the game, enjoyment is. Why would you want to force a PvP gamer to grind through a a gameplay mode they just don't enjoy so they can compete on the relatively even playing field they are looking for?

    7. Re:What I learned from WOW by Rayonic · · Score: 1

      I hear in the latest patch PvP players can now start fully twinked up at level 70 so they don't even have to play the game to level up, thereby removing the entire point of the game.

      You misheard. That only applies to the temporary "global arena tournament" servers, which will only be running for a limited time. It's almost like a test realm, nothing there carries over to the real game.
    8. Re:What I learned from WOW by Anonymous Coward · · Score: 0

      I hear in the latest patch PvP players can now start fully twinked up at level 70 so they don't even have to play the game to level up, thereby removing the entire point of the game.

      I'd resubscribe if that was the case because I find most of the game tedious but enjoy the PVP. Unfortunately, it takes so long to level a character to 70 and gear them adequately for PVP that I can't be bothered.
    9. Re:What I learned from WOW by IamTheRealMike · · Score: 1

      I don't really get WoW. A colleague of mine loves it and invited me round to his place to play it with him one day (he plays it with his girlfriend, to banish one stereotype).

      Anyway, I played it for about an hour I guess and found it pretty dull. I mean, the scenery was pretty, but seeing as the whole point is role-playing I felt there should be at least some immersion in the game world. But there's no collision detection between players and most cities are full of inane chatter in pidgin English (like most multiplayer games I guess). The world was also amazingly static. I mean, I know the game is getting old, but even so - the NPCs just stood there doing squat.

      So chalk me up as somebody who played it and wasn't instantly struck down with addiction. Maybe it's a personality thing. I don't play online multiplayer games that often but when I do it's usually something like Call of Duty - something you can drop into, play for exactly how much time you {have available/feel like} and then leave. No commitment. Of course you tend to get killed a lot like that so it's not for people who are sore losers :)

    10. Re:What I learned from WOW by Jesus_666 · · Score: 1

      I played the open beta and didn't become addicted. What I played was a fairly standard - if lengthy - MMO with few qualities apart from graphics over, say, Ragnarok Online.

      Then again, for me an MMORPG is an MMORPG is an MMORPG. Somewhat nice to play for a while but nothing I could stand for more than a few days. Apart from interface differences and slight details I find them to be completely equivalent (and not very engaging).


      Does that make me socially awkward now? (Don't answer; I'm a slashdotter, so the answer is obvious.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    11. Re:What I learned from WOW by Jesus_666 · · Score: 1

      Point-and-click combat works - for strategy/tactical games. I think that turn-based tactical MMORPGs (of which there are a few out there) work much better than the realtime stuff. However, you have to be quite patient as battles (especially ones with lots of monsters and laggy players) can take forever.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  5. TFA in two words by Anonymous Coward · · Score: 0

    SLASH VERTISEMENT

  6. 1. hire some guy from the linux underground by Anonymous Coward · · Score: 0

    IE, Sam Lantinga, the main dude behind SDL.

    2. sell an addictive substance that causes unemployment, obesity, and contact bed sores

    IE, repetitive social networking based violence simulation, with bar-pushing

  7. 11 things?? I can think of one... by Izabael_DaJinn · · Score: 0

    #1 Take the most popular online game on the market (EQ), copy it, dumb it down, make it so easy that even an 8 year old can get level 50 (60, 70, whatever it is now :), and you have a winner!

    --
    Careful What You Wish For....
    1. Re:11 things?? I can think of one... by Anonymous Coward · · Score: 0

      Are you implying it was actually difficult to level in [insert name of any other MMO here], as opposed to just requiring even more ridiculous amounts of time?

  8. Congratulations on inventing MMOs by nick_davison · · Score: 5, Insightful

    the company created a new type of product line by selling ongoing subscriptions for online access to the game, said Unnikrishnan at CSU Fullerton.
    "Blizzard remains ahead of the competition because the company was able to parlay its strength in one game format to create an online service, which created a whole new product line and different type of revenue stream," he said. Wow. Imagine a world before WoW where there were absolutely no MMOs an no one had ever thought of a monthly fee for these games that didn't exist.

    The irony of this whole piece is that just about every single on of Blizzards "innovations" are things Sony Online was doing with EverQuest for half a decade before it (Beta tests, test servers, employees playing the game, upgrades, cancelling titles that didn't work, broad demographics, stats analysis, the fun of a gaming company).

    The more interesting thing is, EverQuest only ever achieved roughly a twentieth of WoW's subscription figures. So, more valuable than simply listing the things SOE already did as Blizzard innovations* would be to look at what Blizzard did differently that got them 20 times SOE's subscriber base - and fifty times that of most other competitors.

    As a fluff piece, it's nice to congratulate Blizzard for innovations they didn't come up with. The thing is, they evidently did something different and the article manages to miss that far more fascinating angle.

    *Note: Not claiming SOE came up with the innovations either. Ultima Online was doing much of it several years earlier still. And they took over from a lot of MUDs, MUSHes, etc. If anything, there've been a series of advances that have been made one at a time, everyone else copying whenever someone else has success with a new idea.

    I'd suggest Blizzards real achievements were something more like:

    Truly earn loyalty from your customers: People who bought Diablo and Starcraft played for years on a service they didn't have to pay any extra for. Any other company would have turned those servers off once they weren't making money from boxed copies of the game. Blizzard kept providing it and earned a fierce loyalty from their fans where everyone else leaves their fans feeling screwed the moment the dollar signs don't add up in the short term.

    Set the barrier of entry LOW: While SOE was playing with the brilliant idea but agonizing experience of StarWars Galaxies and everyone else was chasing prettier graphics, Blizzard put out a game with cartoony graphics that everyone and their mom could play. Ten million general players doing something simpler beats out a few hundred thousand beardy ones and housewives with enough time to learn your complex game mechanics.

    Don't milk the cash cow until its teats fall off: Blizzard's managed to get what, one expansion out so far? SOE has put out how many for EQ2 that was released at the same time? Sure, your balance sheet looks better if you can say, "I'm going to get 200% revenue from my begrudging players this year." It actually looks even better if you say, "I'll stick with 110% revenue from 2000% of the number of happier players."
    1. Re:Congratulations on inventing MMOs by Anonymous Coward · · Score: 3, Insightful

      I haven't read TFA. But your arguments seem about right:

      - The reputation is a big one. In addition to keeping the servers going, you also have things like the patch to Diablo II years after it came out that was so huge as to almost be an expansion pack. Also, Blizzard has arguably never made a bad game. That carries a lot of weight. It also helps that people knew and already liked the Warcraft world.

      - Balance. People love to whine, but the truth of the matter is every Blizzard game is scrupulously balanced - I am not sure anyone is better. I have some friends at a rival MMORPG studio (not saying which) who actually make fun of their designers because the game is so badly balanced. This is not good.

      - Difficulty. People also love to harp on how easy WoW is, but it's accessibility has a lot to do with why it's so popular. And of course what these people fail to mention is at the high end - raiding or PVP - it's as hard as anything else. This keeps the hardcore players hooked and gives the others someone to look up to while also giving them easy ways to inch closer.

      - Graphics. This is more personal opinion, but I think Blizzard must have some of the most talented artistic designers around. I think WoW pushes way less polygons than some of the competition, but it just looks so much more alive, and so much more unique to me.

      Blizzard innovates only in minor ways, but they are polished to an extreme. And in the end, I think your average consumer prefers polish over innovation.

    2. Re:Congratulations on inventing MMOs by Sanguis+Mortuum · · Score: 2, Interesting

      Exactly what I was thinking when I read this. Everything WoW does was done before, WoW just happened to do it better and marketed it in a way that appealed to more people...

    3. Re:Congratulations on inventing MMOs by Wilson_6500 · · Score: 4, Interesting

      Don't milk the cash cow until its teats fall off: Blizzard's managed to get what, one expansion out so far? SOE has put out how many for EQ2 that was released at the same time? Sure, your balance sheet looks better if you can say, "I'm going to get 200% revenue from my begrudging players this year." It actually looks even better if you say, "I'll stick with 110% revenue from 2000% of the number of happier players."

      My MMO playing friends would from time to time claim that the continuing fees of MMOs were there at least in part to ensure that there would be continuing updates and new content, aside from server maintenance costs. Naturally, I'd look at it as a slap in the face if, having that attitude, a company asked me to pay an additional charge for that content in the form of an expansion pack.

      Something I've always wanted to see would be a serious, impartial, disinterested observer sitting down and going through a point-by-point comparison of WoW, Guild Wars, and Diablo II, and maybe throw in FFXI or some one of the other popular MMOs, just to see what is objectively different between them. It would be interesting to see in light of all the noise of fans crying that such-and-such is an MMO, is worth the money, etc. Of course, that latter point is nearly entirely subjective. Most of what people claim to get out of modern MMOs I was able to get out of games like Halflife--and that without paying every month for it.

    4. Re:Congratulations on inventing MMOs by QuantumG · · Score: 1

      Simplify the game play.
      Make a very big world.

      --
      How we know is more important than what we know.
    5. Re:Congratulations on inventing MMOs by Anonymous Coward · · Score: 2, Informative

      Truly earn loyalty from your customers: People who bought Diablo and Starcraft played for years on a service they didn't have to pay any extra for. Any other company would have turned those servers off once they weren't making money from boxed copies of the game. Blizzard kept providing it and earned a fierce loyalty from their fans where everyone else leaves their fans feeling screwed the moment the dollar signs don't add up in the short term.


      Blizzard was making money off of those services. They got sponsors for the Battle.net Servers ("D2USWest-1 Hosted by AT&T") and in turn would only run ads in the BNet GUI for that specific company. The execs at Blizzard were very good about getting other companies to play ball on their terms while making money or AT LEAST breaking even and appeasing their user base. You're correct, though, it's a lot more than just Blizzard throwing money at services just to make sure their customers are happy.

    6. Re:Congratulations on inventing MMOs by Koby77 · · Score: 2, Insightful

      Don't milk the cash cow until its teats fall off: Blizzard's managed to get what, one expansion out so far? SOE has put out how many for EQ2 that was released at the same time? Sure, your balance sheet looks better if you can say, "I'm going to get 200% revenue from my begrudging players this year." It actually looks even better if you say, "I'll stick with 110% revenue from 2000% of the number of happier players."
      I also agree that Blizzard's success has nothing to do with following certain business principles. Instead, Blizzard's popularity was because it brought MMOs to the masses, and it achieved that because it set the speed of game play correctly.

      For single player games, especially console RPGs, you progress in the game at a certain pace. You may earn a level increase every few minutes. You'll go back to town and purchase some new equipment every now and then. But MMORPGs prior to WoW were unacceptably slow. A single player game which progressed at the speed of a pre-WoW MMO would be labeled as a failure. Simply put, it would be very boring.

      Unfortunately, other companies got greedy. After playing many other MMOs, I could see that they designed their game around forcing a player to subscribe for a certain length of time to achieve the "endgame" content. If they didn't have enough content for their players, no problem! Simply slow down the pace of leveling or money acquisition. If your game is boring, people will still forced to play it and pay for it, right?

      Blizzard was the first company to significantly change the trend. It eliminated the common "camp & grind" game play, and allowed players to gain levels and equipment at a significantly faster pace. This made the game fun, and attracted a ton of subscribers in doing so. As you said, it turns out that having lots of subscribers is preferable to forcing a few die-hard subscribers to pay. In the end greed wasn't good, and a fun game beat the alternatives.
    7. Re:Congratulations on inventing MMOs by Anonymous Coward · · Score: 0

      Seriously, WoW is just doing the same old shit that other MMOs have been doing for over a decade. It's popularity still boggles the mind. If you want to look at more "innovative" MMOs, City of Heroes would be a better example.

    8. Re:Congratulations on inventing MMOs by blahplusplus · · Score: 1

      "The thing is, they evidently did something different "

      Yeah they took an established franchise millions loved (warcraft) and made an MMO out of it, what gamer has not played warcraft?

      They had huge mindshare, if they used a different property other then warcraft (i..e something new) do you really think they would have had such runaway success? I doubt it very much. Warcraft has a history from gamers playing it all over the world and those who played any of the warcrafts (1, 2, 3, etc) are of course going to go gangbusters over an MMO version of their favorite franchise.

    9. Re:Congratulations on inventing MMOs by Anonymous Coward · · Score: 0

      Wow releases more content in their big patches than SOE is releasing in their expansions.
      Plus, if EQ2 is so great, why is everyone playing WoW?

    10. Re:Congratulations on inventing MMOs by Grail · · Score: 1

      If you want an MMO where the subscription fees are actually used to continually update the content, where you don't have to pay more money for expansion packs which have been financed by your subscription, try EVE Online.

    11. Re:Congratulations on inventing MMOs by GaryPatterson · · Score: 1

      There's more to it than that, unless you're ignoring Star Wars Galaxies.

      It's not just the initial point that matters, but where they go from there. WoW is more accessible than just about any other MMORPG, looks great on just about any computer above the minimum spec and has a solid reward mechanism as players level.

      It's not perfect by any means, but Blizzard has done a lot of things better than other companies (assuming the goal is maximum players and profits).

      Personally I'd like to see a real story in WoW, something that doesn't feel so strongly that it was made up during a long drinking session by people who've never read anything more complex than fan fiction. But hey, I'm not running a company with ten or eleven million fans so what do I know?

    12. Re:Congratulations on inventing MMOs by Anonymous Coward · · Score: 0

      Truly earn loyalty from your customers: People who bought Diablo and Starcraft played for years on a service they didn't have to pay any extra for. Any other company would have turned those servers off once they weren't making money from boxed copies of the game. Blizzard kept providing it and earned a fierce loyalty from their fans where everyone else leaves their fans feeling screwed the moment the dollar signs don't add up in the short term. Yeah, earn loyalty by shutting down projects like bnetd; the free, open source server software that allowed for Diablo II "LAN parties" that you and your friends can enjoy without having to worry about hackers and item dupers.
    13. Re:Congratulations on inventing MMOs by Dutch+Gun · · Score: 1

      My MMO playing friends would from time to time claim that the continuing fees of MMOs were there at least in part to ensure that there would be continuing updates and new content, aside from server maintenance costs. Yeah, I've never quite bought that line either... Most MMOs charge both for the game AND for expansions, as well as the monthly fee. If they gave the game client away, or at least gave you more than a month of free play time, I could see it (maybe six months). But the part about server maintenance - I'm not sure I buy that either. No way does a player cost Blizzard anywhere close to $15 dollars a month (see: Guild Wars). That's just what they've figured out people are willing to pay. But the monthly revenue is the big draw for all those companies.

      Something I've always wanted to see would be a serious, impartial, disinterested observer sitting down and going through a point-by-point comparison of WoW, Guild Wars, and Diablo II, and maybe throw in FFXI or some one of the other popular MMOs I'm sure someone's already done this...

      just to see what is objectively different between them. Oh... objectively? Hmm.... yeah, I'm not sure about that...

      Kidding aside, the problem is, someone would have to get seriously invested in *all* of those games in order to make a reasonable comparison (all while trying to stay dispassionate and objective), and that's a pretty tall order. But I think you can get a pretty good idea by looking at the fan forums and discarding the obvious flames and fanboys. Many people are willing to give a pretty good list of pros and cons when discussing the multiple games they play and enjoy.
      --
      Irony: Agile development has too much intertia to be abandoned now.
    14. Re:Congratulations on inventing MMOs by king-manic · · Score: 1

      Yeah they took an established franchise millions loved (warcraft) and made an MMO out of it, what gamer has not played warcraft? Survey the MMO market. How many games there weren't an established franchise millions loved(~50%)? How many ave 6 million or more subscribers (1)... yeah.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    15. Re:Congratulations on inventing MMOs by Rayonic · · Score: 0

      My MMO playing friends would from time to time claim that the continuing fees of MMOs were there at least in part to ensure that there would be continuing updates and new content, aside from server maintenance costs. Naturally, I'd look at it as a slap in the face if, having that attitude, a company asked me to pay an additional charge for that content in the form of an expansion pack.

      Well, there is free new content released between expansion packs. But more importantly, I think you're underestimating the support costs of just keeping the thing running.
    16. Re:Congratulations on inventing MMOs by GaryPatterson · · Score: 2, Informative

      Blizzard have released many expansions without cost. The most recent patch, 2.4, added a whole new island with end-game content. Sure, it's for 5- and 25-player groupings, but there are several 'dungeon' areas (some outside) there.

      Same with many other patches. Zul'Aman was introduced a while back, as was Ahn'Qiraj and a whole bunch of other places.

      PvP content is updated every so often as well, and a whole slew of new items (green, blue and purple) are introduced over time as well.

      The paid expansion packs are *big* expansions, equivalent to another continent being added to the world. They include many new regions to explore, lots of dungeons, new crafting recipes and so on.

      As a non-'dungeony' player, I don't get a lot out of the free updates except bug fixes and improved class balancing, but I still appreciate that many players love the 5- and 25-player dungeons. They're getting new content throughout the year as part of their subscription price. I could too if I cared to play that content.

      I'm all about exploration and crafting, so the paid expansions give me lots to do. I'm okay with that.

    17. Re:Congratulations on inventing MMOs by JavaLord · · Score: 1

      Increased broadband penetration made MMO's more playable. EQ was released in 1999, UO was before that. Five years after Everquest, WoW came out (late 2004). By then everyone and their brother had broadband. There was simply a bigger player base. This, along with lower barriers of entry that you mentioned, and a well known franchise is what led blizzard to success.

    18. Re:Congratulations on inventing MMOs by drsquare · · Score: 1

      what gamer has not played warcraft?
      I haven't, neither have most gamers. I think you're overestimating how many WoW players had even heard of Warcraft, or Blizzard.
    19. Re:Congratulations on inventing MMOs by _ph1ux_ · · Score: 1

      You mis-spelled Richard Garriot.

      The first days of UO back in 1997 were actually some of the most fun, as when UO came out - there wasnt really any precedent for any of the behavior that is now defacto MMORPG (as in with MUDS it was slightly less dynamic)

      GMs invisibly following around PVP guilds (like ours) to learn how people interacted and gamed-the-game - these resulted in patches very rapidly, WOW has taken the best of its predecessors and expounded upon them in spades.

      They have done a great job - I just wish i was 10+ years younger and could spend any time enjoying it...

    20. Re:Congratulations on inventing MMOs by Akaihiryuu · · Score: 1

      It's not just the number of expansions. WOW has had a lot of content patches that include new material - AQ, Naxx, Black Temple, Sunwell Isle, etc. And those are just the raids. There have been a lot more additions made to the game via content patches than just those. If it had been Everquest, Sony would've charged for each of those as an "expansion". Blizzard only charges for the major expansions (Burning Crusade, Wrath of the Lich King). Blizzard does not consider it an expansion unless there is a significant addition to the game (entire new continent, higher level cap, etc). WOW and EQ2 have had about the same amount of content added to them overall.

    21. Re:Congratulations on inventing MMOs by IndustrialComplex · · Score: 1

      Personally I'd like to see a real story in WoW, something that doesn't feel so strongly that it was made up during a long drinking session by people who've never read anything more complex than fan fiction. But hey, I'm not running a company with ten or eleven million fans so what do I know?

      You raise a good point that it would be nice to see a more complicated story that is offered in MMORPGs, I think Oblivion comes closest to what a MMORPG story could be, but that could be one of two things:

      (I'm just using Oblivion as an example of what it is capable of, not that it gets all these points right)

      1. Oblivion doesn't have more complex stories, it is just my imagination filling in plot twists, details, and fluff that wasn't even part of the story writers plot.

      2. It does have complex stories. However, these stories are too complicated for a game that isn't like Oblivion. One of the advantages that a game like Oblivion has over a game like WoW is that it rewards you for reading every scrap of text, looking around the room for clues to the murder scene, or really learning about the environment you are in.

      On a PvP server, I don't even read quest text since a well timed gank could cause me to fail the quest if I don't slam on the accept/complete button.

      With a MMORPG people don't have patience. You better go get your key-quests done by the time the raid starts. People who have already completed the quest are getting bored waiting for you to read the journal entry. You also don't want to read too far into the quest story or you might start the escort portion of the quest and piss off your party members.

      Unfortunately for MMORPGs, unless you can get 5 friends together, and NEVER do an instance first without that group, you will run into people who know the best way to get it done, in the shortest time, exactly what the boss will do/say/drop, and where to turn it in.

      In a way, I feel bad for the person writing the story for a MMORPG, because they have to take what was likely a good story, dumb it down for a 13 yr old reading level, and shorten it to be digestable while people wait for you to read the text.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    22. Re:Congratulations on inventing MMOs by IndustrialComplex · · Score: 1

      Personally I'd like to see a real story in WoW, something that doesn't feel so strongly that it was made up during a long drinking session by people who've never read anything more complex than fan fiction. But hey, I'm not running a company with ten or eleven million fans so what do I know?

      I wanted to reply to this for your last statement.

      Just because you aren't doing something (in this case, running a successful mmorpg) doesn't make your idea invalid, or automatically inferior to the one employed by the successful business. It would be naive for Blizzard to think that they have recruited the best people who will always come up with the best ideas and implementations.

      You have to consider that it is actually very likely that a large number of people could come up with better ideas/implementations than what is currently in use by Blizzard. That doesn't mean that Blizzard has poor employees. It simply means that you have to consider that Blizzard likely hired the best candidate that was available to work in that area at that given time. They actually have a very small pool of acceptable applicants to choose from.

      So you shouldn't just bash your ideas because you don't work for the company right now, because it is very unlikely that the top person for that role was available and willing to take that position at the right time.

      The best person might have already been happily employed somewhere in Florida and didn't want to relocate his/her family or leave their current employer at the time just to go work for Blizzard.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    23. Re:Congratulations on inventing MMOs by Psychochild · · Score: 1

      Poor, forgotten Meridian 59 .

      Okay, so I mostly remember it because I now own it. :) But, it did bridge the gap between text MUDs and modern graphical games more than UO did. M59 also set the standard for the monthly subscription model; of course, it got that from AOL going to that business model a bit before M59's launch.

      And, actually, there was quite a row at a developer's conference when they advertised Richard Garriott as the "grandfather" of online games. Mark Jacobs, a person who has been releasing online games for quite a while before UO came out, was upset that many other people (besides himself) were being overlooked.

      A bit of history for you whipper-snappers. Sadly, the computer game industry is pretty terrible at recording and sharing our history.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    24. Re:Congratulations on inventing MMOs by Psychochild · · Score: 1

      Blizzard have released many expansions without cost. The most recent patch, 2.4, added a whole new island with end-game content.

      True, but Blizzard also makes more money off of subscriptions, so they can afford to add "free" content easier. If I run a game that has 200,000 subscribers (I wish...) and Blizzard has 2,000,000 subscribers (approximate North American subscriptions for Blizzard, but also for the sake of easy math), then Blizzard is making 1000x more income. To the individual players, however, they are paying the same amount of money. My game will have to find extra money from some source in order to provide more content; that money comes from expansion packs. And, as someone pointed out, it does take money to keep the service going. You'll notice that a game like Guild Wars doesn't charge a subscription fee, but they put out a lot of expansion packs to keep the income coming in.

      Keep in mind that this difference in playerbases doesn't necessarily mean that one game is 'better' than the other. More people have seen (and probably bought copies of) Titanic than Blade Runner, but that doesn't mean that Titanic is a better movie; if you think it does, then you're on the wrong site and probably should go to a currently more popular site.
      --
      Brian "Psychochild" Green
      MMO developer's blog
    25. Re:Congratulations on inventing MMOs by _ph1ux_ · · Score: 1

      Ah yes!

      M59 - I concede to that...

      Though, id say that as far as subscription rates it is of my opinion that UO was the first MMORPG on a wide scale. However - I could be wrong.

      I appreciate you pointing out my bias due to me being an early beta on UO and shunning M59.... :)

    26. Re:Congratulations on inventing MMOs by Psychochild · · Score: 1

      No problem. As I said, I happen to own the game now, so I have an excuse to be more aware of history. :)

      However, M59 was still the first online RPG "on a wide scale" because it was available for sale as a box in retail outlets. Most other games before M59 were tied to proprietary networks like AOL, GEnie, etc. and were not sold at retail. UO was a larger game than M59 at peak; however, EQ and WoW are larger than UO was, but this doesn't invalidate UO's influence. M59's biggest problems were that it had terrible advertising back in the day; 3DO had no idea how to advertise the thing.

      Some more history. :)

      --
      Brian "Psychochild" Green
      MMO developer's blog
  9. 1. RELY ON CRITICS by Anonymous Coward · · Score: 0

    Bliz, the mage class is broken. Has been for a year.

    1. Re:1. RELY ON CRITICS by walnutmon · · Score: 1

      Can you expand on this? Honestly.

      --
      You take it, I don't want it...
    2. Re:1. RELY ON CRITICS by Anonymous Coward · · Score: 0

      Opinions vary, but the reason I think WoW's mage clase is borken:

      Mages are supposed to be the 'glass cannon'. Craptastic survivability and non-stacking group utility. As a trade-off, mages should do the most damage of any ranged DPS class, by far. (And, arguable, the most DPS of any of class in the game, but rogues have a viable argument to be tops...)

      But, instead, mage DPS is... mediocre. For example, warlocks often out-DPS mages, and have FAR more survivability. They tend to have huge HP totals, various pets with incredible abilities (including one that makes a viable trash tank, for gods sake), and great group utility.

      Don't get me wrong; I like playing my mage, and I don't whine on the WoW forums. The class is Good Enough for me, but sometimes I wish my PewPew made up for the fact I often get one-shotted...

      (note, this is from a PvE perspective. I don't PvP 'cause I just don't care about PvP)

    3. Re:1. RELY ON CRITICS by fractoid · · Score: 1

      Then again, a mage with 400 resilience and 11k hitpoints is hardly glass. If you're talking PvE, the 'glass' bit doesn't matter because you seldom get hit even by AoE. If you're talking about PvP then gear for it.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  10. Re:first post by Anonymous Coward · · Score: 0

    I agree. World of Warcraft isn't exactly innovative, but they've managed to make a game that is fun and a game that has gotten people, who may not have even played a game (or an MMO, to be more exact), to put endless hours into it. And they've remained strong and retained a majority of their user base because of this: Alot of people play the game for the people. Friends, distant family, friends through the game, ect.

  11. Re:first post by Anonymous Coward · · Score: 3, Insightful

    keep the game fresh and challenging What game are they talking about? It CAN'T be WoW, which is "fresh and challenging" for approximately the first 2-6 weeks that it takes you to hit the level cap. Thereafter it becomes an infinte repetition of essentially the same content for as long as you're capable of withstanding it (usually a period of time inversely proportional to the intelligence of the user).

    Kudos to all you folks who've ground it out longer than 4 months!

    -AC
  12. Lessons learned by Rinikusu · · Score: 5, Funny

    From Blizzard:
    1) Money doesn't buy you happiness.
    2) Money will buy you lots of shit that make you happy.
    3) Did I mention we have lots of money? I know it's not really a lesson, but it's our list and we're rich, beyotch!
    4) Money isn't very flavorful. We had a buffet lunch of money once and after the 10th or 11th thousand dollar salad, I had to switch to the lo-carb dressing. Ugh.
    5) Money.
    6) If you have money, girls (some) will like you for it. As long as you have a proper pre-nup, wear rubbers (always) or get a Vasectomy to reduce risk, enjoy the ride.
    7) It's amazing what you can do with money. This one time, we filled the company pool up with crisp dollar bills. The first guy to dive in got massive paper cuts from the crispness. Wow, like millions of dollars worth of cuts. We had to drive him to the hospital, while we used $100 bills to try and stem the flow of blood.
    8) The morning commute into the office is so much nicer in my Ferrari. Vroom Vroom my ass, Mazda.
    9) Money money money money money!
    10) Sometimes, you have more money than you can spend. Paper crafts are so much more fun!
    11) Nerf warlocks, bitches.

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Lessons learned by blankinthefill · · Score: 1

      Possibly the best nerf locks post in existence :D

    2. Re:Lessons learned by jonaskoelker · · Score: 1

      12) Our dollar bills would buy the Brooklyn bridge

    3. Re:Lessons learned by geekoid · · Score: 1

      They don't need nerfing..just because they can totally take some out of combat, and continue to do 1000's of points of damage to them when the warlock isn't even looking at them anymore is no reason for a nerf.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  13. Totally Crapified Article about Egomaniacs by lancejjj · · Score: 4, Informative

    This is a piece about some egomaniacs that want to express that they're simply smarter than so many others in business.

    They actually think that their "11 Innovation Lessons" are new, different, and special.

    Even a junior manager at a McDonald's has learned this stuff within their first 30 days on the job. Really. They are intrinsic to running any service organization.

    Read through them, and ask yourself: would a McDonald's Junior Manager know this as an intrinsic part of his job servicing customers?

    The short answer is YES, a junior manager at McDonalds would know 10 of 11 of them. The 11th just doesn't apply to McDonalds. Because Big Macs are perfect.

    1. Re:Totally Crapified Article about Egomaniacs by Anonymous Coward · · Score: 0

      ok, everybody already know you are a junior manager at McDonald's. So, what? Go back to play WoW!

    2. Re:Totally Crapified Article about Egomaniacs by VGPowerlord · · Score: 3, Interesting

      You may think this list is silly, but certain other MMO makers haven't grasped them.

      Sony Online Entertainment, in particular, tends to piss off its userbase on a regular basis. They even totally changed (read: trashed) one of their properties with about two weeks notice a few years ago.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:Totally Crapified Article about Egomaniacs by Anonymous Coward · · Score: 0

      You may think this list is silly, but certain other MMO makers haven't grasped them.
      BINGO! I read the list and felt sad, because my favorite MMO decided to violate a number of them and now is a hollow shadow of what it once was. Then I come here and everyone complains because it's all "obvious". Well, common sense isn't common. Developers get so wrapped up in whatever petty thing they are working on and forget to listen to the players or do other stupid stuff in violation of the totally obvious stuff on this list.
    4. Re:Totally Crapified Article about Egomaniacs by Missing_dc · · Score: 2, Funny

      "Read through them, and ask yourself: would a McDonald's Junior Manager know this as an intrinsic part of his job servicing customers?"

      And as I read through your post I wondered "What does this guy do for a living, and how is he so intimately acquainted with the training a McManager gets?"

      --
      How amazed would you be to suddenly find that you just forgot what I wrote and you needed to reread my post.... again.
    5. Re:Totally Crapified Article about Egomaniacs by dubl-u · · Score: 1

      Even a junior manager at a McDonald's has learned this stuff within their first 30 days on the job. Really.

      Two things: a) you're wrong. And b) if you were, you'd still be missing the point.

      You're wrong, because half these items are about product innovation. I promise you that a junior manager at McDonald's is not rewarded for changing the menu every week. McDonald's is primarily in the business of reliability and repeatability; innovation is only of interest in certain parts of corporate, and only so much as it keeps others from stealing their turf. Otherwise, they wisely don't let anybody fuck with what's making them billions.

      And you're missing the point because it's not about what you can repeat out of a business book's bullet points. It's about doing it.

      I've never played WoW, and I think the whole crack-via-internet thing is morally dubious, but I respect them for what they've accomplished. A lot more people set out to do something like this than succeed. Even if their explanations for success were totally banal (and they aren't entirely so), it's still worth paying attention, because however obvious these things are from your armchair, people engaged in giant projects often lose sight of things that you would think are painfully obvious.

      So please take your snide superiority and go launch something that makes it up to a mere $5m in annual revenues. Then come back and tell us again how easy and obvious it is.

    6. Re:Totally Crapified Article about Egomaniacs by definate · · Score: 1

      1) A McDonalds Junior Manager understands that a marketing orientation is better than a product or production orientation?

      2) A McDonalds Junior Manager understands that when the business uses their own product they get a better sense of its flaws and similar, which allows for them to make better decisions?

      3) A McDownalds Junior Manager understands that a business does not need to produce a perfect work, and can use iterative processes to improve it over time?

      4) A McDonalds Junior Manager would know not to consider sunk costs when making business decisions?

      5) A McDonalds Junior Manager would know to develop a product which reaches different kinds of customers, however limit its scope to only economic market segments?

      6) A McDonalds Junior Manager would understand that to reduce the impact of failures it is necessary to fail early on in the development lifecycle?

      Okay, I'm bored with commenting on this now...

      I think you would find many people including McDonalds Junior Managers who would just say "of course" without knowing any reasoning or repercussions, and because of this if you put them in a position to make these decisions, they would fail since they would down play the impact things like this have, on every business.

      I remember having a conversation with someone about how I was amazed by activity based costings ability to improve understanding about the business, quality and similar, but all I ever got back was "Of course, it's obvious". Yet later on when I brought up an example that they could use in their business, they were absolutely dumbfounded.

      --
      This is my footer. There are many like it, but this one is mine.
    7. Re:Totally Crapified Article about Egomaniacs by Jesus_666 · · Score: 1

      Even a junior manager at a McDonald's has learned this stuff within their first 30 days on the job.
      Especially the part about their own products being dog food.
      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    8. Re:Totally Crapified Article about Egomaniacs by The_reformant · · Score: 1

      eeeurgrgghh i dont wanna get involved in their public test burger.

      --
      I have discovered a truly remarkable sig which this post is too small to contain.
  14. Re:11 lessons by clarkkent09 · · Score: 4, Insightful

    #12: Post generic bullshit slogans off motivational posters as major new insights

    #13: Profit???

    --
    Negative moral value of force outweighs the positive value of good intentions.
  15. Supermodel at Fat camp by Foo2rama · · Score: 1, Interesting

    Sorry but Blizz is a supermodel at fat camp when it comes to talking about things.

    First they do not listen to critics, If it gets placed on the test realm it WILL go live.

    Not that much fun to work there, most people that have worked there would not go back, and rather work for other firms.

    They are pretty much the only gaming company that is their own publisher, they do not have to answer to the money like everyone else does. Who else can postpone a launch until after the holiday season?

    --


    ---In a time of Chimpanzees I was a Monkey.
    1. Re:Supermodel at Fat camp by Anonymous Coward · · Score: 0

      Nah, it doesn't NECESSARILY go live. An example would be what WOULD have been a devastating change to Warlock's "Life Tap", but they reverted it in the test realm, as well as the Shaman's Flametounge applying a Mortal Strike effect.

    2. Re:Supermodel at Fat camp by zire · · Score: 2, Informative

      > First they do not listen to critics, If it gets placed on the test realm it WILL go live.

      That is incorrect, there are many changes on the test realm that do not go live.

      For example, in the last patch there was a change to the way mana replentishing food/drinks worked in the test realm. Players gave negative feedback about it and it was taken out.

    3. Re:Supermodel at Fat camp by tacarat · · Score: 2, Informative

      First they do not listen to critics, If it gets placed on the test realm it WILL go live.

      Right... Listening to critics is not the same as mindlessly obeying critics. There have been plenty of changes that either didn't get past the test realm stage or got reverted/tweaked shortly afterwards. You're only remembering the buffs and nerfs that you didn't like making it live. The easiest to remember change that didn't go live was when druids in bear/cat form were able to finally drink potions. The reversion of that buff drew outrage to the point of organized protests across the live servers and a lot of my beloved forum trolls getting themselves banned due to overly flaming or critical posts.

      --
      "Common sense will be the death of us all"
  16. No innovation at all... by timmarhy · · Score: 5, Insightful
    .... but blizzard did something even MORE important - they did a damn good job of giving people what they wanted.

    not many people give a fuck for super complex game rules (that's why nerds love DnD) they want something that's fun and group based. WoW gives that.

    --
    If you mod me down, I will become more powerful than you can imagine....
    1. Re:No innovation at all... by twosmokes · · Score: 1

      not many people give a fuck for super complex game rules

      While true, WoW is also the most open with information on how things work behind the scenes. Which gives nerds all the number crunching goodness they desire.

  17. Not the best example by propanol · · Score: 2, Interesting

    Blizzard's not exactly the best example when looking for innovation. Sure, they've made some solid games, but all of the ones I'm familiar with (that is, most of the major ones save WoW as I don't do multiplayer-only) were awfully derivative; the RTS stuff from Dune 2/C&C, Diablo from Rogue/Nethack etc.

    1. Re:Not the best example by king-manic · · Score: 1

      Blizzard's not exactly the best example when looking for innovation. Sure, they've made some solid games, but all of the ones I'm familiar with (that is, most of the major ones save WoW as I don't do multiplayer-only) were awfully derivative; the RTS stuff from Dune 2/C&C, Diablo from Rogue/Nethack etc. Game innovation != Business innovation. They were discussing business innovation. Many innovative things have come from very old school business processes (Katamari Damacy) but this article was about how Blizz innovates in business. I think #1 would be the idea that sunk costs should not rule your decision making. Blizz doesn't release a game if it's not up to snuff. From warcraft adventures to Starcraft:Ghost. If it sucks it is cancelled. Many studios can't do this and thus tend to release crap and tend to lose the good will and support of their base. Note Atari, Rare, Sega, ION storm and a myriad of other studios didn't learn this lesson and thus don't have the support Blizzard does (and to a lesser extent Bungie, Bioware, Nintendo).
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Not the best example by geekoid · · Score: 1

      SO you are deriding them because there game is built on ideas and discoveries from the past? Are you slow?
      Yeah, Nethack was original~

      Here is a nice ball you can play with while the grown ups talk.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  18. Lesson #12 by Plazmid · · Score: 5, Insightful

    Lesson #12: if they get addicted, they'll pay more.

    1. Re:Lesson #12 by crashfrog · · Score: 4, Insightful

      if they get addicted, they'll pay more.

      Oh, you people crack me the fuck up. "WoW is addictive!" No. Cocaine is addictive; it causes physiological changes to your brain that cause you to want it more at the same time that it gives you less effect.

      WoW is a computer game. It's entertainment, and the secret of its success is that it is entertaining to play. I've been playing it since the beta stress test, and paying the subscription fee throughout. I bought the expansion. In fact I've done all this twice, once for me and once for my wife, who I play it with.

      Why? Because it's fun. It's worth the money. I like MMO games, and WoW is hands-down superior to the other games I've tried in every way. Better art (instead of generic Bryce landscapes and Poser NPC's), better class balance (instead of "controller" characters who have no power beyond their ability to help a party), a seamless, dynamic, shared world (instead of walled outdoor "rooms" and doors that unexpectedly trigger loading screens.)

      There's meat on those bones, that's why I keep coming back. I know it's popular to hate on WoW, here, but 8 million people play the game not because Blizzard invented a way to send crack cocaine over broadband, but because they created a compelling, entertaining, immersive game experience that's rewarding at all levels and to all kinds of people - not, as it's popular to state, just the people who play it 12 hours a day, grinding for the slightest bump in rep or gear.

      Blizzard didn't cheat, people. They haven't managed to enthrall 8 million people by some magic spell or trick of brain chemistry. They did it the hard way - by spending the time and effort to create a compelling, entertaining product that is rewarding to play in a way very, very few video games ever are. I guess the idea that they've earned the success and acclaim they enjoy is too much for some people. If you played WoW and you didn't like it, I don't think you're a bad person or something, but you're not "above the influence" either; you're just someone whose interests lie elsewhere. I wish you the best with whatever those interests might be. (If you didn't play it and you still trash it, you're an idiot who does not know whereof they speak.) Understand that, for me and my wife, and 8 million other people, one of our interests is enjoying World of Warcraft. Not because we're addicted; not because Blizzard has us in the throes of some kind of "addiction"; but because they did the hard work of creating something we don't mind paying to play.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    2. Re:Lesson #12 by Anonymous Coward · · Score: 5, Insightful

      Oh, you people crack me the fuck up. "WoW is addictive!" No. Cocaine is addictive; it causes physiological changes to your brain that cause you to want it more at the same time that it gives you less effect.
      WoW and cocaine share many of the same qualities. Granted, WoW is much less expensive, but they both do some of the same things to you when used in excess. Excessive WoW playing can lead to loss of relationships, friends, jobs, and so on, and we've all heard stories detailing such things, sometimes right here on /.

      That said, I've done both. Ironically, one of the things I used to keep myself busy after struggling with cocaine addiction was playing WoW, because it consumed a lot of my time and kept me entertained. I did however eventually quit WoW after I had to play it

      more at the same time that it [gave me] less effect. Still, this wasn't the same type of physiological addiction one could attribute to cocaine. Raiding twice or more a week simply yielded less reward, and made the game more like work than play.

      Ironically, the thing that Blizzard and drugs have taught me though is that I easily get addicted to things that are bad for me, and they're both experiences that I have learned from. The nice part about WoW though is that abusing it tends not to enable you to accidentally kill yourself.

      I felt compelled to post because I had to let you know that I feel, from personal experience, that there is credence to what people say about WoW's addictiveness in relation to things that are physiologically addictive, like cocaine.

      I've been clean for almost three years now, and I value my life a lot more than I did back then. It's been two years since I quit WoW, and I similarly value my friendships a lot more than I did back then.
    3. Re:Lesson #12 by harry666t · · Score: 5, Interesting

      > Oh, you people crack me the fuck up. "WoW is addictive!"
      > No. Cocaine is addictive; it causes [blah blah blah]

      BS.

      You can get addicted to almost ANYTHING, including a computer, a person, a sound, an emotion... Or, to be specific, to ANY emotion that is associated with doing something, seeing something, thinking of something... See, emotions are also chemicals. Some chemicals get people addicted faster, others - slower.

      It's sad how one can get addicted to anger, or to a feeling that he/she's a victim, but I've seen such people. Believe me or not, but you CAN get addicted to a game.

    4. Re:Lesson #12 by RockModeNick · · Score: 5, Insightful

      This type of thing is why, coming from a psychology background, I dislike the entire current conception of addition. Our brains like to offload work and analysis by simply keeping up behaviors that have been previously sustained. Pleasurable behaviors where we consciously associate enjoyment with specific behavior are easier to designate as addictions, but it's really all the same, offloading the work of deciding if we should do something or not by simply setting up automatic responses. Sometimes these responses are so closely worked into normal brain function that ceasing them causes a disruption in expected brain function, in a full spectrum from nearly undetectably minor(A passing question to the self on the way to work of "am I less sharp because I missed my coffee today?") to so much a part of our expected brain chemistry that function without them can take a LONG period of adaption(I WILL KILL SOMEONE if I don't get a cigarette soon). Obviously with examples where we're adding an outside chemical to our brain chemistry it gets a bit more complex vs systems where we're simply behaviorally altering our internal chemistry, but it's all still the same basic system. I strongly believe that this makes the term "addictive" nearly meaningless as it is typically used today.

    5. Re:Lesson #12 by mcvos · · Score: 1

      if they get addicted, they'll pay more.

      Oh, you people crack me the fuck up. "WoW is addictive!" No. Cocaine is addictive; it causes physiological changes to your brain that cause you to want it more at the same time that it gives you less effect.

      WoW is a computer game. It's entertainment,


      So? That doesn't contradict what the GP said. Entertainment can be extremely addictive. Gambling can cause physiological changes to your brain.



      In fact, I recognise many aspects of addiction (including wanting it more while getting less effect) from my internet usage. I thought I had it under control, but here I am posting stuff on slashdot again.

    6. Re:Lesson #12 by kurfu · · Score: 1

      Denial is the first sign of addiction.

    7. Re:Lesson #12 by crashfrog · · Score: 4, Insightful

      WoW and cocaine share many of the same qualities.

      No, they don't. Cocaine is a drug that you injest, and in return it causes physiological changes that make your body dependent on it.

      WoW is a game that is fun to play, and the game style is such that time spent playing produces in-game rewards.

      Nothing alike. It's a spurious argument. Maybe you played WoW and didn't like it. That's fine.

      It's not cocaine, though, just because other people had a good time when you didn't. The comparison is idiotic.

      Excessive WoW playing can lead to loss of relationships, friends, jobs, and so on, and we've all heard stories detailing such things, sometimes right here on /.

      Excessive anything does that, and that situation isn't evidence of "WoW addiction", that's evidence that that person simply didn't value those relationships, friends, and jobs in the first place.

      WoW has never ended a marriage or kicked someone out of school. It simply provided an excuse to blame for those things which were going to happen anyway. If WoW ended a marriage it's because the marriage was already over. If WoW got you kicked out of school it's because you clearly didn't like school, and were going to leave one way or another.

      Don't act like people never got divorced or left a job or classes before WoW was invented. There's no evidence, despite 8 million people who play, that WoW has any effect on the rates of either.

      Ironically, the thing that Blizzard and drugs have taught me though is that I easily get addicted to things that are bad for me, and they're both experiences that I have learned from.

      Then clearly you're the one with the problem - you have an addictive personality. And if it weren't crack, or WoW, it'd be daytime TV, or maybe volunteering, or maybe working out, or maybe one of a million other things that people sometimes do to excess.

      Drugs are addictive, clinically, because they cause changes in your body that require you to crave more of them. WoW doesn't do that. It's impossible for it to do that. Thus, it can't be "addictive" in any objective sense. It is something that people of a certain personality type get obsessed with, but they can do that about nearly anything.

      I think my point stands.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    8. Re:Lesson #12 by crashfrog · · Score: 2, Insightful

      You can get addicted to almost ANYTHING, including a computer, a person, a sound, an emotion...

      That's not addiction, that's dependence. Addiction is a physiological state with a precise clinical definition. It doesn't apply to WoW except by the shysters peddling "game addiction" clinics and the people, like you, who enable them.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    9. Re:Lesson #12 by mc900ftjesus · · Score: 1

      Get defensive much? WoW is boring, killing 20 boars, then 20 super-boars, then 30 mega-boars is not fun. It's really bad design unless you like grinding. It holds your hand and prevents any real PvP from happening. It's a MMO with permanent training wheels and it's killing what was a fun genre.

    10. Re:Lesson #12 by servognome · · Score: 1

      WoW is hands-down superior to the other games I've tried in every way.
      Except for roleplaying. I love WoW as a dungeon crawler, but there are much better Role Playing oriented MMOs.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    11. Re:Lesson #12 by crashfrog · · Score: 2, Insightful

      WoW is boring, killing 20 boars, then 20 super-boars, then 30 mega-boars is not fun.

      If you didn't like it, then you didn't like it. That's fine. I'm not threatened by the fact that we have different tastes in games.

      The only thing I'm defending is Blizzard, and I'm responding to allegations that they're a company of drug peddlers, when in fact they're a company of artists and programmers who put the time in to release a product that people like to play. I'm not saying that's an achievement for which they deserve medals, but it's certainly one for which they deserve to have some of my money.

      It's a MMO with permanent training wheels and it's killing what was a fun genre.

      You're complaining about grinding but holding up MMO's as a "fun genre"? I don't think there's an MMO out there that's less grindy than WoW, it's a feature of the genre. And I don't know what you think you mean by "real PvP", trust me, those Horde guys are all played by real people.

      The only games WoW killed off were the ones that were less fun to play. Simple as that. If they had been more fun, people would have left WoW to play them.

      But they didn't. It's a free market. Blizz doesn't have a monopoly on MMO's. They just have the one that the market (including a lot of people who never expected to ever enjoy a video game) has overwhelmingly preferred. It's not a mystery, it's not a trick of brain chemistry, it's just what happens when you get a bunch of people with talent together and demand that they create an exceptional product. Why get so angry about that?

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    12. Re:Lesson #12 by crashfrog · · Score: 2, Insightful

      I love WoW as a dungeon crawler, but there are much better Role Playing oriented MMOs.

      I guess, if that's your experience, but I don't see how real role-playing is something that could even be done at a computer, or in the context of a virtual game world. It's something to do at the table-top where your actions aren't constrained by what programmers decided to allow you to do, and the world is maintained by the imagination of a human being who can react flexibly to your actions.

      So I don't blame WoW for not being something that no computer game could really be. For that role-playing experience I grab the dice and hit the table-top; that's really the only place it can be done.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    13. Re:Lesson #12 by sinator · · Score: 1
      I think the key here that differentiates feedback mechanisms from addiction is this:

      ... cause you to want it more at the same time that it gives you less effect.

      (emphasis mine)

      If video games were to offer less entertainment, the result would be to play less. I'm not even speaking of diminishing returns, I'm implying that if a video game were to offer less pleasure for the same action today as it did yesterday, people would stop playing it.

      Case in point: if I finish, say, the original Legend of Zelda, and I finish the second quest, at that point, I'm done with the game. There is no new challenge, no new surprise, I'm just done. An addict would continue to play despite their being more to gain.

      As a casual MMO player (one day a week), I can see why people would want to play -- new equipment, new scenery, new enemies, new plotlines. More is being added. This is what entices people to keep playing. Continually playing on a low level, killing the same enemies and harvesting the same rewards (money, items, inspriations, enhancements, whatever) with no progression is a little more suspect; but most of the people who do that are either doing it for money ("gold farmers") which is needed to survive, or they are doing it to reach a higher level needed to see aforementioned new content.

      --
      Three Step Plan:
      1. Take over the world.
      2. Get a lot of cookies.
      3. Eat the cookies.
    14. Re:Lesson #12 by servognome · · Score: 1

      So I don't blame WoW for not being something that no computer game could really be. For that role-playing experience I grab the dice and hit the table-top; that's really the only place it can be done.
      Yes there are constraints, but there are games that were flexible enough to accommodate different roles than "tank" "dps" "healbot."
      Specifically Star Wars Galaxies originally created a great sandbox like environment where people could be politicians, dancers, tradesmen. Of course this was done at the expense of the more popular "adventurer" types which, more than the horrific number of bugs, led it to a smaller player base. The designers made the game so sandbox driven, there was nothing for "progression" types to do. Of course that was "fixed" with N.G.E. and completely alienated the only people playing the game, roleplayers.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    15. Re:Lesson #12 by Sethus · · Score: 1

      Oh, you people crack me the fuck up. "WoW is addictive!" No. Cocaine is addictive; it causes physiological changes to your brain that cause you to want it more at the same time that it gives you less effect.

      I've played WoW, I've played Counter Strike, I've played Quake 2, I've played Doom, I've played Duck hunt. I've also played a LOT more than just those games, but I will tell you now with empirical experience that you most certainly can become addicted to video games. I used to play for the rush, that killer amazing move you'd do and just be in awe. The 'high' if you would. I'm not kidding, not at all, that was the main reason I played games for a long time, now it's more social (lans) than anything.

      But my main point is, I was addicted to that rush feeling from playing a good game, and yes you CAN be addicted to video games.
      --
      Posting with out proof reading since 2001.
    16. Re:Lesson #12 by Anonymous Coward · · Score: 1, Funny

      This type of thing is why, coming from a psychology background, I dislike the entire current conception of addition. I have also noticed that basic math and psychology don't mix.
    17. Re:Lesson #12 by Chode2235 · · Score: 0

      Inject..... Kidding right? They don't call it Booger Sugar just for fun.

    18. Re:Lesson #12 by Chris+Burke · · Score: 1

      Oh, you people crack me the fuck up. "WoW is addictive!" No. Cocaine is addictive; it causes physiological changes to your brain that cause you to want it more at the same time that it gives you less effect.

      WoW is nothing like cocaine, this is true, and claiming the "addiction" of something like WoW is comparable to that of cocaine (or opium, or cigarettes, or hell even caffeine) is ludicrous. It's not a matter of degree, it's a matter of kind.

      That said, WoW (and most other MMORPGS) is essentially a form of variable schedule operant conditioning. Just like feeding a rat after a random number of lever-pushes can lead to the rat compulsively pushing the lever, in addition to coming to believe that all kinds of strange rituals or dances influence when the food comes out. Just how a WoW player keeps grinding the same dungeons hoping for the drop they want. Because ultimately, rationality is a trick on top of the malleable mammal brain we inherited from the same source as the rat.

      I think calling it an "addiction" is to vastly overstate and mis-characterize. But to call it "conditioning" I think is fairly accurate.

      --

      The enemies of Democracy are
    19. Re:Lesson #12 by Jack9 · · Score: 1

      I think my point stands.

      Er, if an act causes a physical response that can be addictive, there's no useful distinction. So I respectfully disagree.
      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    20. Re:Lesson #12 by Kingrames · · Score: 1

      "Excessive WoW playing can lead to loss of relationships, friends, jobs, and so on..."

      I've heard this too often. you can make the same argument for being too much of a neat freak, or taking an hobby to an extreme.

      nobody calls you an addict if you are into sports. Calling wow an addiction is how some people justify their dislike for it.

      --
      If you can read this, I forgot to post anonymously.
    21. Re:Lesson #12 by Pluvius · · Score: 2, Informative

      You've got the definitions totally switched around.

      "The medical community now makes a careful theoretical distinction between physical dependence (characterized by symptoms of withdrawal) and psychological dependence (or simply addiction). Addiction is now narrowly defined as 'uncontrolled, compulsive use'"
      --http://en.wikipedia.org/wiki/Addiction

      Rob

    22. Re:Lesson #12 by Brandon+Hume · · Score: 1

      You need to look up what endorphins are, how they're generated, and their effects on the body. The "Runner's High" has been shown to be a real effect. You CAN get addicted to something your body produces naturally.

      You're also doing a vast disservice to people fighting addictions by calling it a mere physiological thing. It has a psychological component, too, and anyone who helps rehabilitate addicts will tell you that dealing with the *cause* of the addiction is just as important as dealing with the effects on the body, or the addict will relapse in short order.

      --
      Brandon Hume
      hume -> BOFH.Halifax.NS.Ca, http://WWW.BOFH.Halifax.NS.Ca/
    23. Re:Lesson #12 by muzthe42nd · · Score: 1

      He said injest, not inject.

      --
      Pfft - Sorry, what?
    24. Re:Lesson #12 by jwo7777777 · · Score: 1

      I tend to ingest ... some times in jest.

    25. Re:Lesson #12 by crashfrog · · Score: 1

      Specifically Star Wars Galaxies originally created a great sandbox like environment where people could be politicians, dancers, tradesmen.

      If any of that had actually been fun, though, Galaxies wouldn't have been a total failure.

      I don't understand why you need a computer game in order to pretend to be a dancer or a politician. Indeed, dancer or politician are roles you could take on in real life; but nonetheless, if you find those roles compelling, you have the greatest tool available - your own imagination.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    26. Re:Lesson #12 by crashfrog · · Score: 1

      That said, WoW (and most other MMORPGS) is essentially a form of variable schedule operant conditioning.

      So is the universe. It's difficult to imagine how you could craft any kind of compelling entertainment product that wasn't rewarding in some way, and did so on some variable schedule. Your favorite TV show certainly delivers rewarding story insights, and unless it's a children's program, it delivers them on a variable basis (say, "Lost" for instance, where plot twists and revelations are heavy in some episodes and light in others.)

      To say that WoW is "entertaining" is to say that it is conditioning, just like everything else is. WoW isn't doing anything special except adhering to understood concepts in game and story design, concepts that have served as guides to the creation of compelling experiences for thousands of years.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    27. Re:Lesson #12 by crashfrog · · Score: 1

      You need to look up what endorphins are, how they're generated, and their effects on the body.

      I know how they're generated - and I find it significant that WoW has far, far less potential to generate endorphins than running, yet Blizzard are considered the online drug pushers and Nike is just an outfit that puts their logo on shoes.

      It has a psychological component, too, and anyone who helps rehabilitate addicts will tell you that dealing with the *cause* of the addiction is just as important as dealing with the effects on the body, or the addict will relapse in short order.

      Honestly? I think the vast failure rate of the treatment perspective you refer to - where addiction is construed as simply a bad choice, a moral failing, or the result of poor life habits - basically proves how wrong you and those you refer to, are. When you consider addiction to be the physical manifestation of a mental problem, relapse rates are very, very high. On the other hand, the inverse treatment perspective, where the psychological component is understood as a natural reaction to the physiological problem (which is then treated with ibogaine or other medications) have been incredibly effective.

      So I contest your view of addiction. I think you're mired in the counterfactual, ineffective regimen of the past, the one that allows moral condemnation of drug addicts as people of weak character and moral failing, rather than people with psychological issues stemming from a profound physiological disorder.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    28. Re:Lesson #12 by RockModeNick · · Score: 1

      Damn you typos that make sense and spell other words. Concept and addiction, right after one another, too.

    29. Re:Lesson #12 by TheSambassador · · Score: 1

      From Wikipedia's article on addiction: Addiction was a term used to describe a devotion, attachment, dedication, inclination, etc. Nowadays, however, the term addiction is used to describe a recurring compulsion by an individual to engage in some specific activity, despite harmful consequences to the individual's health, mental state or social life.

      Just because it isn't an actual chemical change in your body doesn't mean it's not addicting. Things CAN and ARE psychologically addicting without being physically addicting (I'm pretty sure that Marijuana fits this as well).

      Granted, those who do suffer a harmful change in their "health, mental state, or social life" usually have a bigger tendency to addiction than others who are able to play casually, but the game rewards (and sometimes requires) a large amount of play time, and it's very easy to spend lots and lots of your time playing when you should be studying for a test.

    30. Re:Lesson #12 by servognome · · Score: 1

      If any of that had actually been fun, though, Galaxies wouldn't have been a total failure.
      it wasn't a total failure until after they got rid of all those things. It achieved a constant 200k player base... but that wasn't enough for the execs so they looked at WoW, and tried to turn the game into that. A massive overhaul is the surest way to alienate those existing players and end up with total failure.

      I don't understand why you need a computer game in order to pretend to be a dancer or a politician. Indeed, dancer or politician are roles you could take on in real life; but nonetheless, if you find those roles compelling, you have the greatest tool available - your own imagination.
      Same reason people play Guitar Hero, you can play guitar in real life, but it's too much of a bother to be fun. Sometimes it's nice to use tools to help suspend disbelief. The computer game also lets you interact with a helluva lot more people than meeting in person.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    31. Re:Lesson #12 by geekoid · · Score: 0

      newsfkash slick:
      computer games causes physiological changes to your brain that cause you to want it more.

      Every feel the need to do just one more level? the need to get the highscore?

      "I've been playing it since the beta stress test, and paying the subscription fee throughout. I bought the expansion. In fact I've done all this twice, once for me and once for my wife, who I play it with."
      Like most of your post, this is a logical fallacy.

      I'm not saying it is an addiction, just that you poses exactly ZERO points against that statement.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    32. Re:Lesson #12 by crashfrog · · Score: 1

      computer games causes physiological changes to your brain that cause you to want it more.

      Oh, really? What changes, specifically, to what part of the brain? How are these changes stimulated? Magic rays from the computer screen? I trust you can provide sample brains to substantiate these claims.

      Every feel the need to do just one more level? the need to get the highscore?

      Ever feel the need to watch just one more episode of Battlestar Galactica? Is that because the program causes a physical change in your brain - or is that because watching the program is fun, and therefore you're motivated to keep having fun for a little while longer?

      By these metrics it's impossible to imagine anything entertaining that you couldn't dismiss as an addictive drug. What a pleasureless life you must lead.

      Like most of your post, this is a logical fallacy.

      No, it's a statement of fact intended to establish my credibility to comment on the game. It cannot be a fallacy because the quoted section is not an argument. It's a statement of facts.

      I'm not saying it is an addiction, just that you poses exactly ZERO points against that statement.

      Except for the argument, which you have not rebutted, that people can and are motivated to continue behaviors for reasons other than "addiction" - in this case, because the behavior is enjoyable. Do you really find it so pernicious that human beings prefer to experience pleasure over boredom? Do you really find the production of entertainment every bit a moral wrong as the production of toxic, addictive drugs?

      Really? Like I said, you people crack me the fuck up.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    33. Re:Lesson #12 by MarkCollette · · Score: 1

      If your system is sufficiently generalised that a distinction between "addiction" is meaningless, then that might mean that your system is overgeneralised to the pint of meaninglessness, not necessary that the distinctions are meaningless.

    34. Re:Lesson #12 by RockModeNick · · Score: 1

      A distinction between "addiction" and what? The general lack of a solid brain-function model of addiction that doesn't also apply to many things that aren't considered addiction is what I'm criticizing. The way "addiction" is commonly used, it's indistinguishable from liking something. If the more specific definition in which it is only considered an addiction if it has a destructive effect on your personal or professional life is the correct one, then alcoholics who get up for work every morning, stay sober when driving, for family functions or to get things that need doing done aren't addicts, even if they are drinking an average of over ten drinks a day and get withdrawal symptoms if they are sober for 4 days strait. I'm pointing out the lack of a salient and universal definition or model, not indicating one.

    35. Re:Lesson #12 by MarkCollette · · Score: 1

      The general lack of a solid brain-function model of addiction that doesn't also apply to many things that aren't considered addiction is what I'm criticizing. Oh, and here I was going to go on about addiction as receptors not being filled, instead of some vague B.S. And I guess that's what you were getting at...
    36. Re:Lesson #12 by RockModeNick · · Score: 1

      Very much so.

  19. Blizzard hasn't had big innovative ideas... by sharopolis · · Score: 4, Insightful

    ... just lots of little ones. There's not a lot in WOW that hasn't been done before in other games, either MMOs or other genres, but what Blizz has done is make the innovations of previous games work. Previous MMORPGs have been innaccessible, imbalanced, prone to exploits, buggy and often just downright boring.
    WOW has so often overcome these issues to become one of the biggest games of this decade with a lot of well thought out and well designed gameplay.
    Take the whole bind on pickup/bind on equip mechanic for items, meaning that some in game items can be bought and sold freely, but others (usually top tier weapons and armour) can only be gained by achieving in game goals. This means that there is still a viable cash economy, but players cannot simply 'buy' their way to the top, they need to go out and complete quests etc.
    Wow was not the first game to feature an ingame economy, but what it did was make the economy fun and useful to players whilst at the same time limiting it's potential to be expolited.

    1. Re:Blizzard hasn't had big innovative ideas... by Anonymous Coward · · Score: 0

      or as other games that predate wow, would call them NODROP items.

  20. Re:11 lessons by Anonymous Coward · · Score: 0

    Hmm, i think this is a list which they didn't do in order to archive high player numbers...Come onn "Rely on critics"? I have never seen they do that. "Excellence"??? the game is full of bugs(created in game) even a gm could fix it with 5-6 letter command word and yet they still refuse to fix things up. I really think Blizzard archived this high number of players because of "friend factor" and "warcraft" name brand(which also means some lore) I have seen better support for players even in free games...

  21. Timing by Simian+Road · · Score: 1

    I would have said that the main difference between EQ and WoW was timing (stating the obvious?). EQ arrived way before online gaming was mainstream, WoW arrived as it became mainstream. Every major gamer had broadband by that point and WoW was the game that filled the gap.

    Yes, of course it had to fill the other criteria of being a great game, addictive, fun and with a good reputation. But it won for the most part because it was the right game at the right time.

    1. Re:Timing by VGPowerlord · · Score: 1

      It's more than just timing. Unless you count the two weeks between the EQ2 launch and the WoW launch to be significant.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Timing by Simian+Road · · Score: 1

      EQ2 always felt more like a graphics upgrade than an entirely new game.

    3. Re:Timing by TriezGamer · · Score: 1

      Which is completely irrelevant to new people entering the MMO playing field, what's your point?

    4. Re:Timing by Simian+Road · · Score: 1

      I was a brand new MMO player at that exact point in time. All the hype was about WoW being new and fresh while EQ2 was just a continuation of the original?

      The sequel is never as good as the first!

  22. What WoW Learned From Everquest by Skeetskeetskeet · · Score: 0

    EVERYTHING. Except the dancing naked gay elves on mailboxes and a ridiculous cow race..at least Everquest and Everquest 2 makes it more realistic and believable.

    --
    Yeah, my karma sucks....but so do the mods.
    1. Re:What WoW Learned From Everquest by Medevo · · Score: 2, Insightful

      By "More Realistic" you mean "Everything is Brown"?

    2. Re:What WoW Learned From Everquest by Guppy06 · · Score: 1

      "at least Everquest and Everquest 2 makes it more realistic and believable."

      Yes, because I want realistic elves casting believable magic spells.

      And here we have the fanboae rabidicus in its natural environment...

    3. Re:What WoW Learned From Everquest by Skeetskeetskeet · · Score: 0

      Yes, and here we have cows in dresses casting spells....like Level 25 Spoil Milk, or Level 30 Cowpie Fling of Death.... Yeah, that's being creative.

      --
      Yeah, my karma sucks....but so do the mods.
    4. Re:What WoW Learned From Everquest by Anonymous Coward · · Score: 0

      And here we have the fanboae rabidicus in its natural environment... I can't help but wonder if you intended the irony derived by having posting that statement on Slashdot -- inasmuch as merely having registered an account here virtually guarantees that you're also a member of that species, and the pervasiveness is certainly sufficient enough that /. itself could well be considered a "natural habitat" for fanbois (granted, most of the ones here are retarded for *nix operating systems, but if the label fits... maybe this's just a subspecies)

      -AC
    5. Re:What WoW Learned From Everquest by fractoid · · Score: 1

      With bloom. More bloom. MORE BLOOM! MOOORRREE BOOO0- *kslportch*

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  23. Bad accountants by nmistake · · Score: 1

    So you have 10 million people at $15 per month with 12 months in a year. That gives me 1.8 Billion, so who is pocketing the other 800 million?

    1. Re:Bad accountants by Crazy_CorranH · · Score: 1

      That would be Mr. More Than

      FTFS:
      >Blizzard's ongoing creative achievement is worth more than $1 billion a year in revenues,

    2. Re:Bad accountants by paitre · · Score: 1

      The Chinese/Korean/Japanese/Asian market, in general, pays per hour, not per month. And it's some minimal cost per hour, too, from what I understand.

      Over =average= MRR is around 10-11 per paying account.

      That's still a ton of money.

  24. Main Innovation by monoqlith · · Score: 2, Funny

    Blizzard executives went to the crack-addled streets of inner-city LA, bought a bunch of it, gave it to their employees, and said to them, "Figure out how to make this crack into a computer game. Feel free to try some of it too." The crack enabled them to stay up late enough to think of WoW.

  25. Timing, maybe? by Shazow · · Score: 1, Insightful

    The more interesting thing is, EverQuest only ever achieved roughly a twentieth of WoW's subscription figures. So, more valuable than simply listing the things SOE already did as Blizzard innovations* would be to look at what Blizzard did differently that got them 20 times SOE's subscriber base - and fifty times that of most other competitors. Might have something to do with the fact that EverQuest was released in 1999, while World of Warcraft was released in 2005. A lot changes in six years. I wouldn't be surprised if the amount of people with internet access grew more than 20 times in that time span.

    - shazow
    1. Re:Timing, maybe? by VGPowerlord · · Score: 2, Insightful

      I must point out that EQ2 and WoW launched within a few weeks of each other. EQ2's userbase is nowhere near where WoW's is.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Timing, maybe? by Shazow · · Score: 2, Funny

      EQ2's userbase is nowhere near where WoW's is. Neither is the game quality for today's standards.

      Ultima Online surpassed MUDs.
      EverQuest surpassed Ultima Online.
      World of Warcraft surpassed EverQuest.
      EverQuest 2 surpassed a shriveled piece of ginger root vaguely shaped like a one-armed voodoo doll.

      - shazow
    3. Re:Timing, maybe? by VGPowerlord · · Score: 1

      True, but timing wise, EQ2 was WoW's main competition, with near contemporaries Star Wars Galaxies (also SOE) and Final Fantasy XI. It just goes to reinforce nick_davison's point: What WoW did differently was what sold it.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    4. Re:Timing, maybe? by Shazow · · Score: 1

      Absolutely. WoW is clearly a vastly superior product to SWG, FFXI, Asheron's Call 2, EQ2, DAoC, etc. I just didn't think that comparing it to EQ1 made a lot of sense due to the time gap.

      Anyways, Blizzard has a reputation for releasing incredibly polished, stylized, and innovative games. Every time a "Top 100 games of all time" list comes out, all of Blizzard's games are in the Top 15.

      - shazow

  26. Blizzard's strengths by VGPowerlord · · Score: 4, Insightful

    In my opinion, Blizzard did do a few things differently, but I don't see the ones I'm thinking of in the list.

    What they did differently was this:

    They made a good UI.
    Blizzard usually has good UIs, and WoW's is no exception. They've even modified it over time to add some new things to it (such as additional button bars)... things that were being done by AddOns before.

    They allow... no, encourage people to make UI Addons
    Certain types of Addons have had the ideas behind them incorporated into the main WoW interface, too. Examples of this include the current Raid UI and the multiple button bars.

    They don't nickel and dime you to death. See: EQ2, where even new dungeons (AKA "Adventure Packs") cost money.

    Keep It Simple Stupid (the KISS principle)
    WoW still has the same 9 classes it started with. While the abilities these classes have has changed over time, it's still easier than juggling 20+ classes like most other MMOs. While there will be a 10th class introduced in the next expansion, it will automatically start at a certain level (although Blizzard hasn't yet said which... rumors say 50 or 60) and will only have to be balanced from that level up.

    (This would have been a numbered list, but Slashdot is apparently stripping out ol and ul tags now, despite them being on the Allowed HTML list)

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    1. Re:Blizzard's strengths by geekoid · · Score: 1

      "They allow... no, encourage people to make UI Addons"
      And if that person creates something they don't like BAN!
      And if they like it? They take it with out compensation.

      The death knight class reeks of failure and a classic 'We've gotten so big we can do no wrong!"
      Since it is Blizzard, and they have a history of good games, I'll give it the benefit of the doubt.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Blizzard's strengths by Anonymous Coward · · Score: 0

      Then there's this small difference called Mac Client. Mac users may be snobs and proud but most of the time they are also adult players who can grasp game mechanics beyond "It's purple therefore it rox0rz!".

      Blizzard themselves said that player base is like a donut: core players in the middle who don't bring much cash but they keep the bulk players playing.

      Maybe it's because even stupid players can't stand other stupid players for long without occasional mature moderation and attitude?

      This is not to say that Mac players are smart and PC players are dumb, only general demography and that Mac players more likely are those core players who bring in and keep other, non-mac-players going.

      I'll skip all mmorpg games that don't have Mac client even though I myself don't have nor play with one. My wife does.

      LOTRO tanked the second they announced they wouldn't make a mac client. Same goes for all the other incoming mmorpgs: WAR, AoC, etc.

      Windows only client -> windows only players -> on average a stupider player base.

  27. success by g4b · · Score: 3, Insightful

    I admit, I would want to rant about their success. Is it jealousy? Maybe. But let's keep that aside for a moment.
    They talk about innovation.

    Nearly every aspect of World Of Warcraft is stolen from other games.
    Example: UO. You can find a lot of similarities, from mounts to gray death screen. UO still has features, WoW hasn't. But most importantly: UO takes a lot of innovation from the so called freeshard-scene, and i think, this is also the reason origin never pursued those emulated servers in the first place.
    E.g. the speech system which does not allow you to read other's language is something which was developed on UO roleplaying shards (as for I know, but it could have been also in some MUDs) - so it is not new in WoW.

    So, why is WoW still better than the other mmogs? well, let's face it: it is because they took all the good things and tinkered it to something better.
    So, yes, they are successful. And yes, they can talk about how to get successful, how to keep successful.

    However, I rant, because it is not innovation, they should talk about. There is hardly any great innovation in WoW from my perspective.
    It's a fun game, trying to suit the majority of players, the company cares for the players, they did some good decisions (e.g. low hardware specs, scriptable client), and of course, don't forget, they had a lot of publicity from previous games (the warcraft series, diablo, starcraft and lost vikings), and those WERE innovative in a great deal.

    Still, talking about WoW, I think they really should talk about success, not innovation. Because it was more advertisement, more strategy and more publicity behind the success of WoW, than innovation.

    Face it: Most Innovation comes from innovative and creative minds, which are not bound to deadlines or sallaries. Innovation was to include a modding engine in HalfLife, which kept a very bad coded game alive until CounterStrike came out (so innovation lead to innovation). Innovation was to include a Level Editor and Sound Editor in Warcraft2, which made the game popular for custom maps, and in WC3, innovation from the _users_ has lead to a lot of custom maps, like tower defense or dota (because the game was very scriptable and moddable). WoW lacks all those opportunities of customization and blizzard has hunted down any modding scene from the beginning, who tried to do something else, than interface scripts (which are limited in innovative ideas), like emulator software (but that is perfectly understandable! emulators are bad for business!).

    Because the userbase can't contribute a lot of new ideas, and because the game itself has very few "new elements" at all, but sums up all the other MMOGs before it, I simply can't accept blizzard as teacher in innovation, regarding WoW.

  28. Franchise != Success by nick_davison · · Score: 2, Insightful

    Yeah they took an established franchise millions loved (warcraft) and made an MMO out of it StarWars is vastly more beloved but sandbox so beautifully complex it took two years to seed itself and never really became easy to use before being so brutally modified as to lose what those who had persevered loved didn't make anywhere near WoW numbers.

    Marvel Online got cancelled before ever seeing the light of day despite massive numbers of comic book readers past and present.

    Matrix Online had a HUGE franchise that translated in to a game no one cared about.

    Disney has a massive fanbase yet Toontown putters along quietly.

    Ultima Online followed on the back of a game series that many people would argue was far more beloved than Warcraft - long established as near a dozen of the greatest RPG experiences on the PC. Even there, its numbers were never anything close to WoWs.

    I think the IP helps. It certainly got a lot of the initial interest though I'd suggest most people who've since picked it up only heard of the RTS series later. But I'd suggest there's more to it than just milking an IP.
    1. Re:Franchise != Success by geekoid · · Score: 1

      Star Wars failed because it failed to realize it was Star Wars.

      I could design a better Star Wars game in a year. Is it because I'm a genius? why yes, yes it is... wait no it's because I understand that the Star Wars audience expects certain things from the Star Wars Universe. Cool Star Wars things.

      You are correct. IP gets you the fans right out of the gate, but they will walk when they realize they are playing EQ in space.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  29. Fun for a while, now I CBA by billcopc · · Score: 1

    I played WoW for a while, during a period where I was off work for a few months. I played it all freakin' day long. Then when my life got back on track, I quickly lost interest because WoW felt like work, especially after hitting the level cap. I didn't need nor want a 2nd day job.

    Had I not gone back to work, I probably would have kept on playing. I don't dislike MMOs, but the primary reward they provide is some sort of progression, be it experience/levels or grinding for new gear. If you can't invest the hours to achieve that progress, then it becomes an unsatisfying exercise. If I have only an hour to kill, WoW won't give me any fun, and consoles or flash games will provide a better endorphin/time ratio :)

    --
    -Billco, Fnarg.com
  30. Re:11 lessons by Anonymous Coward · · Score: 0

    What's the matter, didn't get your purplez on your last 5-hour long raid?

  31. Re:Let me tell you about innovation. by walnutmon · · Score: 1

    Riveting

    --
    You take it, I don't want it...
  32. The REAL 11 lessons of WoW by Anonymous Coward · · Score: 5, Interesting

    As others have said, the list in this article is fluffy and useless.

    However, I've been following the design of MMORPGs over the past decade, so I will offer a list of things that Blizzard *actually* did well, that together (combined with the strength of their pre-existing brand) are what I believe are responsible for WoW's overwhelming success.

    1. Polish, Polish, Polish! -- WoW is probably the most polished MMORPG ever to be released. It makes a huge difference.
    2. Smooth Newbie Experience -- this is critical, making it easy for casuals and spouses to get started (or "hooked")
    3. Fun, Fun, Fun! -- if it's not Fun, get rid of it. Blizzard ruthlessly excised most of the un-fun stuff from the standard MMORPG design.
    4. Don't Ship Until its Done -- several MMORPG disaster launches have shown that you really must wait until its ready
    5. Low System Requirements -- 95% of the PCs in peoples livingrooms can run WoW, compared to like 25% for most games. This is no accident.
    6. Reward Quests More Than Grind -- WoW was the first MMORPG where questing was the most efficient way to level for most players. This kept them moving around and doing different things, which is way less boring than 30 hours of grinding foozles. This idea is also behind the daily quests, for example.
    7. Something For Everybody -- crafting, raiding, casual content, battlegrounds, PvP servers, lots and lots of quests, epic mounts... there is stuff in WoW that appeals to each of the Bartle playertypes.
    8. Customizable UI Makes Players Happy -- even Everquest could be customized somewhat, but WoW made it possible to make powerful and useful custom UIs, and made it easy for other players to then use them. There are now a lot of players who will not want to play some new MMORPG unless it has a customizable UI.
    9. Infrastructure Is Important & Hard -- they knew this from battle.net too. Again, they underestimated some things--like bandwidth--in the first year, but it eventually got sorted out.
    10. Manage Community Expectations/Customer Service is Important & Hard -- they already knew this from battle.net, of course. The WoW forums are a cesspool, but that is unavoidable for a game of that size. In all other respects they've done a pretty good job.
    11. Keep Cheaters, Botters and Farmers Out -- they watched Diablo I get absolutely destroyed by cheaters, and Diablo II had its share of setbacks here. Currently they can't stop Glider, but at least they're trying.

    1. Re:The REAL 11 lessons of WoW by jpbelang · · Score: 1

      3. Fun, Fun, Fun! -- if it's not Fun, get rid of it. Blizzard ruthlessly excised most of the un-fun stuff from the standard MMORPG design. Why'd they keep fishing then ? :-)
      --
      JP http://www.wearerite.com
    2. Re:The REAL 11 lessons of WoW by mc900ftjesus · · Score: 1

      Number 7 is kind of true, you can find something to do for a bit, but there's so little depth in the game it's hard to find anything that's fun for more than a day. Unless your thing is collecting new gear that's ever so slightly better than your old gear.

      Glider isn't cheating, it's saving people from 100 hours of grinding, oh sorry, I mean "questing." Instead of killing 20 rats on my own (that would be grinding) someone tells me to do it, so it's a "quest."

    3. Re:The REAL 11 lessons of WoW by servognome · · Score: 1

      7. Something For Everybody -- crafting, raiding, casual content, battlegrounds, PvP servers, lots and lots of quests, epic mounts... there is stuff in WoW that appeals to each of the Bartle playertypes.
      I think you mean: Keep it simple - just include the stuff or the masses.
      Crafting is a joke as is PVP (battlegrounds are honor grinds; world PVP is corpse campfest). Roleplaying is non existant, there is no variety in characters, and limited non-raiding goals.
      Blizzard found that most players are interested in "progression" rather than non-combat roles.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    4. Re:The REAL 11 lessons of WoW by Anonymous Coward · · Score: 1, Interesting

      "Low System Requirements" - This is perhaps one of the more important and often overlooked reasons for most of Blizzard's popularity in general. The average consumer buys and plays things based on two factors: how the bloody box looks, and if it runs on his or her system. WoW looks like an interesting game and works on many people's computers. Blizzard is making the fallacy of assuming that their success has to do with something they did. It's a common mistake: people producing a product assume that they have somehow managed to predict the market when they may have simply made something that happened to be what people wanted. Sometimes, Occam's Razor prevails: the simplest solution is the correct one. Sometimes, all the things that various people opine about being wonderful are less important than the factors that actually determine success. Sometimes people just like the box and the fact that it runs on their system. I hardly think the average player scrutinizes Blizzard's games from an analytical perspective. And when put to no test at all, everything shines. The secret may be perhaps in aiming low and talking big - design a game for the masses and then conclude that your success wasn't inevitable, it was instead due to some design processes you've got that the other guy hasn't.

      Is ten million subscribers a meaningful number for some reason, by the way? Why don't we expect the hallmark of a good game to be 20 million? Why do we expect that popularity has something to do with...

      I'm sorry, I forgot this was about their success, not putting out a quality product. I'm still getting accustomed to how far divorced those concepts are becoming with every passing day.

    5. Re:The REAL 11 lessons of WoW by nuzak · · Score: 1

      Hey, I like fishing. Anyway, it's not mandatory (unless perhaps you're a hunter with a cat). I wish they made the prize fish more like other fishing games, where you have to fight it for a while.

      Whenever I start a new human, and the very first guy you talk to says "And I don't mean farming!", the very first thing I shout is "/yell YES YOU DO MEAN FARMING!"

      --
      Done with slashdot, done with nerds, getting a life.
    6. Re:The REAL 11 lessons of WoW by king-manic · · Score: 1

      Blizzard is making the fallacy of assuming that their success has to do with something they did. It's a common mistake: That would be true if WOW was the only game they ever sold a lot of. A one shot wonder like many musicians and some game studios(Take two?). But Blizzard does it again and again. Releasing a product that does very very well in it's market. Warcraft3 was a top selling RTS, Diablo and diablo ii were top selling dungeon crawlers, Warcraft 2 had amazing sales, starcraft had amazing sales too... So the very repetition of their success makes a lie out of yrou assertion. They are doing something different, the proof is their consistency.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    7. Re:The REAL 11 lessons of WoW by Anonymous Coward · · Score: 0

      I've played both EQ and WOW, and I think you are missing one of the biggest differences:

      EQ had *MASSIVE* downtime. Grouping was mandatory. Repeatedly killing the same set of mobs over and over was manditory. Solo'ing... By L30 I saw 8 minutes of downtime for every mob killed, waiting for mana to recover. I knew folks who never played a character beyond L10 because the couldn't take the downtime.

      In WoW, we can drink, eat, bandage, take potions, etc. There are lots of ways to mitigate downtime. Even doing nothing at all, you recover HP/Mana surprisingly fast.

  33. They left out a couple of items. by ScrewMaster · · Score: 3, Funny

    12. Hire lots of good lawyers

    13. Use them.

    --
    The higher the technology, the sharper that two-edged sword.
  34. Ghost? by Anonymous Coward · · Score: 0

    Curious they didn't mention Ghost as a cancelled title. Perhaps there is hope!

    1. Re:Ghost? by f_raze13 · · Score: 1

      Why would they? The article is about WoW and their business model.

  35. Additional Lesson by sskagent · · Score: 1

    #12 - Create list of Innovative Lessons and sell them for cash money

  36. What innovation? by sinij · · Score: 1

    I just can't take seriously all this talk about Blizzard's innovation in WoW. WoW released without single ambitious feature, if anything WoW is culmination of shine and polish on tried&true ideas that were tested in countless other games. UO that released in what, 97, had more innovative features than WoW.

    1. Re:What innovation? by f_raze13 · · Score: 1

      That was because UO was released at a time when there was a lot more room for innovations, whereas now, the market is flooded with everyone's attempts at new ideas.

      I'm not trying to defend WoW, as I'm not a big fan myself, I'm just saying that your point isn't really valid.

  37. Re:11 lessons by Anonymous Coward · · Score: 0

    I have seen better support for players even in free games...

    Bold claim. Could you back it up with an example so that I might have a fun game to go and play later this week?

  38. A billion buckaroos, wow by jollyreaper · · Score: 1

    Blizzard's ongoing creative achievement is worth more than $1 billion a year in revenues, not counting the multi-millions it tallies from its other games." I wonder how much of that is getting reinvested in the game. I only ever took the plunge on one MMO, EVE Online. It was a brilliant concept but still sort of half-broken in implementation. I followed it for a year and only ever saw things grow worse with the patches, the fun turning into a grind, the grind turning into repeated punches in the scroticles, the mass tearing out of hair. It seemed like the major bugs never got addressed and management's ideas for "improving" the gameplay always made it worse. They then bought out White Wolf and started talking about a World of Dorkness MMO and "station ambulation" without ever addressing the long-standing game-breaking issues, let alone the thieving and griefing caused by developers playing the game alongside customers.

    At least with a traditional game, the only way the developers can screw things up is by making a bad sequel, the original will remain the same. If the devs on an MMO screw things up, you're not getting the original game back, ever. It's gone.

    Don't have the time for MMO's, don't have the inclination. I do think that MMO's will replace bingo and daytime gameshows when our generation retires. Teenage Korean geeks, you'll rue the day you tangled with the American old farts! That or we'll just get our grandkids to beat you.
    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  39. Re:11 lessons by Repton · · Score: 2, Funny

    So, all I need to do to be successful is go back to the drawing board and quickly create an excellent new type product specially designed for specific types of customers! It's so simple!

    --
    Repton.
    They say that only an experienced wizard can do the tengu shuffle.
  40. Still waiting for Dune MMORPG by Anonymous Coward · · Score: 0

    With all the badassness blizzard supposedly has, they should totally be up to the game to make a MMORPG based on Frank Herbert's Dune. I would gladly pay for some Fremen loving or spice/crack dealer =)

  41. What a waste of time! by AlgorithMan · · Score: 1
    I'll just outline what TFA basically says

    1. RELY ON CRITICS
    2. USE YOUR OWN PRODUCT
    6. THE IMPORTANCE OF FREQUENT FAILURES
    8. STATISTICS BOLSTER EXPERIENCE
    find out what people like and dislike about your product

    3. MAKE CONTINUAL IMPROVEMENTS
    4. GO BACK TO THE DRAWING BOARD
    7. MOVE QUICKLY, IN PIECES
    improve your product, based on what people like and dislike (and do that fast)

    9. DEMAND EXCELLENCE OR YOU'LL GET MEDIOCRITY
    11. OFFER EMPLOYEES SOMETHING EXTRA
    make your employees do good work

    5. DESIGN FOR DIFFERENT KINDS OF CUSTOMERS
    10. CREATE A NEW TYPE OF PRODUCT
    duh!
    yeah, this article really told me, how to make a successful product...
    What a waste of time!
    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
  42. Fresh? by Anonymous Coward · · Score: 0

    Hella successful, yes, but fresh? WoW is too successful for Blizzard to want to change anything or release new content. They're afraid to break the cash cow that works.

  43. Re:11 lessons by fractoid · · Score: 2, Insightful

    "Rely on critics"? I have never seen they do that. There is now a 5-man gear progression. PvP gear is competitive (in fact superior to) raid gear and is attainable without working 12-hour shifts to grind to rank 14, but still rewards skill as well as time invested.

    "Excellence"??? the game is full of bugs(created in game) even a gm could fix it with 5-6 letter command word and yet they still refuse to fix things up. WoW is the worst MMO out there... except from all the others. I'm guessing this is just lack of clue.

    I really think Blizzard archived this high number of players because of "friend factor" Now you're getting somewhere. WoW is popular because 'critical mass' is an extremely important factor in MMO success, and they achieved it early and maintained it. MMO games are only fun when they're, for want of a better description, "massively multiplayer". If the game ceases to have a large-enough player base that finding groups is quick and easy, it rapidly falls apart. 'Everyone' leaves, and everyone else does too.
    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  44. Re:first post by fractoid · · Score: 1

    Offtopic? Just because the subject is "first post" (which it wasn't), doesn't mean the body is offtopic (it hits the nail on the head - not innovative, but fun).

    I don't think anyone has ever accused Blizzard of being innovative. They use sufficient technical ability to bring their games to market, but the company rides on the back of its artists, its writers and its production values. Creativity doesn't sell games. Polished, smooth, fun gameplay sells games.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  45. design is the key by __aalwyc6372 · · Score: 1

    blizzard games are awesome, because you can clearly see how love they put in the design. just take a look at the myriad easter eggs cleverly incorporated in every edge of the stories and npcs. if you never get around to care or see those, you'll just be awestruck by the most perfect item-collection-design in existence. if you don't believe it... look at other games which tried that. hellgate london... O_o.

    there's something in that game for almost everyone. at least for a while.

  46. Re:Let me tell you about innovation. by fractoid · · Score: 1

    Let me tell you about innovation. You're claiming that you were... original in your handling of this occurrence?
    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  47. 11 Ways to Rehash an Ad by Ace905 · · Score: 1
    For anybody with a short attention span, I'll just sum up the 11 points of this article for you:


    •    
    • RELY ON CRITICS: Be innovative! When someone has a problem with your product, it needs to be changed. So change it!

    •    
    • USE YOUR OWN PRODUCT: Be innovative! If you have a problem with your product, it needs to be changed. So change it!

    •      
    • MAKE CONTINUAL IMPROVEMENTS: Be innovative! If there's a problem with your product, it needs to be changed. So change it!

    •      
    • GO BACK TO THE DRAWING BOARD: Be innovative! If there's a problem with your product, it needs to be changed. So change it!

    •      
    • DESIGN FOR DIFFERENT KINDS OF CUSTOMERS: Be innovative! If different kinds of customers have a problem with your product, it needs to be changed. So change it!

    •      
    • THE IMPORTANCE OF FREQUENT FAILURES: Be innovative! Frequent failures tell you where there's problems with your product, and that it needs to be changed. So change it!

    •      
    • MOVE QUICKLY, IN PIECES: This one is VERY unique! The point here is to take people's requests, and INNOVATE! Change the product, in pieces.


    To be fair though, the rest of the points they make are actually unique and say something relevant for software design. Seriously though, this first half looks like it was written by Aleksey Vayner -- this is the exact BS that you hear constantly in the boardrooms of software companies -- the type of crap that drives software developers insane and makes people fold their hands together and nod their heads until they can go home at 4pm.

    This self fellating crap is hard to read, but of course, I don't have an office job anymore because I tend to laugh in people's faces when they take 4 pages of rehashed ideas to say how intelligent and innovative they are. Maybe if the software developers got to elaborate in this article on things like their rapid prototyping software or say, what financial incentives they have to overcome major obstacles, work ridiculous hours on a server upgrade - maybe then this would say something useful for business or consumers. As it is, this is better suited to pumping up the sense of genius an amway stooge likes to feel.
    --

    Ace
  48. You'd be surprised how non-obvious it is by Moraelin · · Score: 4, Insightful

    You'd be surprised how non-obvious it is to some people exactly wth Blizzard did right, even when it's spelled out for them.

    E.g., Sony has been in a frenzy to copy the secret sauce of WoW into their own games for years, but it mostly resulted in blunders of epic proportions. Yes, eventually they got some things right-ish by sheer trial an error, but it's been a lot of trial an error, and a lot of changing people's characters and skills completely, for no good reason.

    Just as one example, and I'll deliberately pick a mild one, because I'm not trying to start a flame war: the rested xp bonus in WoW. It's been discussed to death since WoW beta, and spelled out repeatedly why it's there and what effects it has, so you'd think it would be a no-brainer to copy it. Right? Well, Sony's first attempt was to go, basically, "oh, yeah? Well, we'll give ten times more in EQ2! And not make you go to an inn either!" So effectively, unless you were in a group all the time and/or playing 16 hours a day, the rested time would rise faster than you could possibly use it. Even as you'd run to the next mob in the middle of nowhere, you'd gain at least half of what you used on the last mob.

    Now it's definitely not game-breaking. I did say I'd pick a mild one. And, hey, I'm not gonna say "no" to free xp. But it missed the point by a mile.

    As a less mild example, Sony seems to have done a lot of over-simplification to their games (arguably even the much maligned and surrealistic SWG NGE) based on their and their fanboys' view that, surely, WoW only gets so many people because it's simplistic stuff for retards. Actually it's the contrary. WoW is a more complex game by far, and that makes it more interesting. It's intuitive and has a gentle learning curve, as it feeds you that complexity gently and gradually, but that's very different from being oversimplified. Essentially, Sony lobotomized their games, well at least SWG is as good as lobotomized, based on not understanding what they're trying to copy.

    So, yes, bleeding obvious as that stuff might seem to _you_, I'd say it's good to see someone spell it out. Because some people seem that unable to comprehend it on their own.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  49. And just to go through that list by Moraelin · · Score: 4, Insightful

    Just to go through that list and tell you from first hand experience how non-obvious that can be to some people:

    1. RELY ON CRITICS

    I've actually been in places where they treat you like an Enemy Of The People criticizing the Communist Party, if you dare question the tiniest detail of their masterpiece. Heck, half the industry still is in a mind that deleting posts and suspending accounts is the right way to deal with bug reports. Sony is still infamous for beaming into space the people protesting one of their most heavy-handed and ill-advised ban-sprees.

    Others just let the fanboys run amok and call everyone names if they report a bug or make a sugestion.

    Heck, I've worked in one place where even internal criticisms didn't make it past the designer's continent-sized ego.

    2. USE YOUR OWN PRODUCT

    It should be obvious, but it isn't. I've seen for example FPS where the demos were recorded in god mode. That should have been obvious right there that even the devs can't play it on the normal difficulty setting. It's one of the things that should give one pause for thought, you know: if playing the game as you ship it isn't funny even for you, then why inflict it on the rest of the world like that?

    3. MAKE CONTINUAL IMPROVEMENTS

    Again, it should be obvious, but it isn't. E.g., one syndrome of many games is to rush to do an expansion pack, while the old crap is left as it is.

    But more importantly, it really ties in with #1 and #2 above. What it says there is that long before the customers even see the product, they have internal teams trying to find out what sucks about it. In an industry which routinely ignores even the beta-testers' bug reports, that would explain why Blizzard's games are launched more finshed and polished than other games get after a dozen patches.

    4. GO BACK TO THE DRAWING BOARD

    Basically what TFA there really says, is: if your co-workers or testers say "dude, that idea sucks", then listen to them. In fact, see #3, encourage them to be honest and think about which stuff sounds good and which doesn't.

    As an example of where that obviously wasn't the case, take SWG's NGE. There's (among many other blunders) a quest for example whose reward is a scope for a sword. Worse yet, it's really a potion, because they don't have item slots and such, so you can't actually attach it to the sword. The very fact that someone just shrugged and coded it like that, tells me that any kind of internal review or criticism, is non-existent or doesn't work. In any normal place, one of the guys who has to script, review or test it, would go "excuse me? am I the only one who thinks it's freaking stupid?" That noone listened, or maybe even they felt so much like a cog with a quota that they didn't even bother reporting it, speaks volumes.

    Similarly in EQ2 there still are such dumb quests in the game as killing bears and deer to see if they stole a book. I mean, FFS, what would they do with it and where would they keep it? And then you get to kill your faction's own foresters to see if they stole the book. And that's the good faction, btw. And later you have to beat up badgers until they tell you where a sage is. (And it's not a druid quest or anything.) You have stuff like giving yourself a quest to avenge a knight, then digging up his tomb and taking his shield as a reward. You have stuff like giving yourself quests, and then giving yourself some money and an item as a reward. How schizophrenic is that? Etc, etc, etc. That that kind of mass-produced drivel even made it into the game at all, much less survived there since launch, tells me that their internal review process doesn't work. Or maybe reviews only if you met your quota of lines of script/code.

    And again, I've been in one place myself where ideas were a one way street, from the High Priest... err... designer to us peons, and it wasn't the peons' job to criticize them.

    5. DESIGN FOR DIFFERENT KINDS OF CUSTOMERS

    Again, this should sound obvious, but it's not.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:And just to go through that list by nuzak · · Score: 1

      A scope for a sword? That's the dumbest idea I've ever heard in my life!

      Now pardon me, I have go go sharpen my blunderbuss.

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:And just to go through that list by Anonymous Coward · · Score: 0

      If there's one game that did help get the ball rolling, it was Everquest. Excellent points, except:
      I would disagree with you on this one. UO was really the one that got the ball rolling (at least in the west). EQ actually did much the same thing that WoW has done - take someone else's concept and take it to the next level. EQ was a 3D, fleshed out version of UO for the most part.

      I think a lot of people forget this because their first exposure was EQ and not UO. EQ supplied the polish that allowed more people to get sucked in (many times the number on UO). Just like WoW put the polish on that let a ridiculous number of people get sucked in (twice the population of Scotland).
  50. Re:first post by somersault · · Score: 1

    actually, my topic was first post :P though I did a post further down which did kind of mirror some of the points that people have made in reply. I have seen WoW in action, and while I can see how it would be fun becuase of the social aspects and the level of detail in the economics and such in the world, I don't want to get addicted and spend years playing it like one of my friends did :P For some reason I think that I would consider it if the world was GTA though, just because I think the GTA world is even more fun - it is getting to be more like an RPG but with good skill elements remaining, and I think Rockstar would be able to make an awesome MMO game with it. I don't understand why they put out crap games like Manhunt when they are capable of such quality gameplay.. :) GTA is actually rather innovative, which is maybe why I'd choose it over WoW.

    --
    which is totally what she said
  51. Don'te get me wrong by Dark_MadMax666 · · Score: 1

    I like Blizzard because they make quality games .What I dislike about them is lack of innovation
    Blizzard's formula

    1) Don't ever innovate. Let others try new ideas and see how well it fares in the market. Not a single game of their was in any way unique or innovative. Every single feature in the games of theirs is borrowed from previous (often less successful) games .

    2) Once you pick what idea to exploit commit to it 100%

    3) Make sure you steal all the right parts and throw junk out. Blizzard is excellent in this aspect -they actually do have people who understand what is fun and what is not. Their biggest merit is that they can make balanced and interesting games out of rehashed ideas . Starfcraft is one of the most unoriginal games at the time of its release - yet it has balance and diversity just in the right proportion to keep people playing up to this day

    4) Quality art , quality code- good execution

    5) Market it more than Britney Spear album!

    WoW is a very polished and very high quality product. Their biggest "innovations" though are tweaking XP rate so it is not takes whole year playing 24/7 to reach max level (EQ,Lineage anyone?) and quality content. It does not detract from their merit though imho - none before them could balance MMORPG that well. Innovators they are not- but quality craftsmen they are.

    1. Re:Don'te get me wrong by ToasterMonkey · · Score: 1

      Hold up just a tick. Are you saying the original Warcraft's were unoriginal? Warcraft, Dune, WCII, and C&C were the pioneers of RTS IMHO. Even now, the latest C&C and WC have their own distinctive feel. Now correct me if I'm wrong, but I believe Starcraft was the first RTS to nail three fully different unit structures. Most other RTS games of the time had two unit structures with only slight variations between them. There are plenty of innovative gems from the late 90's RTS explosion, but Blizzard and Westwood were already established players and lead the way for the most part.

      Alright, EA/Westwood really phoned it in with Tiberian Sun, and although Red Alert was a great game all around, the mechanics really didn't change much from Tiberian Dawn. Still, these two franchises are not around today because they simply borrowed from other's ideas.

    2. Re:Don'te get me wrong by nuzak · · Score: 1

      Others do it first. Blizzard does it right. They're the FreeBSD of game dev shops.

      --
      Done with slashdot, done with nerds, getting a life.
  52. Re:11 lessons by Anonymous Coward · · Score: 0

    savage. the battle for newerth. www.notforidiots.com

    rts/fps.

  53. Re:11 lessons by Anonymous Coward · · Score: 0

    >in order to archive
    >I really think Blizzard archived this high number

    Archive doesn't mean what you think it does, Sparky. The word you were looking for is "achieve".

    HTH. HAND.

  54. Re:first post by X0563511 · · Score: 1

    I've been playing for two months and I haven't breached level 20 yet. Maybe if you play the game for hours on end...

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  55. sure generic by Anonymous Coward · · Score: 0

    I enjoyed the article.
    Sure, it's very generic in some points, but still: It reminded me to look more closely on some points I use to forget sometimes.
    Maybe I'm that fluffy too...

  56. EQ was not first either... by dreamchaser · · Score: 1

    The irony of this whole piece is that just about every single on of Blizzards "innovations" are things Sony Online was doing with EverQuest for half a decade before it (Beta tests, test servers, employees playing the game, upgrades, cancelling titles that didn't work, broad demographics, stats analysis, the fun of a gaming company).

    Ultima Online did all or most of those things before Sony or Blizzard did. WoW was a marketing success but hardly any kind of innovation.

  57. Re:first post by Anonymous Coward · · Score: 0

    If you hit 70 in "2-6 weeks" then you may want to step outside your mom's basement and get a breath of fresh air.

    Most people who continue playing at the level cap are there for the social aspect, not to sit around grinding on kobolds. Same goes for PVP, which is a blast. It's no less "Fresh and challenging" to play WOW pvp over and over again than any other multiplayer game.

  58. Pioneers???? by Evil+Kerek · · Score: 4, Insightful

    Blizzard was one of the pioneers in a new category of game - massively multi-player online role-playing games. Um...I can think of at least 4 MMOs off the top of my head (I'm sure there are way more) that came out WAY before WOW. What place do you have to be in to be considered a pioneer?

    UO gets the pioneer badge for MMOs, IMHO.

    EQ gets the 3D pioneer badge for MMOs, IMHO.

    Shadowbane was probably the first to do massive battles in a working manner. WOW still doesn't have anything like this - and they actively prevent it actually. I do so miss the nightly attacks on Southshore. They use to crash the server - and that's a problem, so blizz did everything they could to basically push people away from world PVP. And they did a very good job of it. Now it exists as mostly people running around griefing a few people. There's no such thing as an epic PVP battle anymore - BGs/Arenas have turned even PVP into a grind. *snoore*.

    So yeah, WOW is pretty cool and they definitely got the glue of MMOs down, but pioneers? Not really. They are behind the curve on several items actually (housing, character customization, mentoring) and the PVP is pretty unbalanced. The UI customzation is awesome however and has set a VERY high watermark for other games to reach.

    And actually that puts at the heart of what makes WOW tick - gear. Everything in WOW is way too gear dependent - but this is one of the primary ways they keep people coming. They are the masters of the treadmill - if you just raise your faction to here, you can get that one piece of armor/weapon that will help you to do better in the arenas. So you can get some more weapons and armor. For the Arena.

    And before you beat me up, I'm a pretty active WOW player with two accounts and 4 70's. The game can be fun, but they have basically perfected the treadmill.

    EK
  59. May i suggest... PlanetSide by AP31R0N · · Score: 1

    If you are looking for a game with very little grinding, no farming, no twinking, no buying in virtual stuff with real money, 100% PVP, that values skill over not having a life and cooperation over soloing, i recommend PlanetSide. It's a sci-fi MMFPS. Instead of straight jacket classes, you have certifications that you can load and unload if you want to switch from being ground vehicles, to aircraft to ground pounder. Higher level characters have access to more items and vehicles, but it the same stuff a lower level character can have. Levels give you wider choices. My Lasher does as much damage as your Lasher. Three empires engage in a 24/7/365 war for territory that spans continents (islands, really). Give it a try, if you want something radically different.

    If you live on the east coast, sign up for the Emerald Server, join the Vanu Sovereignty and look for Ghosts of the Revolution on Thursday night at 730pm Eastern. Ask for N1H1L.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    1. Re:May i suggest... PlanetSide by Gunuku · · Score: 1

      PlanetSide was my addiction before WoW but the lack of development and fact that it still runs horrible on modern hardware drove me away. Does it even run reliably on Vista?

    2. Re:May i suggest... PlanetSide by AP31R0N · · Score: 1

      Heh, Gunuku... appropriate name for a conversation about PS.

      i won't touch Vista, so i don't know from experience, i've heard it has some trouble. Some of my guys do use Vista. i've never heard anyone having trouble with new hardware, only with old. Hmm.

      As for development, what was the last addition for the game before you left? i can tell you what's changed since then.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    3. Re:May i suggest... PlanetSide by Gunuku · · Score: 1

      I stopped playing a few months after BFRs came out - I heard they released a cloaked flying vehicle since then and added stuff to engy/hacking. I played on Markov/TR and most enjoyed the smaller enounters away from the main zerg battle- tower fights and base resecures. Adding in-game ads and upping the sub fee made it pretty clear SOE just wanted the game to die out slowly. I'm surprised it still has a development team at all.

    4. Re:May i suggest... PlanetSide by AP31R0N · · Score: 1

      So you're up to date on the new stuff. There are a few things in the works. Not sure any of it will matter. Merging Markov and Emerald would stave of the final death for a few more months. The battles just aren't like they used to be. My outfit used to have 90+ troops on a raid night, we're down to about 30ish. i'm hoping something comes along to replace it. MMORPGs are just too much work and all the stuff i mentioned initially were a turn off for me. The new CE and hacking stuff is pretty awesome. They just need more folks playing. i think they should have a free subscription were you can have only one character, or you're capped at BR 10 or somesuch.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  60. Re:11 lessons by MachineShedFred · · Score: 1

    I guess #14 is "constantly cave in to the crying masses" ??

    --
    Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
  61. Re:11 lessons by Spellvexit · · Score: 1

    Come onn "Rely on critics"? I have never seen they do that.

    Actually, the latest patch has a "fix" that is most certainly a response to a contentious issue in Warcraft -- Premades. In various battlegrounds, you can queue to play as an individual or form a team to enter the battleground together as a premade. Unfortunately for the pick-up-groups, or PUGs, the premades usually have better communication, better gear, and completely trash the other team. They also earned a bad reputation, as some premades took it further and camped in the graveyard, slaughtering hapless players as soon as they spawned. Now, I don't want to debate whether or not premades in general are honorable or objectionable, but there was enough of an uproar amongst the casual players that Blizzard actually stepped in and changed the queueing process so that large groups are now shunted to a special queue just for premades, while individual players and small parties still go to the PUG queues. Premades battle premades, PUGs battle PUGs.

    Apart from some very irritated players who now have to wait longer times in the premade queues, all of the casual players can breathe a sigh of relief. The queues flow faster and the games are a lot more fun. Depending upon your side of the fence, you can argue that Blizzard did the wrong thing, or that it was a brilliant and timely change, but they were directly addressing the "critics."

    --
    The moon may be smaller than the earth, but it's much farther away!
  62. Dancing Cows by DulcetTone · · Score: 1

    The /dance emote for the Tauren was enough to ensure massive success for me.

    --
    tone
  63. Oh, innovations is easy by hey! · · Score: 1

    in theory.

    Just like getting rich is easy -- in theory. The problem is actually doing the things you know you ought to do. You need to pay attention, and to consistently put money into investments that are balanced according to your strategy, and regularly pay attention to market changes to keep your portfolio on track. Anybody who does this consistently from the time he is twenty will be well off by the time he's forty and by most standards rich by the time he's sixty. He'll be rich much sooner if he had more money to play with at the outset.

    People who do this aren't even phased by an economic crisis like the current one. Balancing their portfolio means they're putting more money into stocks when others are getting out; the prices they pay might look bad in three months, but in ten years they'll be holding a lot of valuable shares, and they'll probably be selling to rebalance their portfolio towards unpopular investments.

    The reason more people don't take this easy route to wealth is because it is boring, and requires patience. There are things you'd like to spend your money on that you enjoy today rather than in ten or fifteen years. It's more exciting to make a killing with a brilliant, overnight success than to spend a few hours a month at it for a couple of decades.

    The same thing applies to innovation. To be innovative, you hire the best people you can get and keep them thinking about what the customer wants and needs. It means forgoing some things today; you spend a bit more on people up front, and at the outset gains don't look that dramatic, but over time it adds up.

    There is a lot more creativity out there than innovation. This is heresy, I know, but ideas, even good ideas really aren't worth very much. It's things like focus, insight, patience and willingness to defer quick gratification that are in short supply. How many times have you seen successful or nearly successful projects sucked dry to pay for something else that has a one in a thousand shot of being the next big thing? Or companies that cut corners by hiring cheap rather than experienced? Or products which languish without investment until there is some kind of competitive crisis?

    It's a funny thing about business that I've found: it's not what you don't know that hurts you, it's the things that are obvious that you stop regarding them as knowledge at all. All the points in TFA boil down to this: you innovate by hiring good people, keeping them happily focused on delivering things that make a difference to the customer.

    You see companies copying practices from successful companies all the time, and this is a good thing. But they don't get the same success because they see them as a formula for success. The formula for success is usually much simpler, sometimes so simple, "like buy low, sell high" it gets forgotten and buried under mental clutter, and we're too proud to be reminded that that is the point. Innovation is pretty much the same thing: invest in people and keep the focused on customer problems.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  64. WoW conditions. by pyrr · · Score: 1

    Think of it as an online Skinner Box with virtual rewards. It's designed to condition people into behavioral patterns in exchange for a stimulus. If the stimulus is pleasurable enough to cause them to neglect critical things in their lives, then the subject might exhibit superficial SYMPTOMS of addiction, but it's still conditioning. Sure, drugs condition people too, but there's a difference between psychological conditioning and physical chemical dependence.

  65. wow by ZenDragon · · Score: 2, Informative

    I have been a WoW subscriber since its inception. However, most of you have a completely misconstrued idea of the typical WoW player. Yes, I will concede that there are some whom you might consider addicted. Those that play for 10-15+ hours a day and take the game way to seriously. This however does NOT represent the majority of player base at all.

    A vast majority of the people that I have met, and those whom I know personally are adults. Ages 20ish to 30. Many of whom live successful lives, are married, own their own houses, etc. The game is not just a bunch of pimple faced teenagers and hopeless introverts. There are quite a few women who play as well, many of whom are the wives and girlfriends of other WoW players. Fact of the matter is, WoW is more like a social club than a MMO. Its happens to be a common similarity and a social enabler of many of todays working sub 30 adults.

    Of course there are quite a few younger subscribers as well. My 9 year old son even plays on occasion, with the chat disabled of course!

    I have been around, I've seen my share of MMO, and I've played many of them simply because I enjoy that genre better than any other. However, I can honestly say it is NOT WoW itself that keeps me playing, if it weren't WoW it would be something else. WoW is just the path of least resistance in terms of MMO's. I enjoy playing and and the vastness of the world itself keeps me from getting bored with it.

    There is some grinding involved in WoW however it is not nearly as bad as EVERY other MMO that I have played. And I guarantee you, the average player will never even have the opportunity to experience some end game content let alone repeat it endlessly as some you have suggested. Over the course of 3 years, across all my characters, I have logged only 24 days total "casual" played time, and have taken several extended vacations in between. Nevertheless, I am just as well geared and/or equipped as 80% of those on the server on which I play. My point is, you do not have to be some lifeless introvert to enjoy and progress in this game, and THAT is why so many people play it.

    1. Re:wow by Chess+Piece+Face · · Score: 1

      Most of the MMO players I know fit your description as well. Highly social types in fact. The problem is they tend to follow this pattern:

      1. Start playing MMO game X.

      2. Attempt to recruit friends to the game.

      3. Stop socializing with anyone not playing the game.

      To the outside observer, this is no different than watching a good friend disappear to a drug habit or religious cult. Suddenly they've discovered a big, new group of people to socialize with and it's totally awesome! Then the game starts dictating their calendar, placing everybody else at a lower priority. By that point getting them to quit becomes impossible because "these people are my friends" and "it's harmless social fun" and all the other excuses you hear from addicts.

      Your use of the word "enabler" is fitting - it is a massive multiperson enabler that leads to massive multivictim co-dependency.

  66. WoW is NOT perfect. What Blizzard did NOT learn... by Anonymous Coward · · Score: 1, Insightful

    WoW is not perfect. It's actually far from it. I tried it and quit right away. I've spent more hours playing online RPGs than most WoW players but WoW didn't appeal to me. In my opinion there's one thing that they completely screwed up and it's the economy. Please, don't defend them and say "but it's to prevent people exploiting the economy". It's not. They took a lot of decisions influenced by how badly the economy was screwed in Diablo II. However the real reason the economy was flawed in Blizzard's Diablo II is because the programmers have been completely incompetent with regards to the blatant item duping going on.

    And here, instead of learning a lesson and make item duping impossible while still keeping a great economy (cool trades, super items that could be switched from character to character, from account to account etc.) they FUXXORED big times and invented silly 'binding' rules for items.

    I saw that and I quit disgusted by the game.

    Because it is a fact that when you control the server side it is possible to make item duping impossible. Yet they did NOT learn the lesson from Diablo II. Instead of coming with a cool economy they went with a broken one.

    Items binding and no perma-death.

    A game for noobs... But, granted, they learned how to milk noobs.

  67. Psychological vs. Physical Addiction by CrazeeCracker · · Score: 1

    Addiction is a physiological state with a precise clinical definition. It doesn't apply to WoW [...]

    While you may be right with the technical definitions of addiction vs. dependence, I think the GP is using "addiction" in the way that it is generally used in everyday speech: to describe both psychological and physical dependencies.

    What makes you think psychological dependencies aren't "real"? Sure, they might not be as serious as physical dependencies in most cases, and the risk of permanent harm to your body is greater, but it can be pretty damn difficult to stop gambling (or, case in point, playing an MMO), too.

    Most people are "addicted" to alcohol and tobacco in a psychological sense long before they develop a physical dependency (if ever), so I don't see why you seem to want to dismiss psychological dependencies as not being a serious issue. That said, this whole side-discussion is somewhat off-topic, so let's move along, folks...

    --
    Of course I didn't RTFA.
    1. Re:Psychological vs. Physical Addiction by crashfrog · · Score: 1

      What makes you think psychological dependencies aren't "real"?

      I don't think they're not "real", but by definition they're "all in your head". And they can be anything. So it seems unfair to single out Blizzard as purveyors of habit-forming products when, indeed, anything in the universe can become the focus of a psychological dependency.

      Blizz makes entertaining products. As a result, lots of people play and pay for their games. I don't understand why that makes people so god damned angry.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
  68. Re:11 lessons by nuzak · · Score: 1

    Hasn't really changed the camping behavior tho. I suggest instant respawn for someone killed by a player within a minimum distance of the graveyard. Insta-zerg.

    The change to the queueing is still nice, and it's like having leagues. It'd be nicer if they had BG ladders tho. Or frankly, a ladder system that wasn't a complete joke for Arenas (read the comment about how Blizzard only cares about Level 70's. Arena is another one of those things).

    Really, WoW is more about innovation of the business, not the product.

    --
    Done with slashdot, done with nerds, getting a life.
  69. Re:WoW is NOT perfect. What Blizzard did NOT learn by Gunuku · · Score: 2, Interesting

    Permadeath would be a horrible thing to have in WoW since death can't be avoided if you want to instance or PVP. Latency spikes or the world server going down would also randomly kill you even if you were careful as possible. The Bind-on-Pickup is to ensure that there is always a reason for people to enter dungeons and raid and try to add a sense of 'worth' to powerful epics - though it is easier to gear a character now than ever before which isn't a bad thing.

  70. They got it right. by r1v3t3d · · Score: 1

    Before I explain the subject, it should be noted that I have NEVER before considered myself a "gamer", or someone who was interested in RPGs at all for that matter. Sure, in the past I might have picked up a controller and gotten into a round of Rogue Squadron or Soul Reaver, but it's never been a serious interest... until WoW.

    I started out by watching my former roommate. He would spend hours of his day after work playing. He's one of those types that can become completely immersed in almost anything, and in turn, lose touch with reality. But I digress.

    I started watching and learning during the beta, and afterward for about a year. In the beginning, I thought it was fun to look at, but still wasn't convinced that I should try it myself. It wasn't until I saw the magnificence of a 40-man raid that I began to understand what Blizzard had done so well.

    I've now been a moderately dedicated player for over two years, and am nearing max level with my second character. I do not play twelve hours a day, and many days I don't play at all. But there are a number of reasons I continue to pay a monthly subscription, which I will attempt to illustrate (some of these have been noted before, I'm sure).

    Dynamic content: While many of the basics have remained the same, Blizzard has gone out of their way to expand, improve and refine content and gameplay beyond any other game I've seen. What's more, you don't have to rely on the next expansion pack to get new content. Case in point, the 2.4 patch.

    Social interaction and group mechanics: One of the things I love most about WoW is that the people I interact with in-game are people I associate with in real life OUTSIDE the game. Two of my brothers play alongside me, as do many long-term friends and co-workers. We have a common ground where we can all enjoy each other's company, even when separated by vast distances. Learning to work within a group, and being part of a mechanism is quite possibly the most appealing thing for me. PvP is fun, sure, but I'd rather work with people than against them. Learning your role within the group, and adapting to that dynamic can be a metaphor in your work and social activities as well. It's actually helped me in real life situations.

    Low system requirements: When I first started playing, it was on a Mac Mini 1.25ghz with 1gb of RAM and a 32mb video card. I can think of no other (CURRENT) MMO that can get away with that. I've since gotten a newer machine with better hardware, but I can still play on the Mini any time I choose, with no real dramatic decrease in enjoyment or playability.

    To echo other previous statements here, hate on it all you want, but the fact of the matter is that if they have 10 million plus subscribers, they are doing something (if not many things) correctly.

    For the record, I am a single father, and my playtime is nowhere near many people I know. Real life ALWAYS takes precedence over a video game. But if I have the time and nothing else to do, well...

    --
    "Oh, Florida. Just think, somewhere in this state, right now, Jeb Bush is eating a live puppy."
  71. It's not that simple by Moraelin · · Score: 1

    Well, it's not that simple. On account of that monthly fee, you don't just get some stuff later, you also get a lot more stuff up front.

    E.g., WoW is a lot larger a game than Diablo 2, or for a more modern comparison, than Oblivion. Even the game as published has maybe 10 times the landmass of Oblivion, and 20-30 times the number of quests. If you think it's economically feasible to give you 10 times more content for the same 50 bucks, dream on.

    They can put a lot more work into the game up front, because they hope to get more money out of you later, via those monthly fees. That's something those fees get you right there.

    That said, though, depending on the game, you might get some "freebies" for those 15$ per month too.

    E.g., COH seems to be pretty much what you ask for. They never sold an expansion pack, they had about 11 mini-EPs for free. More than half the game as it is now, has come via expansion packs. All the hazard zones, Salamanca, Ouroboros, the new Faultline, all the PvP zones, etc, etc, etc, are from free EPs.

    E.g., EQ2 on the other hand won't give you even the time of day for free, so to speak. As the GP said, they're really milking that teat for all they can. Their expansion packs have been really tiny, and all their EPs and Adventure Packs _combined_ so far, amount to less than WoW's one EP. But they were sold for more money on the whole. Their largest EP, "Echoes Of Faydweyr", adds two new races (fairies and evil fairies), and their newbie areas and capital cities, but that's it. As surface goes, each of the two islands is about as big as the Draenei and respectively Blood Elf newbie areas and cities in Blizzard's Burning Crusade EP, and even less as quests and scripts go. Sony's biggest EP was a tiny fraction of what Blizzard sold as their one EP.

    Seriously, even when they have 1-2 dungeons they can't be arsed to stick in a whole EP, they sell it as an "Adventure Pack" for half the price.

    E.g., WoW actually is somewhere in the middle. They added quite a few "free" stuff over the years, bundled with some patch. All the endgame grinding dungeons for example came for free later. Ditto IIRC for the battlegrounds. And a bunch of other stuff.

    They did sell an EP, but, really, that's one big huge chunk of land and quests. It really has more of both than Oblivion, or for that matter, than a few Oblivions put together. Again, based on the assumption that they can recoup that partially via monthly fees too. (Might make some people stay longer, might make some people return to try it, etc.)

    At any rate, do I regret buying that EP? Nope. As I was saying, I got more value for that money than from a couple of single-player games put together. Sure, I could start demanding that they give me all that for free, since I pay a monthly fee. Well, don't get me wrong, I wouldn't say "no" if they wanted to give me a bunch of content for no extra cost. But from a pragmatic point of view, it was still money pretty well spent.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  72. Re:WoW is NOT perfect. What Blizzard did NOT learn by Anonymous Coward · · Score: 0

    Troll much? Item duplication has long been eliminated from WoW. And the "soulbound" item system is a good idea. Otherwise the marketplace would be flooded with hand-me-downs.

  73. Re:11 lessons by merreborn · · Score: 1

    Leson 10: Create a new type of product
    That'd be a great pne, if 3D MMOs hadn't been invented the better part of a decade earlier. Which were themselves simply descendants of MUDs, which are decades old.

    Blizzard really didn't "create a new type" of anything. It's just EQ++, with art and lore stolen from Blizzard's existing Warcraft games. They built on existing work, and an existing industry.

    The real question is how they managed to be so damn successful with such a derivative product.

    Honestly, the 11 points in this article are probably bullshit. It really all comes down to this: They combined a pre-existing successful, addictive game genre (MMOs) with a pre-existing, world-class brand (Warcraft), and they did an acceptable job of software development/maintenance -- unlike, say, SOE, who had a succesful brand (Starwars), but ended up with a mediocre product (SWG) (What's the point of starwars game without spaceflight and jedi powers?)
  74. Re:first post by Damvan · · Score: 1

    How about not playing the game 24 hours a day? Nothing will be fresh and challenging if you do it continuously for 6 weeks.

  75. 12. The departure of 90% of the creative talent by Samuel_Gompers · · Score: 1

    Seriously, no sarcasm here - the transformation of Blizzard into a service company wouldn't have been nearly as successful without the departure of almost all of the people who actually did the r & d to make it happen. The main thing which Blizzard has done right in the past few years is to not even bother creating anything which even remotely resembles new IP. Putting the focus on truly global marketing and strictly prohibiting any investment in games which are not sequels or expansions may seem a bit uninspired, but, on a business level, is pure genius. It has meant that not only is there no risk of cannibalizing their own product, but has freed up resources for taking the marketing to the next level of budget and polish, while also diversifying into additional high-margin ancillary products and licensed goods. Almost all of the creative stars who actually made Blizzard's classic titles and helped in the original development of WoW are gone - Adham, Brevik, O'Brien, Strain, Phinney, Wyatt, Hayes, Petras, the Schaefer Brothers - and Blizzard is much better at executing as a business because of it. The ones who remain may never create a title which isn't an expansion or sequel, but they do know how to implement a winning formula. And, of course, they won't have the obnoxious sense of entitlement and demands for outsize pay often found in senior employees which drains coffers and damages morale. WoW was a once-in-a-lifetime business opportunity, and not needing to deal with the burden of catering to the kind of creative talent which chafes at endless regurgitation was the best thing which could have happened to them.