How Blizzard got so big
By TAMARA CHUANG
As 8,000 fans of Blizzard Entertainment crowd into Hall A at the Anaheim Convention Center today, they will become the envy of the millions of other computer gamers who didn
t make it to BlizzCon, the industry
s ultimate fan convention.
Why the jealousy? The fans in Anaheim will get to play "StarCraft 2," the un-released sequel to Blizzard
s 1998 hit. They
ll also meet staff developers, artists and designers.
But, most importantly, they
ll be the first to see and play "World of Warcraft: Wrath of the Lich King," an upcoming addition to Blizzard
s massively popular "World of Warcraft." The company
s founders plan to unveil the surprise follow-up today.
The original "WoW" just topped 9 million players and BlizzCon is the company
s way of saying thanks.
"
WoW
changed everything," said Michael Morhaime, who started Blizzard with two friends in 1991.
A few years ago, Blizzard was just a game company in Irvine. It had several hit releases, and a few hundred employees.
Then, in 1999, the team began to brainstorm about a new game where thousands could play at the same time. This genre was known as a Massively Multiplayer Online Game, or MMOG, and the game they were contemplating would be open 24/7, for any gamer to join in.
But not everyone on staff was convinced, including co-founder Frank Pearce, Blizzard
s executive vice president of development. He didn
t like the idea of a game that never ended. Others argued MMOGs were far from Blizzard
s past successes, the most popular, "EverQuest," had only 450,000 players.
And then there was the money issue.
"It was probably the most expensive thing a gaming company can choose to do and the biggest risk," recalled Paul Sams, Blizzard
s chief operating officer.
But Morhaime and co-founder Allen Adham convinced the skeptics. The game turned out to be "WoW," the company
s most successful game ever.
"With
World of Warcraft,
we bet the company," Sams said.