Blizzard: WOW Success is Exhausting
Date: 09-03-2008 Views:
KeyWord: Blizzard, WoW, MMO
Summary: During Games Convention 2008, Frank Pearce, senior VP at Blizzard, told GamesIndustry.biz about the progress of Starcraft II, working with online communities and the lessons learned from World of Warcraft's success

Q: That's the basis of the plan to unite communities from all of Blizzard's titles more?

Frank Pearce: We'd definitely like to be able to bring the entire Blizzard community together online. Battlenet would certinaly be a good tool to make that happen. The WoW community is massive, the StarCraft community is large as well.

We'll have to see - we probably won't be able to implement all the plans that we have in mind when StarCraft II launches, but with Battlenet being an online destination, we can add features as we go.

Q: Do you see lots of crossover between the different players of your games?

Frank Pearce: We did some research, and I can't remember which direction we did it in - whether it was StarCraft players that played WoW or vice versa - and there's a fair amount of overlap.

Q: But part of the appeal must be the ability to drive players from one game to another?

Frank Pearce: Yeah, definitely. With a game like StarCraft a match only takes 15 or 20 minutes, and you could fit one of those in while you're waiting for your raid to form.

Q: How interesting has it been for you to watch the success of World of Warcraft?

Frank Pearce: I don't know if I'd describe it as "interesting" as much as exhausting. We've got almost 3000 employees worldwide now, and the majority of that growth is due to the success of World of Warcraft.

As a company we've found ourselves spread very, very thin - because the World of Warcraft community has a voracious appetite for content. That development team is 130 people, they're working on content patches, they're working on an expansion set, they've got their hands full - and then we've got the other development teams that we need to continue to support as well.

So it's great, it's a great problem to have, but it is a lot of work. We've learned a lot, made a lot of mistakes along the way. It's been good experience for us, I wouldn't say that we've regretted it... but "interesting" isn't how we'd describe it necessarily.

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Resource: GamesIndustry.biz

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