Play Nice: The Rise, Fall, and Future of Blizzard Entertainment- Book Review (and Some Thoughts)

As a gamer I know of Blizzard. I know of their huge games like World of Warcraft, Starcraft and Overwatch but, to be honest, the only game I've played of theirs is The Lost Vikings on the Megadrive. However, I knew of Rock and Roll Racing on the SNES from friends who had it at the time back in the day. Our paths have never really crossed but I was interested in the story as their rise, fall and whatever happens next has been interesting to follow on social media and on the gaming pages.

Play Nice: The Rise, Fall and Future of Blizzard Entertainment by Jason Schreier does the deep dive into the company that is so sorely needed. It starts at the 2023 Blizzcon but goes through its origins in 1991 when it was called Silicon and Synapse. We then get a potted history of its founders, Allan Adham, Michael Morhaime, and Frank Pearce, and their evolution from a studio for hire - making conversions for other platforms - to Blizzard where it made Warcraft in 1994.  We then go through the various acquisitions, such as the purchase of Condor who were making Diablo, to the wild success of StarCraft. More interestingly though, we gain an understanding of the financial mismanagement and self-enrichment that led to tensions within the studio and the frat boy bro culture that persisted. This created a toxic environment that grew over time to be off-kilter with the changing accepted norms of society.

There are nuggets of facts that make this an interesting read including:

- Andy Weir, the author of The Martian (which was famously turned into a Matt Damon led film and was bizarrely put into the Comedy nominations for the 2016 Golden Globes) worked at Blizzard for about a year as a programmer but left after some staff bullied him as the code he did was not absolutely spot on.

- Battlenet was proposed by some at the company as a potential digital storefront that could house other company's products but this was shot down by the higher ups. This could have been Steam wayyy before Steam became a thing.

- World of Warcraft was the biggest games release at the time, selling over 1.5 million copies within a few months and peaking at 12.5 millions users just a few years later.

- Bobby Kotick bought Mediagenic and then reverted to its original name: Activision.

- Kotick turned the company's fortune around by repackaging and selling its old games and then merged with Blizzard.

- In the early 2000s, World of Warcraft was making over half a billion dollars a year.

- As World of Warcraft became a cash cow a hierarchy emerged with the developers of that game being top of the pile. This led to resentment across the company as their contributions felt ignored or overshadowed.

- When Kotick took over the majority shares of Blizzard from Vivendi, he pushed for annualisation in a line goes up mentality. This let to an annual glut of games that lacked innovation and lightly iterated on previous releases. Inevitably, these games were reviewed lower with each successive game and exhausted many gamers. Game series that burned bright for this short time included Guitar Hero and Tony Hawk.

- Overwatch was a much needed boost in finances and was a hugely successful release. Unfortunately, new corporate overlords just looked at finances rather than brand recognition. This led to a huge rise in micro transactions and loot boxes.

- When Morhaime left Blizzard in 2018, after sensing the direction of travel from Kotick, J. Allen Brack took over but Activision had already started to mooch in. They put a trailer for Call of Duty in Blizzcon which was out of step with much of the core audience.

- Diablo Immortal, the micro-transaction filled mobile game, was poorly received by fans. It allowed the more toxic elements of the 'gamers' (tm) to target and abuse many Blizzard staff, many who had no control over what decisions were being made above their pay grade.

- In 2019, Kotick announced record earnings in 2018 but not quite where he had projected so there would be changes. This is when 800 staff members were let go... this carried on the trend that the video game industry is still dealing with: release a product and get rid of lots of staff afterwards as a cost cutting measure to show inflated profits.

- Blitzchung spoke against China's influence over Hong Kong but Blizzard banned him. Brack did a mealy-mouthed apology without mentioning China, Hong Kong or Blitzchug

- When Warcraft 3 Reforged was given a release date before even being started on, the game became a crunched release and was Blizzard's lowest rating game at 51% on Metacritic. The company offered quibble free refunds and was humiliated.

- Covid happened and the stacked ranking system, where staff were ranked in accordance to a managers opinions on those individuals, was introduced. It did not go well as there is no fair system to rate individuals.

- During Covid, videogame companies made record profits as people were stuck at home with lots of time, but the people within the industry struggled with going online, childcare and all the other stresses that Covid exacerbated.

- There was a Blizzard Tax: you worked for a respected company but we're paid less than your industry peers. Many left for other studios and then were wooed back with higher pay, this was the ‘Blizzard Boomerang’.

- In 2021, a Sexual Misconduct and Descrimination lawsuit was filed and was settled for $51 million dollars outside of court.

- Rumours of swinger parties reached mainstream media and the disparity in power between the people involved raised many questions.

- The infamous Cosby Suite was less to do with the comedians rape allegation charges and more to do with the colour of his jumpers matching the carpet in the hotel room, apparently. However, in light of the sexual misconduct allegations that had surfaced, the optics did not look good.

- The ABK board were mostly friends and close associates of Kotick and did not remove him, even when allegations that he knew about the various sexual misconduct charges but did nothing came to light.

- Microsoft bought the studio for $69 billion dollars (nice) and the future of the company is uncertain as there have been mass layoffs within the industry and Blizzard is no exception.

The book covers a lot of the same issues that have led to many problems across the video games industry; crunch, lack of financial compensation for those who make the games, unreasonable deadlines, staff burnout, a toxic workspace environment and an executive class whose push for a consistent revenue stream through games as a service a model, even when it does not suite the game or genre, against infrequent but polished hits has played havok with the industry. The Sword of Damocles hangs over the industry as a whole and Jason Schreier has been instrumental in bringing to light the issues that have plagued what was one of the most revered and respected studios. 

Having read the book, I've been thinking of the Moloch Trap: the race to the bottom where there is no eventual winner but, because everyone else is doing it, you feel that you must too to keep up and have parity with your peers. The videogame industry has this idea that constant growth is possible but it isn't, so to look like there is there has been a push to get rid of staff before yearly earnings announcements. 

Also, this got me thinking about the Rot Economy-this is the idea that when a business has reached its top most threshold it purposely makes what it has on offer worse for the captive audience it has so it can squeeze the last bit of money from them, either by asking them to upgrade to a higher tier out of the basic version or making the basic version worse via ads etc. This is similar in principle to adversarial design or futilitarianism where you see your audience as marks and charge them for the convenience you purposely removed from your product - solution selling for a problem you intentionally created. You see it a lot in free online games with cool downs which can be made quicker with 'in game currency' which is actually real world money or the Online Gaming Subscription Services where your selection of games gets worse unless you pay up. This does not fly when people have paid upwards of £70 for a product! 

Hmmm, I'm not some right-on loony lefty who hates business and money but this late state capitalism which worship goods, products and money more than people and devalue humans is not on. The whole meaning of god punishing people for the idolatry of worshipping a statue is not just a silly story: it's about something deeply human and important -  in the end, the only thing we have is each other. There is very little happiness that can be had without other people involved (I mean, some fun for sure but maybe not a lot of happiness). Sure, hell is other people but hell is also no people at all and a world without videogames to unite and bond people is a sad world indeed. 

So, overall, my opinion is read the book as it will provide insight into the industry and the tech philistines who lose sight of the fact that this electronic product of binary code is a means for connection not just cold, hard utilitarianism. 

LINK: Manga Exhibition at the British Museum

LINK: The Midnight Library and the Idea That You Can’t Go Home Again

LINK: The Transportive Nature of Objects (And the Power of Mini Consoles)

LINK: The Offworld Collection- Book Review

LINK: Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East

Press Reset- Book Review

Press Reset is Jason Schreier ‘s follow-up to Blood, Sweat, and Pixels, which looked at the inside story of how video games are made. Press Reset takes a further look behind the curtain and reveals what it really takes for the games we love to be created. In light of the constant news including #MeToo and #BLM much of this won't come as a surprise for those who follow the gaming news behind the big AAA announcements and promotional pieces but what Press Reset does is give you the inside track, often with big names sharing their experiences.

Over the course of the half dozen or so games, we hear tales of crunch, abuse, corporate buyouts leading to the scrapping of hundreds of hours of work, burnout and systematic layoffs after games have just released to make the balance sheet appear more profitable. Schreier is a video game journalist of some repute and writes with passion and a clear knowledge of the subject matter. It is refreshing to see an honest insight into the creative process of the biggest entertainment industry in the world without the glossy sheen of promotion or soundbites.

Press Reset- Jason Schreier

Chapter 1, The Journeyman, looks at the creation of Epic Mickey by Warren Spector. Epic Mickey was a title I owned and was excited about but ultimately disappointed by due to its shonky camera, floaty jump and surprisingly gloomy graphics. I wanted to love it but it felt a little rough around the edges, however I felt it was a worthy effort. The follow up, Epic Mickey 2: The Power of Two, garnered less praise and wasn't as charming as the first game. Many commented that it seemed like a rush job with little passion or care shown. We learn from Schreier that Disney Interactive had moved the deadline for release forward, got rid of a lot of the workers and tried to introduce elements from Facebook and mobile games, which they thought were going to change the gaming landscape. They were wrong. I feel for Spector as he seems like a stand up guy who just wanted to make niche immersive sims a la Dungeons and Dragons but the suits consistently let him down.

Chapter 2, Project Icarus, looks at the creation of Irrational's Bioshock Infinite. The original Bioshock game became a beloved and bona-fide masterpiece which took narrative to another level in gaming but the follow ups and Infinite were difficult and some of that seems to be due to Ken Levine's divisive managerial style. It's fascinating as I played and completed the game and felt like, even though everyone was praising it to high heaven, it was a straightforward, boring corridor shooter with a very pretty coat of paint and cod-philosophy and quantum physics thrown in. A few months later, the hype had calmed down and I think much of the industry realised that the Emperor had some okay but not high-falutin' clothes.
The end of Irrational was due to Ken Levine's leaving and this is the auteur problem; you get to work with an ideas guy but when the guy decides to leave, the lights go out. And so it was.

Chapter 3, Rafting Upstream, looks at some of the staff that left Irrational setting up their own idea studio and releasing isometric rogue like puzzler The Flame and the Flood (which I haven't played). It looks at how Kickstarter and digital distribution made indie games a more viable solution for smaller teams to pursue. It also looks at how big name players can come in seeking to mooch in and disrupt things but can often lose interest and leave people hanging (Google and EA come to mind).

Chapter 4, The Case of the Missing Studio, looks at the interesting Studio Marin situation where a studio had mass layoffs but wouldn't say it had, saying it was 'reallocating resources.' As a worker it made it more difficult to get a job as usually when studios shutter companies rush to pick up talented staff. However, due to the closure of the studio many of its alumni went off to make successful independent games such as Gone Home (which I loved) and Kine (which i have yet to play).

Chapter 5, Workaholics, looks at the creation of Visceral Studios and the critical success of Dead Space and Dead Space 2. Then with EA' s 'Games As a Service' agenda it was mandated to make Dead Space 3 as a strange multiplayer shooter to compete with the likes of PUBG. I played Dead Space 1 and 2 and loved the creeping dread feel of being alone. By inserting a companion, I felt that Dead Space 3 would lose its identity and so it seemed as many fans turned away from the series. EA shuttered the studio after its poor decisions led to a poorly received game. The bean counters had struck again and affected the lives of so many for the benefit of so few through in terms of balance sheets, stocks, shares and self-awarded pay rises. At the time of writing this review news has just come in that EA are seeking to revive the series with a reboot but I don’t trust them to do anything worthwhile after they shuttered the studio due to their own corporate hubris.

Chapter 6, Bloody Socks, looks at the shuttering of 38 Studios, a studio created by an American Baseball star player, Curt Shilling. A huge fan of World of Warcraft, Shilling wanted to create his own MMORPG. Unfortunately, lack of business acumen and knowledge of the working side game development studios, and unfortunate legal wrangling with Rhode Island State meant that a sad fate awaited his much-hyped game Kingdom of Amalur.

Chapter 7, Big Huge Problems, looks at how Big Huge Games was bought by THQ and the problems that arose when their parent company became bankrupt. When 38 Studios and Curt Shilling came calling to buy the studio and support their in-progress MMORPG, BHG thought its problems were solved. This chapter is another angle to the tale told in chapter 6 and looks at how Shilling's meddling, upper management's confused messaging and video gaming experience and unrealistic expectations led to BHG's downfall too. After 38 Studios closure, the BHG team were out of a job, even though it had a completed game that was ready to ship. Luckily, it was bought by Epic who liked what the team had done before it too decided to close the door after only 8 months. It seems like the early 2010s had companies trying to push the 'Games As Live Service' and micro-transaction model, meaning games well into production were pivoted to produce Frankenstein’s-monster games where pieces of games were carved out to sell on digital storefronts, to the detriment of the game quality.

Chapter 8, Gungeon Keeper, looks at the ouroboros nature of video games and studios. This chapter looks at EA’s habit of buying studios, and then pulling the plug. And so it is was with Mythic, who were tasked with creating a game for the burgeoning mobile games market. Mythic was asked to pitch mobile games alongside working on Ultima Forever. Looking through the back-catalogue, Mythic Entertainment fell in love with Bullfrog's Dungeon Keeper 1 and 2. The game, created by the legendary game designer/ hype man Peter Molineaux, was a dungeon crawler but viewed askew as it was from the point of view of the 'bad guys'. Unfortuanely, EA insisted that the new game had to follow the freemium model (where the game was free but you paid micro-transactions to speed up 'cooldown timers') as the suits were looking to ape the huge financial success of Clash of Clans, which had earned hundreds of millions in the previous couple of years. It didn't go to plan and the studio was shuttered but a few of the team decided to go independent and from this came Indie hit, Enter the Gungeon. I hadn’t played Enter the Gungeon but after hearing this chapter I decided to support the plucky studio and I gotta say, the game is a blast!

Chapter 9, Human Costs, Human Solutions, looks at the cost of making games and offers possible solutions to the sometimes toxic environments and conditions that exist; dedicated outsourcing houses, freelance consulting and unionisation of the video game industry,

The AAA videogame industry is unsustainable as it currently stands. It has a high drop out rate and the brain drain is huge as many seek more stable work to support themselves, especially if they are looking to settle down, buy a house or start a family. In many countries, unions have helped protect worker's rights but in many parts of the videogame industry unions are considered one step away from Communism. However, Covid may have changed the way we think about work and remote working may be the way forward.

Whatever the case, Schreier has brought to light the highs and lows of the industry and in a thoroughly engaging way. This book is a must read for anyone with even the slightest bit of interest in the video game industry or the creative process.

LINK- Blood, Sweat and Pixels- Book Review

LINK- The Offworld Collection- Book Review

LINK- Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)

LINK- ‘Natives: Race and Class in the Ruins of Empire’

LINK: Let’s All Create a ‘New Normal’.

LINK- Mario Odyssey- Video Games As Art

Blood, Sweat and Pixels- Book Review

Whilst flicking through Audible, I came across ‘Blood, Sweat and Pixel’, a book looking at the process of video game creation. The topic obviously appealed to me but what really sold me was that it looked at many games I had played. So, alongside looking at Naughty Dog, creators of blockbusters like the Uncharted series and CD Projeck Red, who created the Witcher series, you had solo developers or smaller teams who created Shovel Knight and Stardew Valley.

I purchased the Audible version of the book and enjoyed my time with it.

I purchased the Audible version of the book and enjoyed my time with it.

I knew the author, Jason Schreier, from his long form investigative games journalist work from sites like Kotaku and magazine like Edge. He is a video game fan but was also not afraid to research where there were problems or issues in the industry. He was the writer who uncovered the unhealthy attitude to crunch at Naughty Dog, the mismanagement at Bioware with Anthem and the inappropriate behaviour of management of several high ups in big gaming companies. Using my backlog of Audible credits I bought the audio books and dived in.

Each chapter of the book focussed on the story of a particular game and they were all engaging, entertaining, emotional and enlightening in equal measure as we hear of teams and solo developers overcoming (for the most part) some extreme adversity.

It kicks off with Obsidian's last ditch effort to save itself when it pitched Pillars of Eternity pitch on crowd funding site Kickstarter. This story was inspirational as it showed how to adapt, play to your strengths and use your moxie to forge your own path.

The Uncharted 4 chapter deals with the issue of expectations and what happens when a project becomes unwieldy, struggling to find a way forward. In the case of Naughty Dog's highly anticipated Uncharted finale, it required firm hands at the tiller and thousands of hours of crunch to achieve. Unfortunately this took a huge mental, emotional and physical toll on many of the people behind the games creation... because, making games is hard.

In Stardew Valley we learn how the game was made by sole creator Eric Barone and how the internet has democratised publishing and creation of video game creation. This democratisation of creativity was last seen in the micro computer era of the 80s where lone bedroom coders could create a game and become legends. This gentle simulator game, where you play a desk jockey who gives up the rat race to become a farmer, took 5 years to complete but was a labour of love.

The Diablo 3 chapter is a look at how a much lauded series can carry a heavy weight as expectations are high. When a day 1 network issue rendered this game unplayable for most players due to an overloaded online server, it looked like the writing was on the wall as this was not a good way to endear yourselves to fans. When this was followed by days of players not being able to play the game they had paid for the situation seemed to escalate, and once they were on the grindy gameplay and online auction further compounded issues against the game. However, in a mea culpa the game underwent a transformation and with patches aplenty arose to become a much loved addition to the series.

The Halo Wars chapter looks at how Ensemble Studio, the creators of RTS Age of Empire, turned a classic PC genre stalwart into a console RTS, something thought impossible at the time. It's a heartening tale of trial and error and years of research and development.

The chapter on Dragon Age: Inquisition looks at how Bethesda created a redemptive game after the flawed Dragon Age 2 received a critical battering from reviewers and fans alike. The creative process was chaotic but by being focussed and inventive the game came out to much fanfare, gently massaging the poor profile of its parent company EA, who had won 'Worst Company in the US' 2 years in a row.

The Shovel Knight section is the tale of 3 creators leaving job security to build a passion project based on the nostalgia of 8bit NES games. Their story of risks and the rewards they reaped are heartening to hear.

In the Destiny chapter we learn how Bungie broke  free of their Microsoft overlords and were able to stretch their creativity away from Halo to create a... FPS! But, they do say be careful of what what you wish for. They planned the game to run for 10 years. And to be made independently of all other big conglomerate company interference. This looks at what worked and what went wrong.

The Witcher 3 chapter looks at how a Polish company worked closely together with the author of the books and across the team to create an inspired RPG that is seen by many as the highlight of this gaming generation, even though it was released way back in 2015.

Schreier shows that all these games went through a baptism of fire to get made. It wasn't easy but the games were released. However, he ends with a cancelled game to show how fraught the game creating process can be. With Star Wars 1313, he looks at how Lucas Arts, underwent a tailspin burning through 4 Presidents within 10 years, which resulted in confusion and lack of vision from a studio that had built a reputation of excellence. When momentum finally built with Star Wars 1313, Disney purchased the studio and shuttered it after a short time.

Over the course of the 10 games we see tales of crunch, iterations, scrapping hundreds of hours of work and burnout because making games is hard, the creative process is hard. This peek behind the curtain is a great look at the video games industry as a whole and is an excellent and compelling read. Schreier writes with passion and a clear knowledge of the subject matter and it is refreshing to see an honest insight into the creative process of the biggest entertainment industry in the world.

LINK- The Offworld Collection- Book Review

LINK- Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East