Top 90 Quotes & Sayings by Michael Morhaime

Explore popular quotes and sayings by an American businessman Michael Morhaime.
Last updated on November 7, 2024.
Michael Morhaime

Michael "Mike" Morhaime is an American video game developer and entrepreneur. He is the chief executive officer (CEO) and founder of Dreamhaven, located in Irvine, California. Morhaime is best known as the co-founder and the former president of Blizzard Entertainment, a subsidiary of Activision Blizzard, Inc., that was founded in 1991 as Silicon & Synapse. He served on the Vivendi Games executive committee since January 1999, when Blizzard Entertainment, Inc. became a subsidiary of Vivendi Games.

I used to be the guy that sat in the back.
BlizzCon will always feel like home to me.
'Lost Vikings' and 'Rock 'n' Roll Racing' were pretty critical games to us. We got some acclaim as a result, some video gaming awards. Those are the games that impressed Davidson and Associates and led to the merger talks.
It was controversial when we were settling on what the races should be in 'Warcraft 3!' — © Michael Morhaime
It was controversial when we were settling on what the races should be in 'Warcraft 3!'
ESports is a big part of 'StarCraft II,' and I think it adds a lot of longevity to the game.
To break the mold, sometimes you have to start over.
I would say a lot of us here think being called a geek is cool. A lot of us at Blizzard identify with it.
Our first console game was 'RPM Racing.' We started and released that project in that same year we founded the company, 1991.
I think people are interested in watching what they know and what they care about, so as you have more people where gaming is a huge part of their life, they want to see what the top players in the world are able to do.
Activision and Blizzard both believe that we're in an expanding market where we can reach more people across multiple platforms, geographies and age groups. Both of our companies are positioned very well to take advantage of those trends to keep lowering the barriers to get more people into gaming.
You should take your reputation very seriously and try to build a track record you can be proud of.
With a very small team you can create compelling content and reach a large audience.
If you're going to create a competitive game and it's going to be popular, you have to have an esports ecosystem around the game.
The development of gaming in Asia usually serves as the marker for how their company predicts the development of gaming will go globally. — © Michael Morhaime
The development of gaming in Asia usually serves as the marker for how their company predicts the development of gaming will go globally.
I am surprised by the level of toxicity sometimes that exists online, especially where people can say things anonymously.
'StarCraft II' is a really great game. It appeals to players on multiple different levels.
If we can help to make the interactions between folks online safer and more friendly, that would make it all more fun and more gratifying for everyone.
There is definitely a trend of broadening the idea of who a gamer is.
Activision has their own games. Blizzard has our own games. We're not going to go in and fire their people and they aren't going to come in and fire any of ours.
Our original mission and values consisted of four simple words that formed our foundation: 'We make great games.' We crafted that statement before we had even released our first game, but we were committed to living up to it.
I think every year we get better at running BlizzCon. The scale of the event is so large and I think people appreciate the logistics involved in putting on such an event.
We love BlizzCon. It's great. It's our favorite thing to do. But first and foremost, we're a game company, and we have to make sure we deliver good quality games for our players.
One of the things I think has been important for Blizzard is maintaining the direct relationship with our players. Having a platform that we owned and controlled was important for that strategy, and also to not be dependent on other publishers.
I'd been with Blizzard for almost 28 years when I stepped down.
There's the saying that perfect is the enemy of great, because if you strive for perfection you'll maybe never ship. There's a point that's good enough. But I do think that there's so much competition out there that if you don't hit the quality bar, the product will just fail.
From a development standpoint, at Blizzard Entertainment one of our values of course is commitment to quality.
We'd really like for BlizzCon to be something that the people who really really want to go, if this is something you're really passionate about, you want to be here at BlizzCon, we'd like it to be possible for you to get here. When we are selling out in a couple seconds, it's really not possible for a lot of people that really want to come.
As you start to see more respected advertisers coming in and looking at esports, you're going to find that there's a lot of interest.
One thing we wanted to take from traditional sports with 'Overwatch League' - we have city-based teams. There aren't really any other models where you have a global city-based league. But you do have teams that are based in a location.
If we were to choose to do something on a console, the merger with Activision is going to be extremely helpful.
As a spectator eSport, I think 'StarCraft' is really exciting, engaging, and interesting to watch. As a player, it just really has something for everybody.
I mean, Blizzcon is a great event for us. It's a way that we can basically say 'thank you' to our most passionate players, and it's a great place for us to announce new things.
I want to thank all of the talented and hardworking people at Blizzard for their dedication, creativity and passion. It has been a privilege to lead this team.
I was always fascinated by technology and wanted to understand it so when I went to UCLA I studied electrical engineering figuring they knew how things worked.
Blizzcon is a Blizzard show. It's not an Activsion/Blizzard show.
We're always trying to improve and to make our games better.
We felt it was very likely the fee would be a deterrent for people, and that 'WoW' would not sell as quickly as some of our previous games.
There's no such thing as 'next time we'll do it better.' Do it better this time.
'Diablo 3' was never really designed to be an eSport, and not every game necessarily needs to be an eSport. — © Michael Morhaime
'Diablo 3' was never really designed to be an eSport, and not every game necessarily needs to be an eSport.
'Starcraft' is a fairly strategic game with depth.
Blizzard has definitely evolved around crunch. In our early days, we crunched crazy hours to get the games done.
'World of Warcraft' was not always a smooth situation. People who played 'World of Warcraft' during the first year can attest to that.
I think if you're a small studio, you're living or dying by the success of the next project, it takes a lot of superhuman effort - or at least it did for us.
We created BlizzCon as a celebration of our global community, but not everyone can travel to the show, so the virtual ticket gives us a great way to bring BlizzCon to gamers around the world.
I think that gaming is more fun when you're playing with people that you know.
Focus is so important when you're making games.
Well, the team that created 'Starcraft 2' is probably the most experienced real-time strategy team in the industry - there are members of that team who have worked on all our RTS games going back to 'Warcraft.'
As our players have become more experienced playing 'World of Warcraft' over many years, they have become much better and much faster at consuming content.
When you look at how players experienced 'Diablo' I and II, there was a great desire to meet up and trade items for real money outside of the game. There's no real way to provide a secure and safe environment for doing that outside of the game. It really has to be integrated within the game.
When we look back, what we often find that's most lasting and meaningful from our experiences in games are the relationships we create and foster. — © Michael Morhaime
When we look back, what we often find that's most lasting and meaningful from our experiences in games are the relationships we create and foster.
I had no idea you could get an Emmy for creating a computer game.
A 'Starcraft' showdown between humans and AI itself will be interesting.
We'd always felt that it would be cool to put the player into the world of 'Warcraft' as a single character, exploring the land and meeting other players, but it really wasn't until 1999 that we thought it was feasible to do it.
When you think about 'World of Warcraft' as a social network, and you think about the future version of Battle.net as Blizzard's social network, then you wanna stay connected to your social network.
Sacrificing high quality for speed, it just isn't worth it.
When we started Blizzard, we just wanted to make great games. What we realized is that the games we create are really just a framework for communities and human interaction.
I have a great time playing 'Overwatch.'
Asia is the founding land of competitive gaming.
Live streaming has been huge in eSports.
We want gaming and e-sports to be something that is welcoming and appropriate for everybody who wants to come and watch.
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