Top 90 Quotes & Sayings by Michael Morhaime - Page 2

Explore popular quotes and sayings by an American businessman Michael Morhaime.
Last updated on October 15, 2024.
Blizzard has moved into this mode of continuous development. We're contributing a lot of content to our games to keep them evolving.
I've met several times with the Activision guys and we've talked at length about Blizzard's philosophy on game development and game publishing and all the things that are important to us at Blizzard. We found that we shared a lot of the same values.
If you put smart creative people in a room together, great things are possible. — © Michael Morhaime
If you put smart creative people in a room together, great things are possible.
When you launch a game, you really don't know how many people are going to show up.
E-sports used to be this niche thing. We knew it was really cool, but outside of a very narrow audience you really didn't get a lot of exposure.
Of course, we create a lot of heroes. But the real intention of that is to make the player feel like a hero in all of our games.
BlizzCon is a great example of how positive and uplifting gaming can be.
The great thing about 'World Of Warcraft' is that you can sit down in your lunch hour and do a couple of quests and still feel like you've had a meaningful experience, rather than it feeling like you've got a second career.
What's really interesting is when you see players using tactics or combinations of units that we'd never even thought of.
The cool thing about 'Hearthstone' is, in terms of accessibility to competitive play, it's very accessible. Anybody can participate in these types of things.
There is another person on the other end of the chatscreen. They're our friends, our brothers and sisters, our sons and daughters. Let's take a stand to reject hate and harassment. And let's redouble our efforts to be kind and respectful to one another. And let's remind the world what the gaming community is really all about.
At the time we started working on 'World of WarCraft,' I think there was a limiting belief in the games industry and maybe outside the games industry, that MMOs would only appeal to the most hard-core of hard-core players, and therefore you didn't really need to do anything to make the game accessible to the wider audience.
When we were making games in the early '90s for the Super Nintendo and the Sega Genesis, popular games didn't have any real story.
A lot of games that preceded 'Warcraft' made the assumption that this type of game wouldn't appeal outside the hard-core audience, so that's what they targeted. We thought this type of game could appeal to more people if we made it easier to use.
Activision is structured with independent studios and they give their independent studios quite a bit of autonomy.
We're thrilled to see eSports continue to grow in popularity around the world.
Ultimately the only way to win is to create great games.
We've always had a cultural commitment to reach as many players as we could.
I think at one point there were three television channels showing 'Starcraft' tournaments in South Korea. We were so unprepared for its success.
We looked at the sales of 'Warcraft III,' which at the time was the bestselling PC game of all time, and we said, 'That's got to be our ceiling.' We were wrong.
I don't think consoles are necessarily our best opportunity for 'World of Warcraft.'
2013 is going to be a very important year for eSports. We see this as the beginning.
The popularity of eSports was inevitable. — © Michael Morhaime
The popularity of eSports was inevitable.
We're definitely thrilled that so many people around the world were excited to pick up their copy of 'Diablo III' and jump in the moment it went live.
People are getting older. Nine years ago, some people weren't old enough to play 'WoW.' Now they are. We want to be there to be the MMO of choice for them as they grow up.
Well, 'Diablo III' went from no players to over 10 million in a very short period of time. It's really difficult to predict that type of response.
A lot of the successful Blizzard games that you know actually grew out of failed projects. That was the case with 'World of Warcraft.' We canceled a project and decided to work on that one.
One of the design goals for 'Starcraft 2' was to factor in better features that would make a better viewing experience for e-sports.
We're basically responsible for making sure you have a great time. If you buy a Blizzard game, we want that to be a great experience.
'Starcraft' was never designed to support multi-byte languages. In order to support more complicated languages like Korean or Chinese, you need two bytes of storage and 'Starcraft' only had one byte.
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