A Quote by Michael Morhaime

Blizzard has moved into this mode of continuous development. We're contributing a lot of content to our games to keep them evolving. — © Michael Morhaime
Blizzard has moved into this mode of continuous development. We're contributing a lot of content to our games to keep them evolving.
I had Macs when Blizzard was pretty much the only company making games for Macs. I played all the Blizzard games, like 'Diablo II.'
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.
Our revolution is like Wikipedia, okay? Everyone is contributing content, [but] you don't know the names of the people contributing the content. This is exactly what happened. Revolution 2.0 in Egypt was exactly the same. Everyone is contributing small pieces, bits and pieces. We drew this whole picture of a revolution. And no one is the hero in that picture.
Some leaders speak a lot in the dressing room, on the field and others do it with actions contributing important things in games, deciding big games.
The most certain mode of making people content with us is to make them content with themselves.
From a development standpoint, at Blizzard Entertainment one of our values of course is commitment to quality.
The thing that excites me most technologically is the ability to use VR not just for games and displaying our content, but also for creating that content. We're putting a lot of thought into what the Unreal Engine editor looks like as a VR application.
By strictly observing Botvinnik's rule regarding the thorough analysis of one's own games, with the years I have come to realize that this provides the foundation for the continuous development of chess mastery.
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.
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.
Blizzard has definitely evolved around crunch. In our early days, we crunched crazy hours to get the games done.
I was born in a blizzard, a special out-of-season blizzard, the worst blizzard Oslo ever suffered. Family, home, circumstances, the country I lived in and the weather I was born in all conspired to make a skater of me.
'Discipleship' as a term has lost its content, and this is one reason why it has been moved aside. I've tried to redeem the idea of discipleship, and I think it can be done; you have to get it out of the contemporary mode.
Discipleship' as a term has lost its content, and this is one reason why it has been moved aside. I've tried to redeem the idea of discipleship, and I think it can be done; you have to get it out of the contemporary mode.
The great games are the space sims and driving sims and these experiences where you're basically sitting at a table with nothing happening in front of you. A lot of interesting things are evolving there. There are great games that can be made.
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.
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