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Live streaming has been huge in eSports.
I have a great time playing 'Overwatch.'
The popularity of eSports was inevitable.
Asia is the founding land of competitive gaming.
'Starcraft' is a fairly strategic game with depth.
To break the mold, sometimes you have to start over.
Ultimately the only way to win is to create great games.
Sacrificing high quality for speed, it just isn't worth it.
I'd been with Blizzard for almost 28 years when I stepped down.
I had no idea you could get an Emmy for creating a computer game.
Blizzcon is a Blizzard show. It's not an Activsion/Blizzard show.
There is definitely a trend of broadening the idea of who a gamer is.
A 'Starcraft' showdown between humans and AI itself will be interesting.
BlizzCon is a great example of how positive and uplifting gaming can be.
I think that gaming is more fun when you're playing with people that you know.
We're thrilled to see eSports continue to grow in popularity around the world.
If you put smart creative people in a room together, great things are possible.
There's no such thing as 'next time we'll do it better.' Do it better this time.
When you launch a game, you really don't know how many people are going to show up.
I don't think consoles are necessarily our best opportunity for 'World of Warcraft.'
With a very small team you can create compelling content and reach a large audience.
It was controversial when we were settling on what the races should be in 'Warcraft 3!'
'StarCraft II' is a really great game. It appeals to players on multiple different levels.
ESports is a big part of 'StarCraft II,' and I think it adds a lot of longevity to the game.
You should take your reputation very seriously and try to build a track record you can be proud of.
I would say a lot of us here think being called a geek is cool. A lot of us at Blizzard identify with it.
'Diablo 3' was never really designed to be an eSport, and not every game necessarily needs to be an eSport.
From a development standpoint, at Blizzard Entertainment one of our values of course is commitment to quality.
If we were to choose to do something on a console, the merger with Activision is going to be extremely helpful.
Blizzard has definitely evolved around crunch. In our early days, we crunched crazy hours to get the games done.
Activision is structured with independent studios and they give their independent studios quite a bit of autonomy.
We want gaming and e-sports to be something that is welcoming and appropriate for everybody who wants to come and watch.
I am surprised by the level of toxicity sometimes that exists online, especially where people can say things anonymously.
What's really interesting is when you see players using tactics or combinations of units that we'd never even thought of.
Our first console game was 'RPM Racing.' We started and released that project in that same year we founded the company, 1991.
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.
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.
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.
Blizzard has moved into this mode of continuous development. We're contributing a lot of content to our games to keep them evolving.
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.
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.
'World of Warcraft' was not always a smooth situation. People who played 'World of Warcraft' during the first year can attest to that.
The development of gaming in Asia usually serves as the marker for how their company predicts the development of gaming will go globally.
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.
I think at one point there were three television channels showing 'Starcraft' tournaments in South Korea. We were so unprepared for its success.
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.
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.
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.
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.