![]() It would have just driven us crazy because it's just all we want to do is have a team and make the games we want to make. We would not have survived growth in any form by staying there. "You can't be that big and be as free-wheeling as we were, and one of the reasons we left was to be more self-deterministic and not be beholden to some monstrous organization," Max Schaefer said. It's obviously not the case anymore, for better or worse. The only thing we ever talked about was what we wanted to do and what the fans would like. "We didn't talk about Chinese government and what they might want. "I think the biggest thing is we didn't talk about shareholder value," Erich Schaefer said. But as Blizzard continued to grow after the success of Diablo, Warcraft, and StarCraft, it became harder for the trio to focus on creative design and avoid corporate bureaucracy. It's something that "happens with companies all the time," Brevik said, and is a natural part of any company growing into a massive corporation.īrevik and the Schaefer brothers all stated that even during the development of Diablo 2, there was a constant battle over its gory, satanic aesthetic between Blizzard North and Blizzard Entertainment, the main branch of the company that was originally founded by Mike Morhaime, Allen Adham, and Frank Pearce. That change in the values and culture of Blizzard Entertainment isn't anything new.
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