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  • "WoW in space": Bungie's MMOFPS named Destiny

    by 
    Justin Olivetti
    Justin Olivetti
    02.17.2011

    A couple of years ago, fans of the Halo franchise were crushed to find out that their favorite first-person shooter probably wasn't going to make the leap to MMO space. However, the company behind the Halo phenomenon has been diligently at work on another highly speculated-about project -- and it looks as though this project could go a long way to giving the fans what they want. According to Kotaku, Bungie has been developing a massively multiplayer first-person shooter named Destiny. Previously code-named "Tiger," Destiny is described by Kotaku's unnamed source as being "World of Warcraft in space" and will run on all-new technology developed by the studio, including unique online connectivity and matchmaking software. Bungie is currently in a 10-year publishing agreement with Activision Blizzard, so presumably Destiny will be published by the company. Last year, Blizzard's Rob Pardo applauded the idea of a Bungie MMO, although he refused to comment on a collaboration between the two studios.

  • The Game Archaeologist and the NeverEnding Quest: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    01.04.2011

    To many veteran MMO players, the opening horns of EverQuest's score are enough to trigger vivid memories, violent hallucinations, and an unstoppable desire to leap through the computer screen to return to Norrath. It all depends, of course, on which MMO you first cut your teeth, and while many gamers would claim titles like World of Warcraft as their first, there is a large contingent who will confess that EQ was their first MMO lover. In fact, before WoW came on the scene in 2004, EverQuest was the gold standard of MMOs for a half-decade -- it was insanely popular, perfectly addictive, and absolutely revolutionary. It was a giant that roamed the virtual lands of those days, a giant that continues to forge new grounds well over a decade from its inception. It was 1995 when John Smedley realized the potential for online gaming and roped in Brad McQuaid and Steve Clover to start putting together an online RPG for SOE. What began as a small project ballooned into a crazy endeavor as the growing team created a monster RPG the likes the world had never seen before -- a game that would forever shape the MMO genre. This month, the Game Archaeologist is going after one of the biggest treasures of recorded history as we unearth the secrets to EverQuest's popularity, legacy, and longevity. The first step on our journey is to look at some of the highlights that made EQ what it is today.

  • Blizzard's Pardo talks genre boundaries, Cataclysm

    by 
    Jef Reahard
    Jef Reahard
    12.03.2010

    Curious as to why Blizzard would opt to destroy what is arguably the most successful game world in the history of the MMORPG genre? A new interview with World of Warcraft co-designer Rob Pardo has some answers. "We do have the ability to continually add to the game and evolve it, but the trickier challenge is that eventually people are going to want to move onto new types of entertainment," Pardo tells Edge. He goes on to liken MMOs to a long-running television series, and touches on why metrics aren't necessarily the tools that drive a game maker's creative decisions. So, is WoW, and Cataclysm, pushing the limits of what Blizzard can do with MMORPGS? "Not really," Pardo says. "Obviously you're not going to design a brand new game using WoW, but there's so much opportunity within that world to do different things."

  • Pardo: Blizzard moving towards day-and-date digital releases

    by 
    Mike Schramm
    Mike Schramm
    10.27.2010

    We heard a while back that Blizzard and its parent company have been considering digital distribution for World of Warcraft expansions ever since the first one, but it wasn't until this past weekend at BlizzCon that it was finally announced that the latest expansion, Cataclysm, will be available to buy on Blizzard's website, and playable right as the servers are turned on. Blizzard's Rob Pardo says the company's been moving in that direction for a while, and that "the day's coming" when Blizzard will release all of its PC games day-and-date with their retail versions. "Once we get a little closer to Diablo 3 we'll make a determination," he promised. Meanwhile, the WoW community, as a group of people who already play MMOs online, is ready for the transition, says Pardo. "They are already able to handle very large pieces of data," he says, "so we felt that this is the best thing for the community, the opportunity to download and pre-order the game before we launch." It will be nice to have the game installed and ready to play as the servers go up -- even if they do drop right back down from all the players trying to use them.

  • Blizzard willing to work with Bungie on MMO development

    by 
    JC Fletcher
    JC Fletcher
    10.25.2010

    During a GDC Online panel about Halo narrative, Bungie creative director Joe Staten alluded to a hypothetical MMO from the developer when he said, "Wouldn't it be great if we could make a world that was always there for you? Wow. That would be great." In a BlizzCon interview with Edge Online, Blizzard's EVP of game design, Rob Pardo, commented on the prospect of working with the new Activision partner on such an MMO. After noting that Blizzard remains focused on its own titles, he spoke welcomely of the idea, also in purely hypothetical terms. "Activision is in the family and Bungie is doing stuff for Activision," Pardo said. "If they called us up and wanted some advice or wanted to have a conversation, absolutely, but I do that with a lot of my game developer friends throughout the industry." Asked if Blizzard would provide customer service for a Bungie MMO, he said, "I really have no idea -- that's a lot of speculation. It's possible, I guess." Pardo added that he would be thrilled to see a Bungie MMO "as a gamer." He said that before WoW, Blizzard had no MMO experience -- "so clearly if we can do it, I'm sure a company like Bungie or Valve or Nintendo, or any of those top tier developers, are more than capable of doing it." [Pictured: Microsoft's canceled "Halo MMO"]

  • Blizzard's Pardo talks Bungie MMO

    by 
    Jef Reahard
    Jef Reahard
    10.25.2010

    reddit_url = "http://massively.joystiq.com/2010/10/25/blizzards-pardo-talks-bungie-mmo/"; reddit_target="gaming"; Tweet A Bungie MMORPG is a rumor that simply won't die. Whether it's Joe Staten hinting at a persistent world during the recently concluded GDC, or Bobby Kotick telling investors that one of the reasons Bungie signed with Activision was to avail itself of Blizzard's vast customer service expertise, scuttlebutt about a Halo-themed MMO is a speculative fire that's hard to douse. In a new interview at Next Gen, Blizzard boss Rob Pardo (co-designer on World of Warcraft) says his company could share resources with Bungie on an MMO project and furthermore, he'd love to play it. "I think that's one of the other reasons we've been so successful at Blizzard -- all of us play and love games. We're as big a fans as anybody. I would love to play a Bungie MMO. I think it would be cool," he said at last week's Blizzcon. Pardo was also quick to point out that Blizzard is very focused on their own development, and talk of a Bungie collaboration is somewhat premature. "There are a lot of ifs there. It would have to be a very specific proposal," he said.

  • Blizzard's Pardo: 'DOTA' belongs to community, not Valve

    by 
    Justin McElroy
    Justin McElroy
    10.25.2010

    Intra-industry sniping is, as any commenter will tell you, the fuel that powers the engine of gaming blogs. Imagine our disappointment, then, upon seeing Blizzard's design VP Rob Pardo being completely reasonable when he explained to Eurogamer why he thought Valve trademarking the word "DOTA" was a misstep. "DOTA" is, of course, short for "Defense of the Ancients," a WarCraft III variant created by the game's fan community. Valve recently announced it was working on a sequel to the mod, prompting them to file a trademark for the acronym (but not the full title) earlier this year."To us, that means that you're really taking it away from the Blizzard and Warcraft III community and that just doesn't seem the right thing to do. Valve is usually so pro mod community. It's such a community company that it just seems like a really strange move to us... I really don't understand why [they would do it], to be honest." Pardo's sentiment echoes that of two of the original mod's designers, Steve "Pendragon" Mescon and Steve "Guinsoo" Feak, who spoke out against the trademark in August. Blizzard, for its part, is clearly undeterred by Valve's claim, as evidenced by the fact that it's currently fashioning a StarCraft II mod called "Blizzard Dota."

  • New anniversary interviews in Blizzcast 12 and on the minisite

    by 
    Mike Schramm
    Mike Schramm
    12.09.2009

    Blizzard continues to update their minisite -- the latest newness is the posting of a new Blizzcast, in two parts. In part one, Karune of the Starcraft community team interviews Chris Metzen, Rob Pardo, and Samwise Didier about the history of Warcraft as a whole (it's celebrating the 15th anniversary as well this year), and part two has our friend Nethaera talking to J. Allen Brack, Tom Chilton, and Jeff Kaplan about the game itself. As is usual with the official podcast, there's not much new information here (especially if you've already read through some retrospective press), but both interviews are worth a listen (and/or a read through the transcript) if only to hear these guys all in a room together, joking around about old times. Elsewhere on the site, they've started posting written interviews as well. The first one is with Shane Dabiri, former lead producer on the game, and there are faded-out spots for J. Allen Brack, Tom Chilton, and Jeff Kaplan as well. The other spots aren't revealed yet, but they're supposed to be interviews from the "community," so it'll be interesting to see who those turn out to be. Blizzard, anytime you want to chat with me about the history of World of Warcraft, just drop an email!

  • Blizzard celebrates the WoW anniversary

    by 
    Mike Schramm
    Mike Schramm
    11.24.2009

    The good folks at the Orange County Register got invited to Blizzard's official WoW anniversary party that took place last Thursday on their Irvine campus, and their report is now posted. It sounds like quite the event -- lots of free food and beer, head honchos regaling employees with their tales of the early days, and Rob Pardo suggesting that just like geek culture helped define this game, this game might help define geek culture going forward. The picture gallery included with the piece is a good browse, too -- you can see all of the Blizzard heavyweights hanging out together, and the great spread set up on the campus. The Register's also been asking Blizzard about their memories of the game -- they've got more memories from Samwise, launch day stories from Shane Dabiri, and some thoughts from Pardo and Frank Pearce (who, strangely enough, at first didn't believe that Blizzard belonged in a hardcore niche market like MMO gaming -- he didn't want to make "a game that never ended," he says). All good stuff. Congrats once again to Blizzard on five years, good to see they celebrated in style.

  • Blizzard says no Diablo 3 in 2010, 'who knows' when it'll be released

    by 
    Ben Gilbert
    Ben Gilbert
    11.22.2009

    Remember that silly, insane rumor from back in 2008 about Diablo 3 being released by Blizzard before StarCraft 2? Turns out that Blizzard's Rob Pardo thinks that's a bunch of hogwash. Rather, that's at least what we can infer from his recent conversation with Techland on the subject. "We always announce all of our games too early," he says. "I think it's safe to say that, yeah, [Diablo 3] is not going to be out next year." Considering StarCraft 2's delay to 2010, we think it's fair to assume that Diablo 3 will in fact not be arriving before a StarCraft sequel. Pardo adds that it's not a question of lacking resources, as "each game has individual development teams; it's just that the way that we develop games, we develop them very iteratively." Worse yet, there doesn't seem to be a finish line in sight for D3. "Now when we announce [a game] we just go, 'Here's the game we're working on, we're going to start talking about it and who knows when it ships.'" If any of you were still holding your breath for Diablo 3's release, now might be a good time to exhale. [Via Big Download]%Gallery-71950%

  • Blizzard: Arenas were a mistake.

    by 
    Michael Sacco
    Michael Sacco
    11.13.2009

    John Funk of WarCry recently interviewed Blizzard's VP of Game Design, Rob Pardo, about WoW's five-year anniversary, and he shed some light on a number of topics, including their total subscriber numbers (twice to three times as much as its current 12 million), what audience their new MMO is meant for, and what he thinks WoW's greatest successes were. But some other very interesting information came up when the interviewer asked what he thought WoW's biggest mistakes were. He begins by saying that he wishes that the servers had been more stable at launch, and that there had been more of them, but he says that in terms of design, Arenas were the single biggest mistake in WoW's history.

  • BlizzCon 2009: The new Battle.Net

    by 
    Kevin Kelly
    Kevin Kelly
    08.25.2009

    Blizzard finally unveiled the much-hyped new version of Battle.Net at BlizzCon and, as expected, it's a huge leap forward from the service that was first introduced with Diablo in 1996. Although, in typical Blizzard fashion, this is still a work in progress and could change by the time it eventually comes out. In 2013. (We kid, we kid.)Everything shown was modeled from inside of Starcraft 2, which Blizzard is calling the Battle.Net 2.0 launch title. The developer will be working to expand it to older titles, possibly including legacy games like the original Starcraft and Warcraft. It's also safe to say that Blizzard must be working on a client-only version of Battle.Net, so you don't have to be inside a game to see when your friends are on.Check out the gallery below, and you can read about all the new details of what Blizzard wants to be the "premiere matchmaking service out there," after the break.%Gallery-70705%

  • Waiting on StarCraft II? Blame WoW

    by 
    Mike Schramm
    Mike Schramm
    06.30.2009

    Like many other Blizzard fans, you're probably super excited about the upcoming release of StarCraft II -- it was "about time" when we first heard about the game, and now, this close to actually having the game out, anticipation is higher than ever. So why have you been waiting so long? According to Eurogamer's latest interview with Rob Pardo, you can blame none other than World of Warcraft for the delay. He and StarCraft II's lead designer both confirm that quite a bit of the RTS team were called back in to working on Blizzard's MMO. Artists and class and map balance guys alike were put back on WoW, resulting in the StarCraft title's delay for more than a year. Taken at face value, they're saying you could have started playing the new RTS last November if it wasn't for the whole Azeroth thing.It's worth noting, though, that when they say "working on WoW," they don't mean developing the Crusaders' Coliseum or even Outland -- they're talking about the original design of World of Warcraft for the release way back in 2004. Even though Blizzard didn't announce the next StarCraft until a few years ago in 2007, production actually started seriously (with multiplayer first, strangely enough) right after the launch of WoW, in 2005. Which makes the choice all the more intriguing: they decided to delay the RTS even before they knew WoW would be the runaway success that it is today.Guess the choice paid off. The beta of StarCraft II should be kicking off any day now (you all got keys at last year's BlizzCon, remember?), so even though that year delay was caused by WoW way back at launch, we'll see if they've had the time since to make a game that'll meet players' expectations.

  • Blame World of Warcraft for StarCraft 2's tardiness

    by 
    Griffin McElroy
    Griffin McElroy
    06.29.2009

    We already blame World of Warcraft for most of the problems in the world -- loneliness, social atrophy and, generally, man's inhumanity towards man -- but now we've got another grudge to harbor against the MMO juggernaut: It delayed StarCraft 2 development for an entire year. That's 365 days of sweet, sweet strategy (by which of course we mean constant, unwavering zerg rushes) that we could have already been enjoying.This startling revelation came to Eurogamer by way of Blizzard vice president of game design Rob Pardo, who explained, "A fair amount of the design team went onto World of Warcraft for a year to really help finish that game off." We guess that explains why Starcraft 2 took six years to finish. See, and here we assumed it was because they were all hopelessly addicted to WoW, not because they were actually making it.

  • Blizzard still hesitant about console MMOs

    by 
    Griffin McElroy
    Griffin McElroy
    06.25.2009

    While expanding the unrelenting grasp of World of Warcraft to home consoles would undoubtedly net Blizzard an extra googolplex subscribers, there's a number of hurdles keeping MMOs from succeeding on non-PC platforms -- hurdles that were identified by Blizzard's executive VP of game design, Rob Pardo, in a recent interview with IndustryGamers.Some hurdles are self-evident, such as the lack of a "keyboard and mouse" input device, and the massive amounts of storage space required for most online games (WoW is up to 10 gigs). Some have to do with the policies of the hardware manufacturers themselves, such as Microsoft's lengthy certification measures which would make WoW's frequent patches a nightmare to publish. However, according to Pardo, Microsoft has asked Blizzard for MMO advice, and has shown the company "some stuff they have in development." Halo MMO re-confirmed! (No, not really.)Pardo's MMO outlook for the current generation of consoles is poor, but he thinks the next round of hardware is more likely to get it right -- at which point, people will be able to play WoW on any platform they want, and pretty much everyone will stop leaving the house. Hooray?

  • Pardo says Blizzard still not interested in bringing WoW to consoles

    by 
    Mike Schramm
    Mike Schramm
    06.24.2009

    Blizzard has never been keen to put WoW on consoles -- while there have always been rumors, they've never bothered showing much interest. And in a new interview with IndustryGamers, Blizzard's Rob Pardo tells us why: the controller issue remains a problem (it's certainly possible to map WoW onto a controller, but not yet in any way Blizzard would approve of), and modern consoles have come up with even more problems of their own. A hard drive, says Pardo, would be pretty much required, since WoW is up to around 10gb so far, but even the Xbox 360 (which now commonly allows game installs on the HD) still doesn't guarantee players will have that much space available. And Pardo says that while they have been in talks with Microsoft about what the two companies can do together, he says he's wary of the patching process over there -- it's not exactly as quick as they'd like.So it remains unlikely that we'll ever see WoW in its current form on any console systems -- while there's probably lots of money to be made, the game was designed from the ground up to be a PC game, and there are still too many issues flying around (and it's likely too late in the game's lifetime) for Blizzard to try and make the jump. But that next-gen MMO...

  • Beckett Massive Online Gamer names Top 20 individuals in the MMO industry

    by 
    James Egan
    James Egan
    05.28.2009

    In what's now become an annual event, gaming magazine Beckett Massive Online Gamer has put together a list of the most influential people in the MMO industry. Blizzard's Rob Pardo has taken the #1 spot, as he did in 2008, which should come as no surprise to anyone, really. But Beckett has named Hilmar Pétursson of CCP Games as the second most influential figure in the MMO industry (up from #4 last year), with SOE's John Smedley, Jack Emmert from Cryptic Studios, and Mark Jacobs from Mythic Entertainment rounding out the top 5. In addition to the major, established industry names you'd expect to see on the list, there are 10 newcomers this year, including Todd Coleman from KingsIsle Entertainment, studio director for Wizard101 which recently hit the milestone of 2 million unique users.While Beckett Massive Online Gamer makes the list available online, the magazine offers background on each individual and how they've influenced the future of the industry.

  • Greg Canessa leaves PopCap for Blizzard, working on online project

    by 
    Ben Gilbert
    Ben Gilbert
    05.11.2009

    Just two short years after Greg Canessa left his position as group manager of Xbox Live to try his hand on more casual fare at PopCap, he is once again jumping ship -- -- this time to Blizzard Entertainment, masters and commanders of online powerhouse World of Warcraft. Our trusted source tells us he's working on an "unannounced project in the online space," allegedly joining forces with VP of game design at Blizzard, Rob Pardo.Has Mr. Canessa snagged one of the two open positions working on the "fifth, unannounced Blizzard project" advertised recently on the company's website? Could he be working on porting Bookworm to World of Warcraft, making the PopCap games within Blizzard games trifecta complete? We've asked for comment from both PopCap and Blizzard and hopefully one of those two will help shed some light on Mr. Canessa's next project.Update: Garth Chouteau of PopCap PR got back to us and confirmed Greg Canessa's move to Blizzard, saying, "We are sorry to see him go and we wish him the very best. It's been a pleasure working with him and his move is largely predicated on it being a big personal and professional opportunity for him. This isn't going to have any material impact on our console presence and our strategy with respect to the consoles and the DS and the areas that Greg was heading up. We're still very committed to those."

  • Blizzard vets form new mobile MMO company

    by 
    Shawn Schuster
    Shawn Schuster
    05.01.2009

    At this point, we're beginning to think there are more former Blizzard employees than current Blizzard employees -- and they all form their own companies! The newish Silicon Valley startup, entitled Booyah, was recently announced earlier this year from ex-Blizzard vets Keith Lee, Brian Morrisroe and Sam Christiansen. This company aims to create what they're calling a "playful life companion", marrying the qualities of an MMO, social network sites and Apple's iPhone. This new project aims for a public unveiling in late Spring of 2009. So... like a month?What makes this project extra interesting is the fact that Booyah's advisory board consists of Blizzard's executive vice president of game design, Rob Pardo, and vice president of marketing for Nexon, Min Kim. Ok, now we're ready to take this project a bit more seriously. "We were immediately compelled by the promise of Booyah and the background of the founders," said Matt Murphy, one of the investment partners at Kleiner Perkins Caufield & Byers, who recently gave Booyah $4.5 million in Series A financing. "The iFund was created to help build the most promising and innovative businesses that utilize the discrete capabilities of the iPhone and iPod touch. Booyah is a terrific example."

  • Former Blizzard devs at Booyah plan iPhone app

    by 
    Mike Schramm
    Mike Schramm
    05.01.2009

    Booyah is a company put together by former Blizzard devs (makers of classic games like World of Warcraft and Diablo) and funded by the iFund, and they've been keeping fairly mum on what they've been up to. Until now, that is -- they've updated their website and dropped a press release, and it looks like they're working on some iPhone software. What kind of software, exactly? Well, we're not quite sure -- it sounds like a game, because there's playing involved, but they're also using phrases like "life companion" and "social experiment," which makes it sound like a social networking app with some sort of game or virtual pet mechanics involved. And they are also hinting at a larger pattern of charity or cause-based action -- they told Kotaku that they want to tap into people's "life passions," and Gamasutra was told that the app itself is a "kernel miniproduct" that they plan to expand into a larger movement.Blizzard's own Rob Pardo is an advisor to the team (and the product was originally pitched to Blizzard), but really that's the only clue here that this is anything more than startup hype -- we've seen social networks flash and fizzle already on the iPhone, and even game-based social networking tools like Foursquare haven't really found their tipping point yet.But we won't judge fully before we've seen it -- Booyah says they'll be showing their cards "this spring" (so before June 21st?). We'll be watching.