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Blizzard Entertainment

 
Hoover's Profile: Blizzard Entertainment, Inc.
 
Contact Information
Blizzard Entertainment, Inc.
P.O. Box 18979
Irvine, CA 92623
CA Tel. 949-955-1380
Fax 949-737-2000

Type: Subsidiary
On the web: http://www.blizzard.com

Blizzard Entertainment hopes to continue to produce a flurry of hit games. A unit of Activision Blizzard, the company develops and publishes video game software, including the popular Warcraft, Starcraft, and Diablo series available for play on PCs and console systems. Blizzard offers its Battle.net online gaming service that enables millions of players around the world to simultaneously play its games. The company has also leveraged its popular games into related products such as action figures, board games, novels, and comic books. Blizzard's parent company, Vivendi Games, was merged with Activision to form Activision Blizzard in 2008.

Officers:
President: Michael (Mike) Morhaime
COO: Paul Sams
Director of Communications and Community, Europe: Julia Gastaldi

Competitors:
Electronic Arts
NCsoft
Sony Online Entertainment

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Company History: Blizzard Entertainment
 

Incorporated: 1991 as Silicone & Synapse
NAIC: 511210 Software Publishers
SIC: 7372 Prepackaged Software

Blizzard Entertainment makes the world's most popular online computer game, World of Warcraft. The company was an early leader in the field of so-called massively multiplayer online games with a string of hits including Diablo, Warcraft, and Starcraft. These are essentially role-playing games, similar to the long-popular Dungeons and Dragons, in that players create characters that acquire powers, carry out quests, and kill enemies while interacting with other player-created characters. Blizzard Entertainment brings in revenue both by selling the game software and by collecting monthly user fees. World of Warcraft has as many as 5 million subscribers worldwide, with over 1 million in North America and another 1.5 million in China. Other subscribers are in Europe, Australia, New Zealand, and South Korea. Blizzard thus dominates the industry, as the games of its next nearest competitor claim only 1.8 million subscribers. Blizzard was founded by three avid gamers in 1991, and has gone through a series of owners. The company is now a part of the French conglomerate Vivendi S.A. and its Vivendi Universal Games division.

At the Dawn of the Industry: 1990

Blizzard Entertainment began as a game software developer called Silicone & Synapse. Three friends, Allen Adham, Michael Morhaime, and Frank Pearce, started the firm in Irvine, California, in 1991. For the company's first three years, Silicone & Synapse was a third-party developer, working on software to support games created by other companies. This was evidently a successful niche, and Silicone & Synapse worked on games for Sega Genesis, Super Nintendo, and DOS- and Mac-compatible games for personal computers. Some games Silicone & Synapse worked on included popular titles such as The Lost Vikings, The Death and Return of Superman, Rock 'n Roll Racing, and Blackthorne.

In 1994, Silicone & Synapse changed its name to Blizzard Entertainment and released the first of its own game titles. This was the first edition of Warcraft, called Warcraft: Orcs and Humans, which won accolades as one of the best strategy games of the year. The game featured a blighted landscape, ruined by a long-running war between humans and orcs. The game's kingdom of Azeroth had a quasi-medieval feel, long a popular formula among game makers, and players chose characters and developed strategies to allow survival in this perilous place.

In 1994, multiplayer computer games were still relatively new. The ancestor of multiuser online games like Warcraft and World of Warcraft grew out of the role-play board game Dungeons and Dragons. The first multiplayer computer version of Dungeons and Dragons debuted in 1978 as MUD1. According to Steven L. Kent's history of multiplayer online games in a September 2003 article in Gamespy, "All the elements of MMOGs (massively multiplayer online games) existed by the late eighties, but they did not exist in a single product." Some early games were text based, with words scrolling across a static graphic background. In the mid-1980s, a few games existed that could link as many as 16 people playing at once through a single server. Other games had developed a so-called "persistent world," where the game landscape did not start over from the beginning every time a player logged on. Most multiplayer games required players to log on to a proprietary network set up by the game maker, or to a service such as CompuServe or America Online, and pay by the hour or the minute. Some games thus brought in a lot of revenue, as dedicated gamers played for hours every week. According to a history of the gaming industry from Computer Graphic World in March 2002, the first multiplayer game to break out of the hardcore gaming niche and do well at a retail level was Meridian 59, which came out in 1996, two years after Warcraft.

So while Blizzard's Warcraft was a highly touted game, it was not as popular as console games like Nintendo products, or single-player computer games, which dominated the game market in the early 1990s. Warcraft's early buyers would have been aficionados who had the time, money, and technical know-how to access and play the game. A July 1997 profile of the gaming industry published in the New York Times described typical players as "hundreds of thousands of well educated, technically savvy, bewilderingly intense men (mostly) who spend hour upon week locked in various sorts of virtual combat." When Warcraft was first introduced, it was not mainstream entertainment, but a product that appealed to a niche of dedicated fantasy game enthusiasts.

Under Various Owners in the Later Part of the Decade

In 1994, the same year that the first Warcraft game came out, Blizzard's founders sold the company to a Los Angeles firm called Davidson & Associates for $7 million. Davidson & Associates was run by a couple, Jan and Bob Davidson, who had developed and marketed an extremely successful educational computer game for children called Math Blaster. The Davidsons "never told us what to do," claimed Blizzard founder Morhaime in an interview with the Los Angeles Times in September 2003. But Blizzard passed through several more owners who were not always so hands-off.

In 1995, Blizzard introduced a new version of Warcraft, called Warcraft II: Tides of Darkness. The next year, Blizzard acquired another California gaming company, Condor Inc., and renamed it Blizzard North. Blizzard North's programmers were principally responsible for Blizzard's next hit, Diablo. The company launched a free online service called Battlenet in 1996 so that more people could play Diablo simultaneously. Diablo itself was not launched until almost two months later, behind schedule. Though it came out just after the Christmas buying season, on December 30, 1996, Diablo went on to be the best-selling game of 1997. By that time, massively multiplayer online games were edging into the mainstream. Diablo and competitors' games such as Everquest and Ultima Online all attracted much bigger markets in the late 1990s than their predecessors had a few years earlier. By that time, too, the industry's revenue model had changed, and players could pay a subscription fee for unlimited play within a certain time period, rather than pay a private network by the minute. This seemed to make the games more accessible. Blizzard came out with another number one game in 1998, Starcraft.

Blizzard had been a subsidiary of Davidson & Associates since 1994. In 1996, Davidson & Associates was bought in a stock swap valued at approximately $1 billion by a company called CUC International Inc. CUC International's principal business was running shopping clubs, which offered members discounts on all sorts of products through catalog sales and telemarketing. CUC's founder, Walter Forbes, had been interested in something like Internet shopping in the early 1970s, before there was an Internet. An earlier incarnation of his company had failed, but by 1997, the company had revenue of some $2 billion, generated through 73 million memberships in its 20 different clubs.

Davidson & Associates actually seemed something of an odd fit for CUC. But soon after acquiring Davidson, CUC bought two other West Coast computer game companies, Sierra Online Inc. and Knowledge Adventure Inc. These companies were then put together as an operating unit called CUC Software, though they retained their separate names and management. Jan and Bob Davidson remained with their company for only a short time after they sold it to CUC. Then in late 1997, CUC announced that it was merging with a huge hotel franchise company called HFS, owner of well-known brands such as Howard Johnson, Days Inn, and Ramada Inn. HFS also owned the Avis car rental firm and three leading real estate agencies, Coldwell Banker, Century 21, and ERA. The combination of HFS and CUC International led to a new company called Cendant Corporation with revenues in the neighborhood of $5 billion.

Blizzard Entertainment became part of a unit within a much larger company whose principal businesses were in unrelated industries: hotels, realty, and shopping clubs. Working under this management umbrella apparently caused friction at Blizzard. A team of 11 software developers left Blizzard in 1998 to start their own company, citing a lack of creative freedom as their reason for leaving. The seceding designers also hinted at problems with Blizzard's parent. These sentiments were echoed a few years later when the founders of Blizzard North left the company. Yet despite some apparent chafing in its role as a small cog in a big conglomerate, Blizzard continued to turn out best-selling products which became increasingly profitable.

In late 1998, Blizzard's parent Cendant announced that it was selling its software division, comprising Knowledge Adventure, Blizzard, Davidson & Associates, and Sierra Online, to a French company called Havas SA for $800 million. Cendant explained the sale by saying it wanted to shed its noncore businesses. Havas was a division of the French conglomerate Vivendi S.A., and Blizzard soon became a subsidiary of Vivendi grouped into its Vivendi Universal Games division. Vivendi had a leading share in the telecommunications market in France, and also ran Universal Music Group, a global music company comprised of several well-known labels.

Moving into the Mainstream in 2000 and Beyond

Blizzard was yet again a small part of a large conglomerate with several other principal businesses when it joined Vivendi in 1998. It may, however, have been a good thing to get out from under Cendant, which soon began to unravel under charges of accounting fraud. Cendant's chief financial officer pleaded guilty to several criminal charges in 2000 and testified against his boss, company founder Walter Forbes, and Cendant's vice-chairman E. Kirk Shelton. Trials relating to Cendant were still ongoing in 2005, but the amount of fraud, which apparently originated in CUC International's shopping clubs, was said to reach $14 billion.

Meanwhile Blizzard continued to do what it did best. The company released a sequel to its 1997 hit Diablo in 2000, called Diablo II. Diablo was so popular that Blizzard needed to do next-to-no marketing in order to promote the sequel, which sold more than a million copies in its first month of sales. This was astonishing, given that the entire computer game market was estimated at 170 million units sold annually. The computer game market had grown tremendously by 2000, with the number of games sold tripling between 1993 and 1999. The market continued double-digit growth in 2000, at a time when other media such as books, movies, and recorded music, showed flat or declining sales. An article about Diablo II in the New York Times in August 2000 compared the game's success to the tremendous selling power of J.K. Rowling's Harry Potter children's book series. While the Potter books were an obvious juggernaut, Diablo II had a comparable though lower-profile following, and revenue was also similar. Diablo II retailed for over $50 in the United States, while the fourth volume of the Potter series, released at almost the same time, sold for less than $30 and was often deeply discounted. Diablo II brought in something in the neighborhood of $50 million in the first month of its release. Then in 2001, Blizzard came out with an expansion set for Diablo II called Diablo II: Lord of Destruction, and this too sold more than a million copies in its first month.

By the early 2000s, massively multiplayer online games had reached new popularity. Blizzard had many competitors, including Verant/Sony Interactive Studios, which put out Everquest, Origin Systems, with Ultima Online, and NCsoft, which dominated South Korea's passionate online gaming market. The games were getting better in terms of graphics and support, and subscribers paid substantially less in user fees in the 2000s than they had in the early 1990s, when an hour of play might cost from $20 to $30. Blizzard's third version of Warcraft, Warcraft III: Reign of Chaos, came out in 2002, and according to company documents, it was the "fastest selling PC game ever." Blizzard released an expansion, Warcraft III: The Frozen Throne, in 2003.

Blizzard had revenue of approximately $750 million in 2002, which represented more than 10 percent of parent Vivendi's total revenue. Warcraft III: The Frozen Throne alone made up 25 percent of Vivendi's games unit's revenue. Yet despite the evident success of the subsidiary, Vivendi announced that it wanted to shed its entire games unit, along with its Universal movie studio, Universal Music, and Universal theme parks, in order to raise cash to pay off debts. Friction between Blizzard and Vivendi caused four top game developers to leave Blizzard in 2003. Vivendi had hoped for $2 billion for its games division, and then reportedly was considering a lower price of $800 million. Uncertainty about the sale evidently made things difficult at Blizzard, and more key designers left the company over the next two years, including Blizzard cofounder Allen Adham.

In 2004, Blizzard released its most successful game by far, World of Warcraft. The game broke all previous sales records for a PC-based computer game. It promptly collected 1.5 million subscribers in North America, and then took off across Europe and Asia. It sold more than 280,000 copies on the first day it was available in Europe. Though only games with an Asian flavor were said to do well in China, World of Warcraft became one of the top games in that country as soon as it was released there, and Chinese players eventually outnumbered North Americans. World of Warcraft was indeed something of a category-killer, vastly outselling its competitors. The Korean company NCsoft had subscriber bases of some 1.8 million players for its top two games, but World of Warcraft had reached 5 million subscribers by mid-2005. Competitors could not equal World of Warcraft even if they could reproduce the polished graphics and exciting storylines. According to the New York Times in September 2005, a Sony multiplayer online game based on the hit movie series The Matrix had to axe six of its virtual worlds, leaving only three for its 50,000 subscribers, because "users were having a hard time finding one another in the game's vast digital ghost town."

Since players paid a monthly subscription fee and spent hours online, gamers were unlikely to pay for more than perhaps two games at once. So World of Warcraft effectively dominated the online gaming world, where at peak times roughly 250,000 people might be simultaneously playing it. Blizzard was a bit unprepared for the enthusiastic response to World of Warcraft. One Blizzard principal detailed to the New York Times in February 2005 how he had left a little early for a World of Warcraft promotion event that the company expected would draw maybe 2,500 people. More than twice that many people showed up, and the Blizzard executive was barely able to make it through the crowd to the store where the game was being sold.

Users apparently loved the new game for its many complex worlds. Because people played against other people online instead of against computer-created characters, World of Warcraft took on a social dimension often thought missing from single-player computer games. The game's virtual world also began to leak in odd ways into the real world. Players could earn virtual gold in the game, but Blizzard experienced terrific problems when some players turned thief and stole World of Warcraft money, then sold it for real money on eBay. Blizzard closed the accounts of over 1,000 players in 2005, suspecting them of being "gold farmers." Players also sometimes paid other players to operate their characters for them, because they didn't want to wade through the early levels of the game. In late 2005, some World of Warcraft characters became infected with a fantasy disease called Corrupted Blood, which then spread throughout several areas of the game like a real-world medical epidemic. This virtual plague attracted the interest of genuine epidemiologists, who were interested in the social aspects of the disease's spread. With millions of players, World of Warcraft found a mainstream status other online games had not reached. By the end of 2005, Blizzard was reportedly at work on a new version of Starcraft, and there was no mention of Vivendi's plan to sell the company.

Principal Competitors

Ncsoft Corporation; Warner Brothers Interactive Entertainment; Origin Software Systems.

Further Reading

Berenson, Alex, "Watch Your Back, Harry Potter," New York Times, August 3, 2000, p. C1.

"Blizzard under a Cloud," Orange County Business Journal, September 28, 1998, p. 3.

Chuang, Tamara, "Key Departures Foul Weather at Blizzard," Orange County Register, July 2, 2003, p. OC.

Goodfellow, Kris, "Playing for Profits," New York Times, July 7, 1997, p. D4.

Kent, Steven L., "Alternate Reality," Gamespy, September 23, 2003, p. NA.

Moltenbrey, Karen, "Gaming for the Masses," Computer Graphics World, March 2002, p. 12.

Nuttall, Chris, "Virtual War Game that Has Delivered Pots of Real Gold," Financial Times, May 23, 2005, p. 18.

O'Sullivan, Kate, "Jail Time for Cosmo?" CFO, February 2005, p. 72.

Pham, Alex, "Vivendi Leaving Blizzard in Cloud of Uncertainty," Los Angeles Times, September 1, 2003, p. C1.

Scheisel, Seth, "Conqueror in a War of Virtual Worlds," New York Times, September 6, 2005, p. E1.

------, "Die, Vile Orc! Never, Puny Human!" New York Times, July 7, 1997, pp. D1, D4.

------, "The Game Is a Hit, But the Work Isn't Done," New York Times, February 10, 2005, p. G1.

Turner, Dan, "East Coast Firm Takes Over Two of L.A.'s Hottest Software Outfits," Los Angeles Business Journal, February 17, 1997, p. 8.

Walt, Vivienne, "Birth of an Internet Salesman," U.S. News & World Report, December 22, 1997, p. 33.

— A. Woodward


 
Wikipedia: Blizzard Entertainment
Top
Blizzard Entertainment
Type Subsidiary of Activision Blizzard
Founded 1991 (as Silicon & Synapse)
Headquarters Irvine, California, USA.[1]
Key people Michael Morhaime (president and co-founder)
Frank Pearce (vice president and co-founder)
Rob Pardo (vice president)
Chris Metzen (vice president of Creative Development)
Industry Video games
Products Warcraft series
StarCraft series
Diablo series
Revenue $1.1 Billion[citation needed]
Employees 2,700[2]
Parent Vivendi
Website www.blizzard.com

Blizzard Entertainment is an American video game developer and publisher headquartered in Irvine, California.[1] It is a division of Activision Blizzard. Blizzard is the creator of several successful PC games, including the Warcraft, StarCraft and Diablo series, and the MMORPG World of Warcraft.

Blizzard Entertainment offers events to meet players and to announce games, the BlizzCon in California, United States, and the Blizzard Worldwide Invitational in other countries.

Contents

History

Blizzard Entertainment was founded by Michael Morhaime, Ayman Allen Adham and Frank Pearce as Silicon & Synapse in February 1991, a year after[3] all three had received their bachelor's degrees from UCLA.[3][4] In the early days the company focused on creating game ports for other studios. Ports include titles such as J.R.R. Tolkien's The Lord of the Rings, Vol. I and Battle Chess II: Chinese Chess.[5][6] In 1993, the company developed games like Rock N' Roll Racing and The Lost Vikings (published by Interplay Productions). In 1994, the company briefly changed its name to Chaos Studios, before finally settling on Blizzard Entertainment after it was discovered that another company with the Chaos name already existed. That same year, they were acquired by distributor Davidson & Associates for under $10 million. Shortly thereafter, Blizzard shipped their breakthrough hit Warcraft: Orcs and Humans.

Blizzard has changed hands several times since then: Davidson was acquired along with Sierra On-Line by a company called CUC International in 1996; CUC then merged with a hotel, real-estate, and car-rental franchiser called HFS Corporation to form Cendant in 1997. In 1998 it became apparent that CUC had engaged in accounting fraud for years before the merger; Cendant's stock lost 80% of its value over the next six months in the ensuing widely discussed accounting scandal. The company sold its consumer software operations, Sierra On-line which included Blizzard, to French publisher Havas in 1998, the same year Havas was purchased by Vivendi. Blizzard was part of the Vivendi Games group of Vivendi. In July 2008 Vivendi Games merged with Activision, using Blizzard's name in the resulting company, Activision Blizzard.

In 1996, Blizzard acquired Condor Games, which had been working on the game Diablo for Blizzard at the time. Condor was renamed Blizzard North, and has since developed hit games Diablo, Diablo II, and its expansion pack Diablo II: Lord of Destruction. Blizzard North was located in San Mateo, California.

Blizzard launched their online gaming service Battle.net in January 1997 with the release of their action-RPG Diablo. In 2002, Blizzard was able to reacquire rights for three of its earlier Silicon & Synapse titles from Interplay Entertainment and re-release them under Game Boy Advance.[7] In 2004, Blizzard opened European offices in the Paris suburb of Vélizy, Yvelines, France, responsible for the European in-game support of World of Warcraft. On November 23, 2004, Blizzard released World of Warcraft, its MMORPG offering. On May 16, 2005, Blizzard announced the acquisition of Swingin' Ape Studios, a console game developer which had been developing StarCraft: Ghost. The company was then merged into Blizzard's other teams after StarCraft: Ghost was 'postponed indefinitely'. On August 1, 2005, Blizzard announced the consolidation of Blizzard North into the headquarters at 131 Theory in UC Irvine's University Research Park in Irvine, California.

In 2008, Blizzard was honored at the 59th Annual Technology & Engineering Emmy Awards for the creation of World of Warcraft. Mike Morhaime accepted the award.

Titles

Game Name Release Year Genre
RPM Racing[5] 1991 racing game
Battle Chess (Windows and Commodore 64 ports)[8] 1992 chess
Battle Chess II: Chinese Chess (Amiga port)[8] 1992 puzzle game
J.R.R. Tolkien's The Lord of the Rings, Vol. I (Amiga port)[8] 1992 role-playing game
Castles (Amiga port)[5] 1992 strategy
MicroLeague Baseball (Amiga port)[5] 1992 sport
Lexi-Cross (Macintosh port)[5] 1992 game show
Dvorak on Typing (Macintosh port)[5] 1992 education
The Lost Vikings[9] 1992 platform game
Rock N' Roll Racing[9] 1993 racing game
Shanghai II: Dragon's Eye[8] 1994 mahjong solitaire
Blackthorne[9] 1994 cinematic platform game
The Death and Return of Superman[9] 1994 side-scrolling beat 'em up
Warcraft: Orcs & Humans 1994 fantasy real-time strategy game
The Lost Vikings II 1995 platform game
Justice League Task Force[10] 1995 fighting game
Warcraft II: Tides of Darkness 1995 fantasy real-time strategy game
Warcraft II: Beyond the Dark Portal 1996 expansion pack
Diablo 1996 action-oriented fantasy role-playing game
StarCraft 1998 science fiction real-time strategy game
StarCraft: Brood War 1998 expansion pack
Warcraft II: Battle.net Edition 1999 fantasy real-time strategy game
Diablo II 2000 action-oriented fantasy role-playing game
Diablo II: Lord of Destruction 2001 expansion pack
Warcraft III: Reign of Chaos 2002 fantasy real-time strategy game
Warcraft III: The Frozen Throne 2003 expansion pack
World of Warcraft 2004 MMORPG set in the Warcraft universe.
World of Warcraft: The Burning Crusade 2007 expansion pack
World of Warcraft: Wrath of the Lich King 2008 expansion pack
StarCraft II (Wings of Liberty)[11] Expected 2009[12] science fiction real-time strategy game
StarCraft II (Heart of the Swarm) under development science fiction real-time strategy game
StarCraft II (Legacy of the Void) under development science fiction real-time strategy game
Diablo III[13][14][15] under development action-oriented fantasy role-playing game
Next-Gen MMO project[15][16] under development Massive multiplayer online game
Unknown project under development Currently uses World of Warcraft engine for testing [17]
StarCraft: Ghost indefinitely postponed third-person shooter

Notable unreleased titles include Warcraft Adventures: Lord of the Clans, which was cancelled on May 22, 1998, Shattered Nations, and StarCraft: Ghost, which was "indefinitely postponed" on March 24, 2006 after being in development hell for much of its lifespan, and whose current status is in question. The company also has a history of declining to set release dates, choosing to instead take as much time as needed, generally saying a given product is "done when it's done."[18]

Pax Imperia II was originally announced as a title to be published by Blizzard. Blizzard eventually dropped Pax Imperia II, though, when it decided it might be in conflict with their other space strategy project, the now-legendary StarCraft. THQ eventually contracted with Heliotrope and released the game in 1997 as Pax Imperia: Eminent Domain.

Blizzard Entertainment has announced that they will be producing a Warcraft live-action movie. The movie will be released by Legendary Pictures.[19]

Companies created by former employees

Over the years, some former Blizzard employees have moved on and established gaming companies of their own:

Controversies

Battle.net

Battle.net is an online gaming service used for its games World of Warcraft, Diablo, Starcraft, Starcraft: Brood War, Diablo II, Diablo II: Lord of Destruction, Warcraft II: Battle.net Edition, Warcraft III, and Warcraft III Expansion Set: The Frozen Throne. It was released in January 1997 coinciding with the release of Diablo. It functions as a way to play over the Internet, featuring cooperative and player-versus-player game playing, a game matchmaking system, and online chat among other features. Battle.net is free, and only requires an Internet connection and account registration in order to use. World of Warcraft players can link their paid subscription to Battle.net so that the two accounts share the same login and authentication rules. Battle.net servers include a CD key check as a means of preventing software piracy.

In February 2002 lawyers retained by Blizzard threatened legal action under the Digital Millennium Copyright Act against the developers of bnetd, a reverse engineered, GNU GPL licensed Battle.net emulation package. With bnetd a gamer was not required to use the official Battle.net servers to play Blizzard games online.

Despite offers from the bnetd developers to integrate Blizzard's CD key checking system into bnetd Blizzard claimed[cite this quote] that the public availability of any such software package facilitated piracy and moved to have the bnetd project shut down under provisions of the DMCA.[citation needed] As this case was one of the first major test cases for the DMCA the Electronic Frontier Foundation became involved. Attempts to negotiate a settlement to the dispute failed and the issue went to court where Blizzard won the case on all counts. The defendants were ruled to have breached both StarCraft's End User License Agreement (EULA) and the Terms of Use of Battle.net.[29]

This decision was appealed to the Eighth Circuit Court of Appeals, which also ruled in favor of Blizzard/Vivendi on September 1, 2005.[30]

Warden Client

Blizzard has made use of a special form of software known as the 'Warden Client'. The Warden client is known to be used with Blizzard's World of Warcraft online game, and the Terms of Service contain a clause consenting to the Warden software performing these scans while World of Warcraft is running.[31]

The Warden client scans the process names, window titles, and a small portion of the code segment of running processes in order to determine whether any of these third-party programs are running. This determination is made by hashing the scanned strings and comparing the hashed value to a list of hashes assumed to correspond to cheat programs.[32] The Warden scans all processes running on a computer, not just the World of Warcraft game, and could possibly run across what would be considered private information and other personally identifiable information. It is because of these peripheral scans that Warden has been accused of being spyware and has run afoul of controversy among privacy advocates.[33][34][35]

The Warden's reliability in correctly discerning legitimate vs illegitimate actions was called into question when a large scale incident happened when many Linux users were banned after an update to Warden caused it to incorrectly detect Cedega as a cheat program.[36] Blizzard issued a statement claiming they had correctly identified and restored all accounts and credited them with 20 days play.[37]

The Warden is not the first time Blizzard Entertainment has been accused of attempting to inspect customer's computers. In 1998 Blizzard Entertainment had a class action lawsuit filed against them for "unlawful business practices" for the action of collecting data from a user's computer without their permission.[38]

FreeCraft

On June 20, 2003, Blizzard issued a cease and desist letter to the developers of an open source clone of the Warcraft engine called FreeCraft, claiming trademark infringement. This hobby project had the same gameplay and characters as Warcraft II, but came with different graphics and music.

As well as a similar name, FreeCraft enabled gamers to use Warcraft II graphics, provided they had the Warcraft II CD. The programmers of the clone shut down their site without challenge. Soon after that the developers regrouped to continue the work by the name of Stratagus.

World of Warcraft Private Server Complications

On December 5, 2008 Blizzard issued a cease and desist letter to many administrators of high population World of Warcraft private servers (essentially slightly altered hosting servers of the actual World of Warcraft game, that players do not have to pay for.) Blizzard used the Digital Millennium Copyright Act to influence many Private Servers to fully shut down and cease to exist. Private or Free servers often charge a fee for providing you with in game items such as Epic sets of armor, weapons and gold. Some skills, abilities and quests are also disabled creating a sizable gap in functionality between the paid and private servers.

Founder Electronics infringement lawsuit

In 2007-08-14, Beijing University Founder Electronics Co., Ltd. sued Blizzard Entertainment Limited for copyright infringement claiming 100 million yuan in damages. The lawsuit alleged the Chinese edition of World of Warcraft reproduced a number of Chinese typefaces made by Founder Electronics without permission.[39]

Blizzard Account

Blizzard released its Blizzard Account system in 2008. This service allows people who have purchased Blizzard Products (particularly StarCraft, Diablo II, and WarCraft III and their expansions), to download games they have purchased, without needing the CD. Soon, it will store a player's "Blizzard Level" (similar to a Gamerscore), when World of Warcraft's Achievement Points get added to the system, and expanded with future Blizzard titles, like StarCraft II and Diablo III.[40]

See also

References

  1. ^ a b "Company Profile". Blizzard Entertainment. http://www.blizzard.com/us/inblizz/profile.html. Retrieved on 2007-08-21. 
  2. ^ Brandon Sheffield (2007-07-13). "E3 Exclusive: Blizzard Establishes Third Team, New Game Expected". Gamasutra. http://www.gamasutra.com/php-bin/news_index.php?story=14691. Retrieved on 2007-07-14. 
  3. ^ a b M. Abraham (2006-11-06). "UCLA Engineering Celebrates Accomplishments at Annual Awards Dinner". UCLA Henry Samueli School of Engineering and Applied Science. http://www.engineer.ucla.edu/news/2006/Awards%20Dinner%202006.htm. Retrieved on 2007-09-22. 
  4. ^ "Blizzard Entertainment 10th Anniversary Celebration". Blizzard Entertainment. Archived from the original on 2002-01-26. http://web.archive.org/web/20020126160653/http://www.blizzard.com/register/blizzard/. Retrieved on 2007-09-22. 
  5. ^ a b c d e f "Blizzard Timeline". Blizzard Entertainment. Archived from the original on 2003-06-08. http://web.archive.org/web/*/http://www.blizzard.com/blizz-anniversary/timeline.shtml. 
  6. ^ "Ported by Blizzard Entertainment Inc.". Mobygames. http://www.mobygames.com/browse/games/blizzard-entertainment-inc/ported-by/list-games/. 
  7. ^ The Making of The Lost Vikings. Interview with Blizzard Insider. Blizzard Insider (url). Blizzard Insider. 2002-11-22. Retrieved on 2007-06-23.
  8. ^ a b c d "A Decade of Blizzard". IGN. 2001-02-01. http://pc.ign.com/articles/090/090953p1.html. Retrieved on 2008-07-07. "Commodore 64 Battle Chess, Windows Battle Chess, Amiga Battle Chess II, Amiga Lord of the Rings, and Windows Shanghai were some of our early projects." 
  9. ^ a b c d "Company Profile". Blizzard Entertainment. http://eu.blizzard.com/en/inblizz/profile.html. Retrieved on 2008-07-07. "Prior to the release of Warcraft: Orcs & Humans, Blizzard served as a third-party developer, creating entertainment software for various platforms, including DOS, Macintosh, Sega Genesis, and Super Nintendo. The company's best-known titles from this era include Rock 'n Roll Racing, The Lost Vikings, Blackthorne, and The Death and Return of Superman." 
  10. ^ "Blizzard North: Condor and Diablo". Blizzard Entertainment. Archived from the original on 2002-02-22. http://web.archive.org/web/20020222115131/http://www.blizzard.com/blizz-anniversary/blizznorth.shtml. 
  11. ^ Ocampo, Jason; Eduardo Vasconcellos (October 10, 2008). "Blizzcon 08: StarCraft II Split Into Three Games". IGN. http://au.pc.ign.com/articles/918/918895p1.html. Retrieved on 2008-10-13. 
  12. ^ http://e3.gamespot.com/story/6210427/starcraft-ii-by-end-of-2009-call-of-duty-expanding-to-new-genres
  13. ^ Worldwide Invitaional 2008
  14. ^ http://us.media.blizzard.com/232309/_images/en-US/splash.swf
  15. ^ a b Blizzard Entertainment - Employment Opportunities
  16. ^ IGN: Blizzard's New MMO Not Related To WoW
  17. ^ Fifth Blizzard Game In the Works Update | Diii.net The Unofficial Diablo 3 Site!
  18. ^ GamePro Staff (2006-08-29). "GamePro Q&A: Blizzard's Jeff Kaplan on The Burning Crusade". GamePro. http://www.gamepro.com/article/news/79448/gamepro-q-a-blizzards-jeff-kaplan-on-the-burning-crusade/. Retrieved on 2006-09-30. 
  19. ^ "Blizzard Entertainment - Press Release". 2006-05-09. Archived from the original on 2006-05-26. http://web.archive.org/web/20060526064526/http://www.blizzard.com/press/060509.shtml. Retrieved on 2006-08-31. 
  20. ^ "About Flagship Studios". Archived from the original on 2007-12-12. http://web.archive.org/web/20071212114426/http://flagshipstudios.com/index.php?option=com_content&task=section&id=7&Itemid=29. 
  21. ^ ArenaNet
  22. ^ "About Ready At Dawn Studios". Archived from the original on 2007-02-10. http://web.archive.org/web/20070210074447/http://www.readyatdawn.com/ready.asp. 
  23. ^ Red 5 Studios[dead link]
  24. ^ About Castaway Entertainment
  25. ^ Click Entertainment
  26. ^ Carbine Studios
  27. ^ "Austin GDC 2008 Speaker List". https://www.cmpevents.com/GDAU08/a.asp?option=G&V=2&CPid=226&Sortby=4a&SPln=H. 
  28. ^ Hyboreal Games Q&A - Shacknews - PC Games, PlayStation, Xbox 360 and Wii video game news, previews and downloads
  29. ^ Shinkle (12 Oct.), "Vivendi wins lawsuit against bypassing its game Web site", Knight Ridder Tribune Business News.: 1 
  30. ^ "Blizzard Entertainment(R) Media Alert: Court Upholds BnetD Ruling in Favor of Blizzard Entertainment(R)", Business Wire, 6 Sep. 
  31. ^ WoW -> Legal -> Terms of Use
  32. ^ rootkit.com
  33. ^ WoW's Warden stirs controversy - news - play
  34. ^ Definitions and Supporting Documents
  35. ^ Look! what is Blizzard doing on your pc? - MMOsite News Center
  36. ^ Linux Users Banned From World of Warcraft? | Linuxlookup
  37. ^ Blizzard Unbans Linux World of Warcraft Players | Linuxlookup
  38. ^ Errata: Blizzard Entertainment
  39. ^ Founder prosecuting Blizzard online game World of Warcraft Tort Claiming 100 million yuan
  40. ^ MTV Multiplayer » Blizzard Plans To Track Gamer Achievements Across ‘WoW,’ ‘Starcraft’ And ‘Diablo’

External links

Company and corporate

The Bnetd case


 
 

 

Copyrights:

Hoover's Profile. ©2008 Hoover's, Inc. All rights reserved.  Read more
Company History. International Directory of Company Histories. Copyright © 2006 by The Gale Group, Inc. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Blizzard Entertainment" Read more