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12 July 2017

Activision Blizzard

3Frameworks
12Insights

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Frameworks in this episode

Insights & moments

The myth-busts, hot takes, explainers, and tools worth keeping.

Hot Take· 2

Hot Take43:00

Modern Games Are Designed for Viewers as Well as Players

The hosts argue that competitive games increasingly optimize for spectatorship in addition to gameplay. Twitch, YouTube, professional leagues, and visually legible mechanics turn viewing into an acquisition funnel and make a game's broadcast potential part of product design.

  • Game design increasingly considers the viewing experience
  • Spectatorship can attract future players
  • Twitch and YouTube function as distribution channels
  • Competitive readability affects a game's esports potential
  • Overwatch intentionally combined spectator-friendly genres

“these games are starting to be optimized for the viewing experience as well.”

Ben Gilbert · 43:00

“how can we get people to enjoy watching this as a competitive sport”

Ben Gilbert · 43:00
#esports#twitch#overwatch#spectatorship
Hot Take30:00

Blizzard Created the MOBA Wave but Let Rivals Capture It

Warcraft III's modding community produced Defense of the Ancients, the foundation of the massive MOBA category. Yet League of Legends and Dota 2 became dominant under Riot and Valve, while Blizzard entered late with Heroes of the Storm, making the episode a cautionary story about enabling innovation without capturing it.

  • Defense of the Ancients began as a Warcraft III mod
  • The mod established the multiplayer online battle arena format
  • Riot and Valve captured the category's dominant franchises
  • Blizzard had no involvement in League of Legends or Dota 2
  • Heroes of the Storm arrived after rivals had established leadership

“Blizzard, has no involvement with either League of Legends or Dota 2.”

David Rosenthal · 32:30

“they really missed MOBAs.”

Ben Gilbert · 57:30
#moba#dota#league of legends#blizzard

Explainer· 5

Explainer16:00

How Diablo Turned Endless Progression Into an Online Economy

Diablo departed from finite role-playing games by making progression and equipment collection continue after the main story ended. Scarce weapons and armor created a treasure hunt, while online trading allowed an emergent player economy to form around virtual items.

  • Earlier role-playing games generally ended after the final boss
  • Diablo added highly addictive leveling and equipment systems
  • Players continued searching for increasingly valuable items
  • Online trading recreated economic behavior inside the game

“With Diablo, it had this like insanely addictive leveling up system, and not just leveling system, but equipment system.”

David Rosenthal · 17:00

“this whole sort of economy started to emerge on the internet around Diablo.”

David Rosenthal · 17:30
#diablo#virtual economies#rpg#game design
Explainer26:30

The Crucial Difference Between Game Publishers and Developers

The hosts compare the games business with Hollywood. Developers function like creative studios that originate and build games, while publishers provide capital, marketing, manufacturing, and distribution; companies may combine both roles or keep them separate.

  • Developers create and build the games
  • Publishers finance, market, manufacture, and distribute releases
  • The structure resembles studios and distributors in the movie industry
  • Blizzard's strength was development and intellectual property
  • Activision's historical strength was publishing and distribution

“there are really publishers who are responsible for marketing, distribution, um, in the old days, physically printing the discs and capitalizing projects.”

Ben Gilbert · 27:00

“And then there's developers who are kind of the studios that actually often initially have the creative insight themselves, build the games”

Ben Gilbert · 27:00
#gaming industry#publishers#developers#business models
Explainer33:30

World of Warcraft's Billion-Dollar Subscription Community

World of Warcraft grew beyond 12 million monthly subscribers paying roughly $12 to $15 per month, generating more than $1 billion in annual recurring revenue at its peak. The enduring attraction was not merely Blizzard's content but the relationships, collaboration, and experiences created by other players.

  • World of Warcraft popularized the MMORPG category at enormous scale
  • The game charged a recurring monthly subscription
  • Peak annual recurring revenue exceeded $1 billion
  • Community participation supplied much of the enduring experience
  • Blizzard focused almost entirely on supporting the game for years

“Blizzard was making over one billion dollars a year every year recurring just from this game.”

David Rosenthal · 34:00

“the reason they kept coming back year after year after year wasn't the content that Blizzard was putting out. It was the other people in…”

David Rosenthal · 35:00
#world of warcraft#subscriptions#community#recurring revenue
Explainer35:30

Inside the $18.9 Billion Activision-Vivendi Games Merger

Vivendi agreed to contribute its games division, dominated by Blizzard, to publicly traded Activision. The transaction valued the combined company at $18.9 billion, included nearly $2 billion of additional cash, and left Vivendi with 63% ownership while the remainder traded publicly.

  • Vivendi Games was valued at $8.1 billion
  • Activision received an implied valuation near $11 billion
  • The combined company was valued at $18.9 billion
  • Vivendi added close to $2 billion in cash
  • Vivendi initially controlled 63% of the merged company

“the total new combined company will be valued at $18.9 billion.”

David Rosenthal · 35:30

“Vivendi is gonna own sixty-three percent of this combined company, and the other 37% is going to trade in the public markets.”

David Rosenthal · 36:30
#activision blizzard#merger#vivendi#deal structure
Explainer44:00

Overwatch Combined Upfront Pricing With Recurring Loot Boxes

Unlike free-to-play competitors League of Legends and Dota 2, Overwatch charged customers $40 or $60 upfront. Blizzard then layered recurring monetization onto the paid game through cosmetic loot boxes inspired by Diablo's item drops and collectible-card booster packs.

  • Overwatch competed against free-to-play MOBAs
  • Blizzard retained an upfront purchase price
  • Loot boxes created additional recurring revenue
  • Purchases focused on items rather than competitive skill advantages
  • The model blended premium games with microtransactions

“they sort of go with a hybrid business model for Overwatch.”

David Rosenthal · 44:00

“you pay for it up front and you have microtransactions over time.”

Ben Gilbert · 56:00
#overwatch#monetization#loot boxes#business models

Story· 3

Story04:00

Blizzard Learned Game Development by Porting Other Studios' Games

Blizzard began as Silicon and Synapse, founded by UCLA computer-science graduates in 1991. Rather than immediately attempting an ambitious original game, the young studio earned money and learned professional development by porting existing titles such as Battle Chess between platforms.

  • The founders started immediately after graduating from UCLA
  • Porting generated early startup revenue
  • Existing codebases taught the team how commercial games were built
  • The studio moved into original games after gaining confidence

“they started porting other people's games from platform to platform.”

David Rosenthal · 05:00

“that both let them make some money as a baby startup, but also got them experience with game development”

David Rosenthal · 05:00
#blizzard#startups#game development#learning
Story20:30

How StarCraft Helped Create South Korea's Esports Culture

StarCraft became 1998's top-selling game and achieved extraordinary adoption in South Korea. Dedicated television coverage, professional players, government regulation, and PC Bang gaming cafés turned competitive gaming into part of the country's public culture.

  • StarCraft sold one million copies in South Korea
  • Television channels broadcast competitive matches
  • Players began quitting conventional jobs to compete professionally
  • PC Bangs provided widespread access to networked play
  • South Korea became the early global center of esports

“people start like quitting their jobs and playing StarCraft professionally.”

David Rosenthal · 22:30
#starcraft#esports#south korea#gaming culture
Story23:00

Blizzard Kept Innovating Through a Bizarre Chain of Corporate Owners

Blizzard passed from Davidson and Associates through CUC, Cendant, Havas, and Vivendi as conglomerates merged, collapsed, and sold assets. One parent was implicated in accounting fraud, while another descended from a French water utility created under Napoleon III, yet Blizzard's studio continued producing major franchises.

  • Davidson initially acquired Blizzard for $10 million
  • CUC later acquired Davidson as part of a much larger stock deal
  • Cendant imploded after accounting fraud was uncovered
  • The games assets passed through Havas to Vivendi
  • Blizzard maintained creative output throughout the ownership turmoil

“It turns out that they were cooking the books on their accounting.”

David Rosenthal · 23:00

“Blizzard as a group of people creating these games stayed brilliantly creative and innovative”

Ben Gilbert · 25:30
#blizzard#corporate history#vivendi#acquisitions

Q&A· 1

Q&A51:30

Why Activision and Blizzard Chose to Combine

Activision brought publishing, capital, marketing, and distribution, while Blizzard brought durable franchises and recurring online-game economics. For Blizzard, the combination also diversified the risks of long development cycles and weak releases; for Activision, it supplied exposure to online models that could grow after launch.

  • Activision offered marketing and distribution scale
  • Blizzard supplied successful online franchises
  • Recurring MMORPG revenue complemented Activision's launch-driven sales
  • A larger portfolio could smooth droughts between Blizzard releases
  • The deal moved Blizzard into a gaming-focused corporate home

“it's really trading sort of marketing and distribution in exchange for the ability to do these MMORPGs.”

Ben Gilbert · 52:00

“when there's a drought between titles, like if their next title didn't really hit, they have this, you know, well-funded, sort of, you know, cushy…”

Ben Gilbert · 53:00
#merger rationale#activision#blizzard#synergies

Takeaway· 1

Takeaway48:30

Activision Blizzard Rivaled Netflix for Total Consumer Attention

In 2016, consumers spent approximately 43 billion hours playing and watching Activision Blizzard content. That placed the company roughly level with Netflix and at more than one and a half times Snapchat's total attention, illustrating gaming's scale and unusually deep engagement.

  • Consumers spent about 43 billion hours with the company's content
  • The total included both playing and watching
  • Engagement was described as comparable with Netflix
  • Total attention exceeded Snapchat by more than 50%
  • Dedicated players often spent multiple hours per day in games

“43 billion hours playing and watching Activision Blizzard content, which is on par with Netflix, and over one and a half times the amount of…”

David Rosenthal · 48:30

“this company is had one and a half times the total attention of Snapchat last year.”

David Rosenthal · 49:00
#attention economy#activision blizzard#engagement#gaming