Tag Archives: Warcraft

World of Warcraft Subscription Numbers Are Higher Now Than at Expansion Launch in a Franchise First – IGN

  1. World of Warcraft Subscription Numbers Are Higher Now Than at Expansion Launch in a Franchise First IGN
  2. World of Warcraft returns to growth with over roughly 7 million players in the lead-up to the ‘The War Within’ expansion Windows Central
  3. Against all odds, World of Warcraft’s subscription price hasn’t changed in 20 years: ‘I’d rather have a big, healthy, happy audience’ than risk driving players away with a price hike, Warcraft boss says PC Gamer
  4. We Finally Know WoW Subscription Numbers Thanks To A Blizzard GDC Talk GameSpot
  5. The number of subscribers that World of Warcraft has today has been revealed, and it is surprising Softonic EN

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Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While – Wccftech

  1. Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While Wccftech
  2. One of the best RTS games we’ve played in years launched a crowdfunding campaign yesterday, and crushed its goal in just 15 minutes PC Gamer
  3. Upcoming real-time strategy game from StarCraft and Warcraft vets has smashed its $100000 Kickstarter goal by more than 600% in less than 25 hours Gamesradar
  4. Stormgate’s Kickstarter is Out and Fans Have Already Smashed the Funding Goal AFK Gaming
  5. Stormgate Raises Over $700000 in 12 Hours on Kickstarter KeenGamer

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Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While – Wccftech

  1. Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While Wccftech
  2. One of the best RTS games we’ve played in years launched a crowdfunding campaign yesterday, and crushed its goal in just 15 minutes PC Gamer
  3. The next big RTS from Blizzard vets borrows one of the best things in modern fighting games VG247
  4. Stormgate Starts Kickstarter Campaign, Raises Over $900,000 in Two Days GamingBolt
  5. Upcoming real-time strategy game from StarCraft and Warcraft vets has smashed its $100000 Kickstarter goal by more than 600% in less than 25 hours Gamesradar

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Blizzard talks about bringing World of Warcraft to consoles “all the time” – Eurogamer.net

  1. Blizzard talks about bringing World of Warcraft to consoles “all the time” Eurogamer.net
  2. Could World of Warcraft finally come to console? The MMO’s executive producer says “we talk about it all the time” Gamesradar
  3. Blizzard says it talks about bringing WoW to consoles ‘all the time’ | VGC Video Games Chronicle
  4. World of Warcraft Dev Comments on the Possibility of the Game Coming to Consoles GameRant
  5. Could World of Warcraft finally come to console? The MMO’s executive producer says “we talk about it all the time” Yahoo Entertainment
  6. View Full Coverage on Google News

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Bethesda exec and former World of Warcraft director clash over Starfield’s leaked title screen | VGC – Video Games Chronicle

  1. Bethesda exec and former World of Warcraft director clash over Starfield’s leaked title screen | VGC Video Games Chronicle
  2. The early Starfield impressions should make Bethesda happy Xfire
  3. Starfield’s start screen is not minimal because the team didn’t care, insists Bethesda TechRadar
  4. [Update: InXile Comments] Bethesda’s Pete Hines Calls Out Former Blizzard WoW Team Lead Over ‘Rushed’ Starfield Start Screen Comments Wccftech
  5. Bethesda Boss Fires Back at Viral Starfield Criticism ComicBook.com
  6. View Full Coverage on Google News

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Workers at World of Warcraft studio Proletariat withdraw union petition

Workers at Boston-based World of Warcraft support studio Proletariat (also known as Blizzard Boston) are pulling their petition with the National Labor Relations Board, and will not vote on a union. They announced their petition in late December, but withdrew the application on Tuesday.

A representative of Communications Workers of America blamed management’s “confrontational tactics” for the withdrawn petition, claiming the company held “a series of meetings that demoralized and disempowered the group, making a free and fair election impossible.”

Proletariat Workers Alliance was looking to secure the company’s current paid time-off plan, as well as flexible remote options, healthcare benefits, and ensuring transparency and diversity are top priorities.

With the petition withdrawn, workers at Proletariat will not vote on a union.

“We appreciate that the CWA has unilaterally decided to withdraw its petition in response to employee feedback,” media relations VP Joe Christinat said in a statement to Polygon. “As we’ve stated, we welcomed the opportunity for each employee to safely express their preferences through a confidential vote. Our team at Proletariat does extraordinary work every day. They remain focused on working with their teams to continue to make Proletariat a place where all can grow, thrive, and be part of an amazing team and culture.”

Dustin Yost, a software engineer at Proletariat, said in a statement issued through CWA that, originally, the majority of workers supported the union. The worker said “meetings which framed the conversation as a personal betrayal” to management took a toll on that support. “While we are withdrawing our union election petition today, and truly hope that management will prioritize the concerns that led us to organize, I still believe that a union is the best way for workers in our industry to ensure our voices are being heard,” Yost said.

Other workers, some of whom described themselves as pro-labor, felt that the process was rushed — announced when the company was on holiday break followed by confusing communication, Proletariat user interface artist and user experience designer Kat Dolan told Polygon. Dolan disputed the characterization that management folded union efforts. She added that some workers felt “disenchanted” by the process, saying that had they been approached differently, things might have ended up differently.

Proletariat Workers Alliance was slated to go to a vote with the National Labor Relations Board — the same process that both Raven Software and Blizzard Albany’s QA unions went through. Activision Blizzard challenged the election in both studios’ cases, and sought to expand the proposed bargaining unit beyond QA testers.

Companies sometimes fight to expand the size of a unit to water down union organization efforts, to increase the probability of a union vote failing. But an NLRB ruling in 2022 made it easier for organizers to unionize smaller groups within a company (called micro-units), which puts the onus on a company to provide overwhelming evidence that a group should be opened up.

CWA has filed multiple unfair labor complaints against Activision Blizzard for its alleged union-busting tactics; Activision Blizzard representatives have denied any wrongdoing.

Seth Sivak founded Proletariat in 2012, and the studio operated independently, working on games like Spellbreak and StreamLegends until Activision Blizzard acquired the studio in 2022. Sivak is now vice president of development at Blizzard Entertainment, overseeing the Boston-based Proletariat studio, which is now working on World of Warcraft. Allison Brown, a software engineer developer in testing, told Polygon earlier in January that union talk started before the acquisition, but around the rumblings of working with the company.

“There was a concern that suddenly becoming part of a bigger organization that we might lose some of the things that made Proletariat special,” Brown said.

She continued: “No matter how much trust we have for management […], things can change. I started in the industry 14 years ago, I’ve been laid off more than once. I’ve watched benefits change and get worse. There’s no control over it. But if we’re bargaining collectively, if we get these things in writing, there are mechanisms in place to make sure that we have a voice.”

After the petition was announced, Proletariat leadership published a blog in which it declined to recognize the Proletariat union, forcing the union to a vote with the National Labor Relations Board. Proletariat leadership described the company as “pro-worker,” and implied that some workers had concerns, which is why management wanted to hold an anonymous vote.

Activision Blizzard’s response to previous unionizing efforts has been in contrast with Microsoft’s so-called labor neutrality agreement. The agreement, signed with CWA, means that Microsoft will not interfere with organizing efforts at the company — neither with current Microsoft workers, or with workers potentially joining Microsoft as part of its $68.7 billion deal to acquire Activision Blizzard (currently subject to a Federal Trade Commission lawsuit).

That agreement was tested late last year when QA workers at ZeniMax Media, responsible for franchises like The Elder Scrolls, Doom, and Fallout, announced their intention to unionize. Microsoft agreed to recognize the union after a speedy vote outside of the NLRB; the company was able to sidestep a lot of the bureaucracy because of the neutrality agreement. ZeniMax QA workers voted through union authorization cards and an online portal, where a supermajority of workers pledged support for the union.

Update (Jan. 9): This story has been updated to include comment from Activision Blizzard.

Update (Jan. 10): On Monday, Proletariat leadership published a blog post in which it declined to recognize the Proletariat union, forcing the union to a vote with the National Labor Relations Board. Proletariat leadership described the company as “pro-worker.”

The Proletariat Workers Alliance disputed that, saying that not recognizing the supermajority of signed union cards is anti-union. “Their actions this week have been right out of the union-busting playbook used by Activision and so many others,” workers wrote in a statement. “Management held a town hall last week which disappointed many of our workers. The meeting was inappropriate due to its anti-union influence.”

Workers continued: “We can decide for ourselves if we want a union. We don’t need help from management. We need — and deserve — respect and neutrality. We want to do right by our team and collaborate with management without contention. We can help make Proletariat the best it can be by having each others backs.”

Update (Jan. 24): Workers at Proletariat withdrew the union petition on Jan. 24. This story has been updated to reflect that new information.

Update (Jan. 24): Activision Blizzard responded to CWA’s withdrawn petition:

We appreciate that the CWA has unilaterally decided to withdraw its petition in response to employee feedback. As we’ve stated, we welcomed the opportunity for each employee to safely express their preferences through a confidential vote. Our team at Proletariat does extraordinary work every day. They remain focused on working with their teams to continue to make Proletariat a place where all can grow, thrive, and be part of an amazing team and culture.

Update (Jan. 25): This story has been updated to include comment from another Proletariat worker.

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Blizzard China: Millions of players lose access to ‘World of Warcraft’ and other games as it goes dark


Hong Kong
CNN
 — 

Millions of players in China have lost access to the iconic “World of Warcraft” franchise and other popular video games, as Blizzard Entertainment’s servers in the country went offline after two decades.

The company’s services in China were suspended at midnight local time on Tuesday, marking the end of an era for fans, after a licensing agreement with longtime local partner NetEase

(NTES) expired.

“World of Warcraft,” also known as “WoW,” is a hugely popular online multiplayer game that allows users to fight monsters and journey through expeditions in the medieval world of Azeroth.

Many gamers around the world have grown up with the smash hit, including in China. That was underscored in recent days, as Chinese fans expressed their disbelief over the loss of their longtime pastime in social media posts.

“When I woke up, I still didn’t want to accept [it],” one user said on Weibo, China’s Twitter-like platform, on Tuesday. “I cried all night in my sleep because the game went offline. I dreamed that I was crying in the middle of the class.”

Another player described “World of Warcraft” as “my first love.”

“I really can’t forget it,” they wrote.

The suspension follows a bitter dispute between Blizzard, a unit of Activision Blizzard

(ATVI), and NetEase.

Foreign publishers must work with local partners to offer video games in China. Last November, however, Blizzard and NetEase announced they would not renew licensing agreements that were set to expire this month.

Those deals had covered the publication of several popular Blizzard titles in mainland China, including “World of Warcraft,” “Hearthstone,” and “Diablo III,” since 2008. In separate statements at the time, both sides said they were unable to reach a new agreement on key terms, without giving further details.

Now, the discussions appear to have gotten more acrimonious.

In a statement last Tuesday, Blizzard said it had reached out to NetEase to seek “their help in exploring a six-month extension to the current agreement.”

The US company said it had appealed to NetEase to let fans continue playing uninterrupted, “based on our personal feelings as gamers, and the frustration expressed to us by Chinese players.”

“Unfortunately, after renewed discussions last week, NetEase did not accept our proposal for an extension,” Blizzard said.

NetEase hit back with its own statement last week.

In unusually terse comments, the Chinese tech and gaming giant accused Blizzard of blindsiding it with its “sudden statement” and called the US company’s proposal “outrageous, inappropriate, and not in line with business logic.”

NetEase also pointed out that Blizzard had already “started the work of finding new partners” in China, putting the Hangzhou-based company in an “unfair” position.

The public spat marked an unexpected twist in the companies’ 14-year partnership.

Under a separate agreement, the companies are working together on the joint development and publishing of “Diablo Immortal,” another widely followed multiplayer game that allows users to slay demons in an ancient world. NetEase said in a statement in November that this collaboration would continue.

Blizzard said in December that “World of Warcraft” fans would be able to back up their playing history and ensure all progress was saved as it wound down its agreement and looked for a new partner.

This week’s shutdown has been emotional, even for senior leadership at NetEase.

In a LinkedIn post Monday, Simon Zhu, president of global investments and partnerships of NetEase Games, detailed how he grew up with Blizzard games in China, including older “Warcraft” and “Diablo” titles.

“Only [a] few hours before Blizzard Games servers shut down in China, and that is a very very big deal for players in China,” he wrote.

“Today is such a sad moment to witness the server shutdown, and we don’t know how things will play out in the future. The biggest victim would be players in China who live and breathe in those worlds.”

Activision Blizzard, which previously had another Chinese partner before teaming up with NetEase, said it is continuing its search for a new distribution partner.

“Our commitment to players on mainland China remains strong as we continue to work with Tencent to distribute ‘Call of Duty: Mobile,’ as well as continue active talks with potential partners to resume gameplay for Blizzard’s iconic franchises,” an Activision Blizzard spokesperson told CNN.

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Blizzard Legend Chris Metzen Returns To Company After Six Years

Photo: Bloomberg (Getty Images)

Blizzard in 2022 is a vastly different company to the one so many became fans of in the 1990s and 2000s, partly because it is now owned by Activision, but mostly because that was a long time ago and most of the people who made the games you love have left!

Well, except for one. Chris Metzen, a key figure in Blizzard’s rise during that time period and a man with a wild resume of work for the studio (he’s been an artist, writer, designer, creative director and even long-running voice actor on Diablo, StarCraft, WarCraft, WoW and Overwatch, ), has just announced that he’s returning, six years after he departed.

As we reported at the time, Metzen left during a tumultuous time not just for the studio—amid the cancellation of Titan and the release of Overwatch—but in his personal life as well, having just become a father and experiencing some serious health issues:

After Titan’s cancellation, Metzen fell in with the Overwatch project. It was, in his words, “one last charge at the wall.” He helped rally morale and push the game through to completion. And it is a god damned excellent game.

In the process, though, Metzen suffered from nonstop anxiety. During movies with his wife, he’d experience what he’d later learn were panic attacks. He felt like his lungs would stop, but when he consulted doctors, nothing was wrong with him. It was the beginning of 2016, and with the upcoming release of World of Warcraft’s Legion, Overwatch, its animated shorts, the Blizzard movies and, also, a new baby, Metzen was crushed under the pressure to do it all.

“I need a change in my life,” Metzen said.

Blizzard announced his return this morning:

CITIZENS OF AZEROTH,

It is with great joy that I announce CHRIS METZEN has joined the Warcraft Leadership Team as Creative Advisor. Chris’s focus initially will be on World of Warcraft, then his work will expand to other projects across this growing franchise.

Chris was one of the original team members working on the W Warcraft universe back when it began in 1994, and we are so happy to be reuniting him with the world he helped create.

John Hight

General Manager, Warcraft

That job title, “creative advisor”, could mean anything, but the fact Hight adds “his work will expand to other projects across this growing franchise” suggests it’s just a way to ease him back into the studio before setting him loose on more stuff.

You can, and really should, check out Metzen’s full list of contributions to Blizzard games over the years for a fuller understanding of why fans are so happy at this news.

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World of Warcraft: Dragonflight’s dragonriding is (almost) too good

World of Warcraft: Dragonflight is immediately striking, thanks to the open vistas of the Dragon Isles. It’s a very open expansion, and the player gets a new ride with a set of wings almost immediately, thanks to the new dragonriding feature. The player has dragons to meet and primalists to defeat, and the Isles are a big place, so the player is granted their very own dragon. It’s a fantastic feature; I’ve been having a blast soaring around, even without pursuing all of the dragon glyphs and upgrading my dragon’s mouth and saddle.

Flying has always been a big part of World of Warcraft since its introduction in the Burning Crusade expansion, but it’s always been held back from the player until they can save enough gold or grind enough favor with the reputation of the day. Dragonflight just gives you the keys as soon as you step foot on the Dragon Isles, and it’s a very strong point in favor of the new expansion. The Isles are designed specifically for flight, and there are striking vertical cliffs and gorgeous drops past stunning scenery.

If anything, dragonriding might be too good. Going back to Azeroth and revisiting old zones, like Gilneas, feels like slogging through molasses. It’s just an objective downgrade, like going from a car to a unicycle. I also feel kind of bad at the prospect of taking all of the mounts in my stables and locking them away forever in favor of my new, better dragon. I befriended a noble steed of the light back in Legion, a creature so blessed with holy purpose that it could take to the skies ’pon hooves of pure gold. But it feels like ass to ride, so it can go to the glue factory for all I care.

While dragonriding is delightful, I also find myself concerned about how this feature will age. While it’s early days, in the past we’ve seen fun gameplay systems like Legion’s Artifact Weapons appear in an expansion, receive a couple of successive updates over the expansion’s patch cycle, and then disappear entirely in time for the next new revolutionary system.

For now, I’m taking my time and smelling the roses on the Dragon Isles. It’s also fun to tinker with the different dragon customizations, choosing between a weird little guy with funny horns or a more noble, respectable dragon to carry me around to my important diplomatic duties. But in order for dragonriding to fulfill its true potential, it’ll need to continue to grow and evolve, either with our current companions or with a revamp to the old menagerie of mounts in every player’s stable.

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Gamers lament end of Warcraft in China as Blizzard and NetEase part ways

Nov 17 (Reuters) – Blizzard Entertainment (ATVI.O) and NetEase (9999.HK) caused dismay among thousands of gamers on Thursday by saying hits such as ‘World of Warcraft’ will not be available in China from next year as a 14-year partnership ended.

NetEase shares closed 9% lower in Hong Kong after Blizzard said it was unable to reach a deal with the Hangzhou-based company that was consistent with the California-based firm’s “operating principles and commitments to players and employees”.

Blizzard’s announcement, which gave no further detail, was the top trending topic on China’s Weibo platform with more than 100 million views as users expressed shock and sadness. Many said they had played its games for more than a decade.

“My youth was heavily marked by playing Hearthstone,” said one, while another lamented: “I’m so sad. I started playing Blizzard games from 2008… how do I say good bye?”.

Blizzard said new sales would be suspended in the coming days and players would receive further details.

The games to be suspended by midnight on Jan. 24 include ‘World of Warcraft’, ‘Hearthstone’, ‘Warcraft III: Reforged’, Overwatch’, the ‘StarCraft’ series, ‘Diablo III’, and ‘Heroes of the Storm’, Blizzard said.

NetEase rose to become China’s second-biggest gaming company behind Tencent Holdings (0700.HK) in large part due to the deals it clinched in 2008 to be Blizzard’s publishing partner in China, when Blizzard ended its deal with The9 Ltd (NCTY.O).

NetEase later issued a statement in Chinese saying it was sorry to see Blizzard’s disclosure, while confirming that the two firms were unable to agree on key terms of cooperation.

In a statement in English, NetEase said that ending the licence agreements, which are set to expire on Jan. 23, would have no “material impact” on its results.

“We will continue our promise to serve our players well until the last minute. We will make sure our players’ data and assets are well protected in all of our games,” NetEase CEO William Ding said in a statement.

NetEase said the recently published ‘Diablo Immortal’, co-developed by NetEase and Blizzard, is covered by a separate long-term agreement, allowing its service to continue in China.

It said Blizzard’s games contributed a low-single-digit percentage to its total net revenue and net income in 2021 and the first nine months of 2022.

In a research report on Nov. 9, Daiwa Capital Markets estimated that the absence of Blizzard games could lower NetEase’s revenue by 6-8% next year.

This was based on an estimate that licensed games account for around 10% of NetEase’s total revenue and Blizzard accounts for 60-80% of licensed games.

Reporting by Bharat Govind Gautam in Bengaluru; Editing by Rashmi Aich, Savio D’Souza, Sherry Jacob-Phillips and Alexander Smith

Our Standards: The Thomson Reuters Trust Principles.

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