Summary of Blizzard’s John Hight’s “The First 30 Years of Warcraft: The Making of a Game Universe” Presentation at GDC 2024

The following is a commentary-free summary of John Hight’s The First 30 Years of ‘Warcraft’: The Making of a Game Universe presentation at GDC 2024. INVEN, a Korean gaming website, first published this in Korean. I translated it into English, summarized it, and made it more readable.

Up until recently, Hight was the General Manager of the newly branded Warcraft franchise for Blizzard. He is now president of Wizards of the Coast.

Here’s some history about his background: John Hight, who previously worked at EA and SCEA, and contributed to the development of titles like God of War and Command & Conquer: Red Alert, joined Blizzard in 2011. Since then, he has been instrumental in the Warcraft franchise, overseeing the console port of Diablo 3, producing World of Warcraft, and, since 2021, leading the entire Warcraft franchise as General Manager.

The video of the presentation is only available to members at the GDC website. Membership costs a whopping $649 US per year which is cost prohibitive for most people. Hopefully, someday they will release this as a free video on YouTube.


The 30th Anniversary of Warcraft

Hight described Warcraft, celebrating its 30th anniversary, as a wonderful world that brings joy to its players. He emphasized that over the years, Warcraft has become a cultural phenomenon, uniting people from different languages and cultures under a shared worldview.

Starting as an RTS game, Warcraft evolved into World of Warcraft, taking the online gaming community to new heights. However, the journey hasn’t always been smooth. Recently, Blizzard has faced criticism from fans for diverging from what they wanted.

At GDC 2024, Hight reflected on Warcraft’s 30-year history, discussing how the franchise has engaged with its fans, the reasons behind the recent dissatisfaction, the changes Blizzard implemented to address these issues, and how they managed to regain the trust of their community.

Blizzard’s Vision for Warcraft

Blizzard’s goal has always been clear:

BUILD A FANTASY UNIVERSE THAT DELIGHTS AND CONNECTS EVERYONE, EVERYWHERE.

This vision is built on the following principles:

  • A fantasy universe with a world where magic and compelling stories captivate players.
  • Fun, offering quirky entertainment that is thrilling but not necessarily dark.
  • Connections, fostering player interaction, cooperation, and sometimes competition.
  • Inclusiveness, creating an environment where all players can participate, regardless of region, platform, or media type.

Thirty years after its launch in 1994, Warcraft continues to expand and tell new stories, staying true to this vision.

Warcraft: A High-Fantasy RTS

Warcraft began as a three-part real-time strategy (RTS) game, telling the story of the orc invasion of Azeroth. At a time when RTS games were typically centered on science fiction or military themes, Warcraft stood out by embracing a fantasy setting. This unique approach, combined with the focus on both solo campaigns and player-versus-player battles, set Warcraft apart.

As gaming technology evolved from 2D to 3D, Warcraft adapted, allowing for more dynamic storytelling through enhanced camera movement and visuals. This transition was critical to conveying the rich world of Warcraft, which later even inspired a movie.

Another key feature was the game editor, which allowed players to create new games and stories. This innovation led to the development of popular mods like Dota, which in turn spawned new genres like MOBA and tower defense.

The Rise of World of Warcraft

Blizzard expanded Warcraft with a simple yet profound question: “What if the player becomes each character in the army?” This idea led to World of Warcraft (WoW), an MMORPG that allowed players to fully immerse themselves in the Warcraft universe.

WoW offered unprecedented opportunities for player interaction in a 3D world, fostering connections through activities like raiding, dungeon crawling, and leveling up. The game’s expansion packs, which continued to build on the original content, were hugely successful, creating a passionate fan community.

To cater to nostalgia, Blizzard introduced World of Warcraft Classic, allowing players to relive past experiences. Despite the challenges of restoring old data, this effort helped rejuvenate the community and brought new life to the game.

Expanding Warcraft to New Platforms

The success of Warcraft as an RTS and MMORPG led to the creation of Hearthstone, a digital trading card game based on the various classes of WoW. Initially a risky venture, Hearthstone became a massive success, amassing 150 million players, 18.5 billion hours played, and 158 billion games over its 10-year history.

The mobile success of Hearthstone prompted Blizzard to rethink mobile gaming as a platform, leading to the development of Warcraft Rumble, a new, more accessible entry in the Warcraft universe.

The Philosophy Behind Warcraft’s Success

Warcraft’s success over 30 years can be attributed to five key factors:

  1. Setting: Unlike sci-fi, Warcraft’s setting is rooted in familiar medieval fantasy, making it accessible to a broad audience.
  2. Visual Style: The game’s stylized presentation transcends generations, avoiding both excessive realism and overly childlike aesthetics. This unique look has become a hallmark of the franchise.
  3. Story: A strong narrative connects players to the game, driving them to stay engaged from start to finish.
  4. Gameplay Evolution: While staying true to the genre, Blizzard has consistently made Warcraft more accessible by simplifying complexity and introducing new ways to play.
  5. Community: The community is the lifeblood of the game. A strong player base not only sustains the game but also grows with it, forming a vibrant community that transcends cultural differences. Blizzard has prioritized keeping this community engaged through regular content updates.

The Challenges of Sustaining WoW’s Popularity

World of Warcraft maintained a strong subscriber base through expansion packs. However, recent expansions, such as Shadowlands, faced significant player churn. Despite some recovery with Dragonflight, the subscriber base did not return to previous levels.

Blizzard recognized that they had lost touch with their fanbase. Through surveys and direct communication, they discovered that many of the elements they once believed were keys to success were now seen as flaws by the community.

Revitalizing Warcraft with Player Feedback

In response, Blizzard began reorienting the game around player feedback rather than developer-driven goals. This shift included a return to high fantasy with deeper, more cohesive storytelling, as seen in the World Soul Epic expansion. They also introduced more frequent updates, detailed roadmaps, and improved gameplay mechanics like dragon riding.

These efforts have slowed the decline in subscribers and have led to a higher rate of recovery with each update.

Conclusion

John Hight concluded his GDC 2024 speech by reflecting on the lessons learned over Warcraft’s 30-year history. He emphasized that players desire evolution but still don’t want to leave the games they love. Blizzard is committed to giving them reasons to stay, ensuring that World of Warcraft continues to thrive for years to come.

Blizzard is now focused on changing how World of Warcraft operates, after nearly 20 years of the same approach, by listening to players and implementing the changes they want. This player-centered approach is the foundation for creating the future of the Warcraft franchise.


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