BlHow do we think about the new IP on the new platforms?og name
Have there been discussions that say"OK, let's go mobile but we need to find a solution that doesn't carry the problems of the existing IP, and all the users who already have investing in it.
We've talked about this. We've had discussions about, "How do we think about the new IP on the new platforms?"
One of the points we communicate with all the IP we have is that each of them has been developed and designed to support more than just various platforms, but also different types of games, as well as different types of games.
I'll provide an example of this. If you think of World of Warcraft, which is our most well-known IP that has been around for a long time, it has played the biggest MMO as well as strategies that are real time, as well as also played a collectible card game. This means that there are a variety of kinds of games that emerged from the same IP. Moreover, we believe that there's plenty of potential for games, and different kinds of games in our current IP. However, I believe that you must adopt a bit of perception of players, expectations for players whenever you're talking about creating a game for a brand new platform, certainly.
Does this kind of design model practical or viable from a business perspective? It's possible that something similar to World of Warcraft exists now due to the lengthy period of developing Titan being reworked, as well as experiencing the fluctuations and turbulences of development. The result several years later is a game with an enormous and massive presence. But is it realistic to use the same process for every project?
I'm not sure if the people at Blizzard have a choice but to proceed this way. I'm not sure if there's a different way to go for Blizzard. We are convinced that the team's leadership needs faith in and has an idea of an idea that they think could be great. It's a truly bottom-up method of working.
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