Blizzard CEO denies culture of harassment and blames unions for company problems
theverge.com
theverge.com
It's almost as if they've transposed their in-game narratives into their corporate affairs, with similar plot tension and dramatic arcs. One might argue that the corporate maneuvering is proving to be as engrossing as the impending battle against the Prime Evils.
This debacle could serve as a case study on how not to handle crisis communication during a major product launch. It’s like a redux of the 'Error 37' saga, but this time, the error is not just on the servers, it’s in the boardroom. The irony is almost poetic.
As a community, we should be preparing to discuss the game's groundbreaking mechanics or innovative design, but instead we're going to watch a real-time corporate soap opera unfold. It's a classic example of how mismanagement can detract from a company's core product and innovation. At the end of the day, let's remember to uphold our values and maintain a focus on fairness, diversity, and respect in our industry, as this scenario provides yet another potent reminder of how far we still have to go.
Funny you say that, a writer at Blizzard just got fired for writing a satirical "greedy CEO" character, after a high-level executive played that part of the game: https://twitter.com/covingtown/status/1663998815458951168
You might argue that "those" folks are gone, yet apparently their culture has not really changed.
https://abcnews.go.com/Entertainment/bill-cosby-trial-comple...
A simpler explanation is that an aggrieved party is not giving us the whole story. General advice: Be wary taking sides in nasty breakups even if (especially if) you want to like/dislike one or the other.
It's naive to assume good intentions when one party has a well-documented, multi-sourced history of behaving poorly.
And a very simple explanation is that the people who got pissed at it weren't the people who worked on the ads, and even if they ultimately gave high-level approval for them, didn't notice the minutia at the time. Maybe the parts of it they had issue with weren't the parts used in the ad. "Back to the office" and "Another Yacht" could have been the trigger words, and they don't appear there.
'Blizzard' the company doesn't have feelings, but people making decisions in it do. I'm not sure why you're steering us into splitting hairs over this.
Actions to save face describe Blizzard pretty well nowadays. The Vivendi sale announcement on their classic battle.net page really was the beginning of the end. Even me in middle school felt bad reading that garbage.
This is 2023 Activision/Blizzard, nobody expects them to revolutionize anything. They’ve got fans already and they/we (I like their games but am not a fan of their corporate culture, so, not sure if I count as a fan anymore—was really hoping they’d managed to root out the shitty behavior) know what the idea of a Diablo game is. A well mechanically decent Diablo is the bar, and it sounds like they’ve probably passed it.
Given this, it's unfortunate - even tragic - to witness this external drama potentially overshadowing what should be a momentous release. Instead of being able to focus purely on the merits of the game, we find ourselves intertwined in this larger narrative of corporate mismanagement and serious ethical failings.
> Any organization that designs a system (defined broadly) will produce a design whose structure is a copy of the organization's communication structure. [0]
But I think OP is implying the opposite, sort of a reverse-Conway. That the narrative of their product affected the structure of the company.
As the (slighly modified) quote from Alan Moore suggests "Artists use lies to tell the truth, while (corporate) politicians use them to cover the truth up.", the stories we tell have power. They shape our understanding and, in turn, our reality. In Blizzard's case, the mythology and narratives within their games may have started to mirror the internal dynamics of the company.
It's plausible that the leadership and upper management, continually immersing themselves in the game narratives they produce, might unconsciously influence their hiring and structural decisions. This could result in an organization where individuals who align with these narratives are more likely to rise through the ranks.
This might not be a negative thing, were it not for the obvious issues of thus who seek power in their stories having usually conflicted psychology. Rather than a healthy reflection of the company's product, we're seeing the darker aspects of their game's narrative permeating the company's culture.
It's a strong reminder that life imitates art and vice versa.
I have nothing but disdain for these greedy, incompetent, useless assholes. Just feel bad for the talented, hard-working staff who generate real value.
This is not a game dev problem. This is a company that has excellent game dev talent but is run by Harvard MBA types who aren’t gamers problem.
This is going to piss people off, but that's because people who sink huge portions of their spare time and energy into video games do not become CEOs. "Getting high on your own supply" doesn't set you up for professional exceptionalism.
Elsewhere, there are plenty of game studios that have product-focused CEOs who are gamers and care deeply about creating memorable experiences, with the playtime to prove it.
Which is why I think we should massively restrict the amount of digital poison corporations are allowed to pump into their veins.
I've seen execs tell the rest of the company that a four day work week isn't reasonable while working four days themselves.
* Stop all updates for 3 years - including balance updates
* Announce this is necessary for PvE rewrite
* Release Overwatch 2 without PvE with f2p Battlepass monetization model - change to 5v5 instead of 6v6
* Shut down all Overwatch 1 servers with the release of OW2
* Announce PvE is cancelled
Overwatch is pretty casual. It is tuned for spectacle, and the abilities work out such that most reasonably non-bad players get a steady trickle of moments where they get to be the “star” for a scene.
It isn’t really a core problem, just a different type of game.
StarCraft 1 has had no balance updates in over 20 years, and the game is doing great.
StarCraft 2 has had no balance updates for like a year or two, and it was slowly killing the joy of the game for everyone who bothered to suffer through it.
StarCraft 2 was designed to be a game where the meta has to be shaken up occasionally; StarCraft 1 ended up more like chess: if you tweak a rule once in a century (or the Internet-equivalent of a century), it's big news.
Different games, different needs.
Meanwhile: Fighting Spirit
For games like Rocket League, CSGO, Overwatch, Apex, etc. The teams are even no matter what (skill aside). Meta still exists however, as anyone who has played multiple years of any of these games sees. Expected attacks, combos, and preferred approaches change over time as people discover weaknesses to the existing metagame and exploit them.
Not to say Rocket League has vastly changed in the last 8 years (I've played for 5 of them), but it's definitely different and a little updated.
Edit: Not to mention Rocket League rotates special game modes regularly for this purpose as well.
Cries in StarCraft 2
It's not about MBA vs not. He's just shit.
Mighty No. 9 Biomutant
The list goes on
Steve Jobs:
"It turns out the same thing can happen in technology companies that get monopolies, like IBM or Xerox. If you were a product person at IBM or Xerox, so you make a better copier or computer. So what? When you have monopoly market share, the company's not any more successful.
So the people that can make the company more successful are sales and marketing people, and they end up running the companies. And the product people get driven out of the decision making forums, and the companies forget what it means to make great products. The product sensibility and the product genius that brought them to that monopolistic position gets rotted out by people running these companies that have no conception of a good product versus a bad product.
They have no conception of the craftsmanship that's required to take a good idea and turn it into a good product. And they really have no feeling in their hearts, usually, about wanting to really help the customers."
since there is no metric for good product, only sales or funnel size - product will be shaped in a way to increase sales/TAM/funnel size - from here you get messaging as vague as it gets (like nonsense from WeWork: "create a world where people work to make a life, not just a living" - to increase audience size/TAM to maximum)
Like "Engineering", "Marketing" encompasses a bunch of roles — growth marketing is generally handled by one person or team, messaging by another person or team, etc., all hopefully working in concert toward common goals under the CMO.
(Good) Product Marketing folks have extremely close relationships with the teams who are architecting and building the product, and care very much about the kind of craftsmanship Steve was talking about.
That said, the function has increasingly merged with Product Management because GTM is critical to Product Strategy.
In the B2C space, it's hard to drive product lead growth simply because the economics are much more difficult (eg. Selling a product vision to an enterprise who will sign a multi-year contract is easier than changing the mind of millions of consumers).
As such, it's much more cost efficient to concentrate on Growth Marketing because product input and stakeholdership is simply too diffused.
Remember that Overwatch came from Project Titan, the megaproject designed to be the MMO successor to World of Warcraft. When their design goals failed, they shipped a modified PVP portion as Overwatch, and they intended to ship the MMO in pieces, with the story mode and skills system as massive components.
Overwatch 2 was them trying Titan again, and failing.
https://news.blizzard.com/en-us/overwatch/23952480/director-...
I'm inclined to believe that the incredible talent that used to be at Blizzard is long gone by now. Most of the original devs have their own studios or work at other companies by now.
If the Harvard MBA types are so detrimental to a gaming company, why don't we see any or many widely successful gaming companies who are run by dev types rather than MBA types?
Publicly traded companies tend to use greedy algorithms when making decisions.
There are plenty of dev (or really, artist driven) type companies, some may argue with my choices, but I would say Bethesda, Epic Games, id Software, and Double Fine. Bethesda and id are now owned by Microsoft, so there is a possibility that market forces will seep in over time.
Can't be blaming unions for that one...
I think it's deliberate.
Wake me up when "CEO loves unions, claims to harass employees for fun and profit"
BTW, I'm not commenting about this specific CEO or Blizzard, merely pointing out that the headline is semantically empty.
That being said, and this is me talking about something I don’t know too much about, but hasn’t part of the many Blizzard controversies been that their CEO himself is sort of what you describe as a bad apple?
I speculate this CEO could burn down the company and still be RICH.
An example of what I'm talking about - you can spam the n word in public chat, either 1) nothing at all happens or 2) you receive a 1-3 day ban, if that. IF you're even suspected of botting, which they get wrong all the time, you'll catch a 2+ week ban. Funny enough, bots still run rampant.
Naturally, this is their version but at the same time I think it's important to discuss the topic beyond anecdotes. Similar to how I think working from home often gets a black and white veil. Would love to see some more in-depth articles.
It doesn't matter if it's Ybarra or Kotik speaking now - they're playing by the same book on the same field.
So call it Activision Blizzard? The difference between Ybarra and Kotick speaking is both one of recency and personal culpability (Ybarra was hired as the cleanup lead, so a reversal on the stance that it happened would be notable in its own right), and of abuses that have gone in other non-Blizzard Activision studios (I seem to recall some controversies about Raven software also?).
It's not like Bobby Kotick was getting on a little red telephone, to let Mike know that Afrasiabi is a major rainmaker and creative genius that shouldn't be messed with.
It's one thing if the problem happened a few months before Mike's retirement, it's quite another thing when he sat around and did nothing about it for a decade. Which is what he did.
Making shit products is something that affects consumers, and they will complain about that.
A lot of things I love were made my people that I find personally despicable. If I have to weight how much I like the creators and companies behind everything I consume, that will be recipe for a very tiresome and frustrating life.
This is not to give a pass to Blizzard. The scandals there are pretty bad. But it's up to the employees (and perhaps to the judicial system) to do something about it.
Management will do as much about this as the market incentivizes them to.
Ultimately the ability to produce incentives is in the hands of consumers most directly, and through the judicial system, (so, pretty indirectly) voters.
I dunno. I like classic rock and movies. So I probably consume some art created by assholes. But it isn’t something I’m proud of.
It's not about being proud or ashamed about anything there. If the powers that be refuse to punish people and corporations that deserve to be punished, I think it's ultimately unfair to offload that responsibility onto consumers.
They should care, because buying their products is telling the company that they approve of its behavior (whatever that behavior is).
In the case of Blizzard, I won't play Diablo 4 because I really think they have been making shit games for more than a decade. But I don't fault anyone that will play Diablo 4. People like what they like.
The cases of abuse and harassment at Blizzard are known and well documented. If the powers that be refuse to act in order to punish the people and corporation involved, why do we offload that responsibility onto consumers?
So, the shittier something is (ethically, substantively), the more money it makes. Money really is the root of all evil.
Therefore, boycotting something because it's bad makes less sense than buying it because it's bad.
QED
> why do we offload that responsibility onto consumers?
I don't view it as offloading anything onto customers. I view it as me deciding what sort of company I'm willing to keep and what sort of behavior I'm willing to support.
Giving money to a company is rewarding all of their behaviours, in aggregate. Because that's what a company is.
I happened to be near that building in Ann Arbor recently. Even though it was an important stepping stone in my career, without which I wouldn't be where I am now, I was still tempted to raise one finger in salute. BK seems to have a knack for impressing money types and mistreating just about everyone else, which IMO says a lot about both him and the money types.
Or not, because DEI was never actually more important than money.
Will be interesting to see
(I guess that they are stuck in a bad place with their games being so popular that they attract a lot of unwelcome attention, but IMHO still not worth it for a game that is much more cooperative than competitive.)
I don't see issues with online only tbh.
And last I checked they seem to have given up on supporting Diablo 1, and let GoG deal with it instead ? (Its online MP has security flaws.)
And Blizzard cannot run a game if Blizzard doesn't exist.
But even before that happens, you can already see the wasted potential : D3 (and D4) has no modding whatsoever, compare with D2R (though mods there are still heavily restricted and they have also removed normal MP from it) and especially D2LoD legacy !
I don't really care about the scandals, but man, Blizzard games have been shit for a long, long time. Gone are the days of Diablo 2 and Warcraft 3.
Starcraft 2: The age of Blizzard RTS is over now, but it was the best RTS ever made and the devs left a final patch with a massively expanded community tooling.
Overwatch: Was absurdly successful and then decided to shoot themselves in the foot canning development, but the weakness there was hardly the game itself.
Hearthstone: I do not respect the design choices the game makes, but I admit it's practically defined Digital Card Games as a genre ever since it's come out.
World of Warcraft: Questionable storytelling aside, I've only heard good things about this from my MMO playing friends. I have never had the time to play an MMO myself, but I'll defer to them on this.
Hard to believe these two facts aren't related.
[1] - https://www.documentcloud.org/documents/1508273-jeffrey-epst...
There's no way D4 will ever have 1/10 of the content PoE already has.