Jason Schreier
๐ค SpeakerAppearances Over Time
Podcast Appearances
Even with the Blizzard, like the lawsuit, and I get into this a lot in the book, the lawsuit, it had some problems for sure. It was pretty sloppy. It was misleading in a lot of places. You can write anything in a lawsuit complaint.
Even with the Blizzard, like the lawsuit, and I get into this a lot in the book, the lawsuit, it had some problems for sure. It was pretty sloppy. It was misleading in a lot of places. You can write anything in a lawsuit complaint.
So it definitely, it wasn't a hundred percent accurate, but it did capture this fundamental truth for a lot of people, especially women who work there, which is that like, Hey, there are some big problems here and here's my story. And so a lot of people came out in public to tell their stories. And that's what kind of led to this big cultural reckoning for Blizzard at the time.
So it definitely, it wasn't a hundred percent accurate, but it did capture this fundamental truth for a lot of people, especially women who work there, which is that like, Hey, there are some big problems here and here's my story. And so a lot of people came out in public to tell their stories. And that's what kind of led to this big cultural reckoning for Blizzard at the time.
So it definitely, it wasn't a hundred percent accurate, but it did capture this fundamental truth for a lot of people, especially women who work there, which is that like, Hey, there are some big problems here and here's my story. And so a lot of people came out in public to tell their stories. And that's what kind of led to this big cultural reckoning for Blizzard at the time.
You kind of need to have that again at some point and have an ongoing conversation at some point to really know if things have changed or if things have stayed the same. And I think internally, these companies try to have those conversations, try to have big summits where they get into that sort of thing and hopefully leads to more changes than it did in the past.
You kind of need to have that again at some point and have an ongoing conversation at some point to really know if things have changed or if things have stayed the same. And I think internally, these companies try to have those conversations, try to have big summits where they get into that sort of thing and hopefully leads to more changes than it did in the past.
You kind of need to have that again at some point and have an ongoing conversation at some point to really know if things have changed or if things have stayed the same. And I think internally, these companies try to have those conversations, try to have big summits where they get into that sort of thing and hopefully leads to more changes than it did in the past.
But yeah, I mean, for any company like this, you have to just be working at it every day in order to actually make improvements. So it's never a fixed or a done thing. It's always just this ongoing battle.
But yeah, I mean, for any company like this, you have to just be working at it every day in order to actually make improvements. So it's never a fixed or a done thing. It's always just this ongoing battle.
But yeah, I mean, for any company like this, you have to just be working at it every day in order to actually make improvements. So it's never a fixed or a done thing. It's always just this ongoing battle.
I think the biggest issue and the core tension, the reason for that tension, like the explanation behind this is that budgets have gotten so big in the video game industry because they're taking so long. These games to make, a few years ago, 10 years ago, 15 years ago, the average time for a game was like two to three years. And now it's like five to six years, which means...
I think the biggest issue and the core tension, the reason for that tension, like the explanation behind this is that budgets have gotten so big in the video game industry because they're taking so long. These games to make, a few years ago, 10 years ago, 15 years ago, the average time for a game was like two to three years. And now it's like five to six years, which means...
I think the biggest issue and the core tension, the reason for that tension, like the explanation behind this is that budgets have gotten so big in the video game industry because they're taking so long. These games to make, a few years ago, 10 years ago, 15 years ago, the average time for a game was like two to three years. And now it's like five to six years, which means...
twice as much of a budget. You're essentially paying your staff for double the time. Now we're seeing budgets in the hundreds of millions. It's pretty wild. And by necessity, these companies have to be publicly traded because they're the only ones who can afford to make those kinds of games.
twice as much of a budget. You're essentially paying your staff for double the time. Now we're seeing budgets in the hundreds of millions. It's pretty wild. And by necessity, these companies have to be publicly traded because they're the only ones who can afford to make those kinds of games.
twice as much of a budget. You're essentially paying your staff for double the time. Now we're seeing budgets in the hundreds of millions. It's pretty wild. And by necessity, these companies have to be publicly traded because they're the only ones who can afford to make those kinds of games.
And if you're publicly traded, you are in service to your shareholders and your board of director and watching that stock tick up. In Blizzard's case, it's really interesting. I big turning point for this company was releasing World of Warcraft, because throughout the 90s and early 2000s, they were really successful, hit after hit, just constantly growing.
And if you're publicly traded, you are in service to your shareholders and your board of director and watching that stock tick up. In Blizzard's case, it's really interesting. I big turning point for this company was releasing World of Warcraft, because throughout the 90s and early 2000s, they were really successful, hit after hit, just constantly growing.
And if you're publicly traded, you are in service to your shareholders and your board of director and watching that stock tick up. In Blizzard's case, it's really interesting. I big turning point for this company was releasing World of Warcraft, because throughout the 90s and early 2000s, they were really successful, hit after hit, just constantly growing.