Jason Schreier
๐ค SpeakerAppearances Over Time
Podcast Appearances
But it wasn't until World of Warcraft that they became an empire. And suddenly they went, over the course of just a few years, they went from a company of hundreds to a company of thousands. Soon enough, they merged with Activision. And for a while, that was good, until the Titan debacle that I mentioned.
But it wasn't until World of Warcraft that they became an empire. And suddenly they went, over the course of just a few years, they went from a company of hundreds to a company of thousands. Soon enough, they merged with Activision. And for a while, that was good, until the Titan debacle that I mentioned.
But it wasn't until World of Warcraft that they became an empire. And suddenly they went, over the course of just a few years, they went from a company of hundreds to a company of thousands. Soon enough, they merged with Activision. And for a while, that was good, until the Titan debacle that I mentioned.
And then Bobby Kotick and Activision started applying more pressure because they felt like Blizzard was not delivering, was failing to meet the expectations that they had. And obviously, there are a lot of twists and turns along the way, a lot of ups and downs in that relationship as time went on.
And then Bobby Kotick and Activision started applying more pressure because they felt like Blizzard was not delivering, was failing to meet the expectations that they had. And obviously, there are a lot of twists and turns along the way, a lot of ups and downs in that relationship as time went on.
And then Bobby Kotick and Activision started applying more pressure because they felt like Blizzard was not delivering, was failing to meet the expectations that they had. And obviously, there are a lot of twists and turns along the way, a lot of ups and downs in that relationship as time went on.
But fundamentally, you have this company that is faced with this challenge of supporting World of Warcraft, and that means hiring thousands of staff because this game is the biggest thing on the planet. And to do that, you need to operate at a much bigger scale. It's really just growth and scale and size.
But fundamentally, you have this company that is faced with this challenge of supporting World of Warcraft, and that means hiring thousands of staff because this game is the biggest thing on the planet. And to do that, you need to operate at a much bigger scale. It's really just growth and scale and size.
But fundamentally, you have this company that is faced with this challenge of supporting World of Warcraft, and that means hiring thousands of staff because this game is the biggest thing on the planet. And to do that, you need to operate at a much bigger scale. It's really just growth and scale and size.
And this, to me, the book, Play Nice, is a story about what that does to people and companies. scaling up really does, which I think is a very familiar story in the tech world and in a lot of the gaming world. And the more you scale up, the more you need to look around and be like, oh, okay, are we going to have to be publicly traded and deal with those compromises?
And this, to me, the book, Play Nice, is a story about what that does to people and companies. scaling up really does, which I think is a very familiar story in the tech world and in a lot of the gaming world. And the more you scale up, the more you need to look around and be like, oh, okay, are we going to have to be publicly traded and deal with those compromises?
And this, to me, the book, Play Nice, is a story about what that does to people and companies. scaling up really does, which I think is a very familiar story in the tech world and in a lot of the gaming world. And the more you scale up, the more you need to look around and be like, oh, okay, are we going to have to be publicly traded and deal with those compromises?
Are we going to have to bring in VCs and make different kinds of compromises or private equity and watch our company get gutted or something like that? So growth is really fundamentally what it all comes down to. Too much scale.
Are we going to have to bring in VCs and make different kinds of compromises or private equity and watch our company get gutted or something like that? So growth is really fundamentally what it all comes down to. Too much scale.
Are we going to have to bring in VCs and make different kinds of compromises or private equity and watch our company get gutted or something like that? So growth is really fundamentally what it all comes down to. Too much scale.
Yeah, it's funny you ask that because Blizzard's co-founder Mike Morhaime is just like starting to talk about his new company. He started this company called Dreamhaven four years ago. And they just started making the press rounds. They're about to announce their new game. And just a few days ago, I interviewed him and a couple other top people there.
Yeah, it's funny you ask that because Blizzard's co-founder Mike Morhaime is just like starting to talk about his new company. He started this company called Dreamhaven four years ago. And they just started making the press rounds. They're about to announce their new game. And just a few days ago, I interviewed him and a couple other top people there.
Yeah, it's funny you ask that because Blizzard's co-founder Mike Morhaime is just like starting to talk about his new company. He started this company called Dreamhaven four years ago. And they just started making the press rounds. They're about to announce their new game. And just a few days ago, I interviewed him and a couple other top people there.
And one thing that I found really noteworthy was that one of the people I was talking to was this woman named Erin, who was the director of the game they're about to announce. And it was like, oh, hey, okay, there's a female creative director here. This is a change from the Blizzard days.
And one thing that I found really noteworthy was that one of the people I was talking to was this woman named Erin, who was the director of the game they're about to announce. And it was like, oh, hey, okay, there's a female creative director here. This is a change from the Blizzard days.