The Secret Behind Blizzard's Success | Allen Adham, Co-Founder of Blizzard

a16za16z
Gaming5 min read38 min video
May 20, 2024|22,230 views|1,663|117
Save to Pod

Key Moments

TL;DR

Blizzard co-founder Allen Adham shares insights on game design, team scaling, and the passion behind iconic franchises.

Key Insights

1

Passion for making and playing games has been the driving force behind Adham's career.

2

Blizzard's success stems from creating games that are strategically deep yet simple to learn.

3

Leveraging familiar pop culture tropes and high fantasy/sci-fi elements enhanced game appeal.

4

Hiring passionate gamers and fostering a collaborative environment were key to Blizzard's early success.

5

Scaling teams requires courage to move top talent to new projects, fostering growth and innovation.

6

Inspiration can come from unexpected sources outside of gaming, like Animal Crossing, influencing game design.

7

Leaving Blizzard before World of Warcraft shipped was a significant personal and professional mistake.

8

Building games meant for the players, ideally embodying the creator's own love for games, is crucial.

EARLY LIFE AND THE BEDROCK OF PASSION

Allen Adham's journey into game development began in childhood, fueled by a deep-seated fascination with computers and video games. Growing up in Los Angeles, influenced by his engineer father and entomologist mother, Adham discovered the magic of personal computing with an Apple II in high school. This early exposure ignited a passion for programming and game creation, which he pursued alongside a community of like-minded peers. His formative experiences included observing the growth of companies like Interplay, even contributing as a playtester and part-time coder, solidifying his ambition to build his own game company.

THE FOUNDING OF BLIZZARD AND EARLY PRINCIPLES

The inception of Blizzard, initially Silicon & Synapse, was a decidedly grassroots effort. Adham, along with co-founders Mike Morhaime and Frank Pearce, pooled personal funds—$22,000 in total—with a simple business plan: make fun video games. If it failed, they would pursue traditional careers. The early hiring process was unconventional, relying on simple art tests with sketches on homework paper and a belief in the raw talent of aspiring creators. The company's initial funding strategy was to operate as a sweat equity venture, avoiding external capital and prioritizing passion and creativity.

THE BLIZZARD FORMULA: STRATEGIC DEPTH, SIMPLE MECHANICS

Adham outlines a core design philosophy that became a hallmark of Blizzard's success: creating games that are strategically deep yet technically simple. Drawing parallels with timeless games like chess and Go, he explains that complexity is not a prerequisite for depth. This approach allowed Blizzard to appeal to a broad audience, from casual players to hardcore enthusiasts. By mastering this balance, games could be easily understood by newcomers while offering enduring challenges for dedicated players, a principle evident in franchises like Warcraft and StarCraft.

CRAFTING ICONIC IP AND GLOBAL APPEAL

Beyond game mechanics, Adham highlights the strategic use of Intellectual Property (IP) and pop culture tropes. By tapping into familiar elements like high fantasy (orcs, elves, dragons) and high science fiction (space marines, aliens), Blizzard could create worlds that immediately resonated with audiences. This strategy was crucial for standing out in a crowded market of boxed PC games. The distinctive box art and cinematic elements, often conceptualized by Adham and brought to life by talented artists, were vital in capturing player attention and immersing them in the game's universe.

THE CHALLENGE OF SCALING AND TEAM GROWTH

The transition from a small startup to a large development studio presented significant scaling challenges. Adham describes the necessity of courageously transferring top talent from successful, revenue-generating projects to spearhead new initiatives. This risk-taking was essential for fostering internal mobility, allowing lieutenants to step into director roles and for experienced developers to explore new ideas. This dynamic system enabled Blizzard to build multiple teams across various IPs, a key factor in its sustained success and ability to consistently deliver new, high-quality games.

INSPIRATION AND THE UNEXPECTED SOURCES OF INNOVATION

Adham emphasizes that inspiration for game design is found everywhere, not just within gaming itself. He cites unexpected influences such as song titles and restaurant names. Notably, the real-time clock and sense of a living world in Animal Crossing significantly inspired the development of World of Warcraft. Despite initial team skepticism, Adham’s conviction and the successful implementation of these ideas demonstrated the value of drawing from diverse experiences and encouraging developers to play across different platforms to gain broader perspectives.

THE DECISION TO LEAVE AND THE RETURN TO BLIZZARD

Adham recounts his departure from Blizzard before World of Warcraft's launch as a major mistake, driven by a desire to focus on a personal relationship and a need for a break after years of intense work. He later ventured into quantitative finance, applying his AI and programming background to the stock market. However, the allure of game development and his deep connection to Blizzard's teams prompted his return. This time, his role evolved into being a 'Founder in Residence,' revitalizing new projects and empowering emerging leaders within the company.

NAVIGATING THE MODERN GAME DEVELOPMENT LANDSCAPE

Returning to Blizzard, Adham observed significant industry shifts, particularly the dramatic increase in team sizes and the rise of live-ops models. Unlike the early days of shipping boxed products and moving on, modern game development requires continuous content creation for live, evolving games. He notes the challenge of managing expansive games without overcomplicating them, ensuring accessibility for new and returning players alike. This necessitates a disciplined approach to avoid bloating games with excessive features, preserving their core appeal.

ADVICE FOR THE NEXT GENERATION OF BUILDERS

Adham's primary advice for aspiring game developers and founders is to understand and serve their audience. Ideally, this audience is the creator themselves, ensuring that passion and vision align with player desires. When direct embodiment isn't possible, he stresses the importance of involving the community and user research early and often. He cautions against becoming overly enamored with technology for its own sake, reminding creators that tools and innovations should serve the ultimate goal of delighting their customers and players.

Key Principles for Game Development Success

Practical takeaways from this episode

Do This

Know your audience and ideally, be your own audience.
Involve your community and testers early in the development process.
Innovate by drawing inspiration from diverse sources, including other games, media, and everyday life.
Be willing to take calculated risks, especially when scaling teams and developing new IPs.
Hire passionate gamers who understand the core of what makes games fun.
Continuously play games across different platforms to learn from successes and failures.
Focus on creating strategically deep games that remain technically simple and accessible.

Avoid This

Don't try to make a game for everybody if it compromises accessibility or depth.
Don't rely solely on cool new technology or ideas without considering the end goal of serving players.
Avoid increasing the complexity of live-service games unnecessarily, as it can alienate new and returning players.
Don't be afraid to take your best people and put them on new, risky projects for long-term growth.
Don't dismiss ideas just because they sound unconventional (like the real-time clock in WoW).
Avoid unnecessary prototyping; use existing similar games as your prototypes.

Common Questions

Blizzard Entertainment was founded in 1991 as Silicon & Synapse by Allen Adham, Mike Morhaime, and Frank Pearce. They started the company with a small amount of personal capital.

Topics

Mentioned in this video

bookDiablo

One of Blizzard's iconic franchises.

bookDragon Wars

A game developed by Interplay, mentioned as a significant title from the company.

bookBlackthorne

An early game developed by Blizzard, noted for its IP but not as widely known as subsequent fantasy titles.

bookWarcraft

One of Blizzard's iconic franchises.

companySilicon and Synapse

The original name of Blizzard Entertainment.

personFrank Pearce

Co-founder of Blizzard Entertainment, met Allen Adham at UCLA.

bookOverwatch

One of Blizzard's iconic franchises.

productTRS-80

An early home computer that Allen Adham encountered in high school, sparking his interest in programming.

companyInterplay

A game development company founded by Brian Fargo, for whom Allen Adham did playtesting and coding in high school.

bookBale

A game developed by Interplay, mentioned as a significant title from the company.

bookCastles

A game developed by Interplay, mentioned as a significant title from the company.

personMike Morhaime

Co-founder of Blizzard Entertainment, met Allen Adham at UCLA under unusual circumstances.

companyBlizzard Entertainment

The iconic game development company founded by Allen Adham, Mike Morhaime, and Frank Pearce.

bookRPM Racing

An early game developed by Blizzard.

bookThe Lost Vikings

An early game developed by Blizzard.

conceptRoswell aliens

A cultural reference partially inspiring the Protos race in Starcraft.

conceptOrcs

A fantasy race used in Warcraft, resonating with audiences due to common folklore.

conceptElves

A fantasy race used in Warcraft, resonating with audiences due to common folklore.

conceptDragons

A fantasy creature used in Warcraft, resonating with audiences due to common folklore.

conceptSpace Marines

A science fiction trope used in Starcraft, resonating with audiences.

bookWarcraft Adventures

A cancelled adventure game project that was in development at Blizzard.

personJoe Rumsey

A server engineer at Blizzard who implemented the real-time clock system for World of Warcraft.

personPeter Lynch

An investor whose books Allen Adham read to learn about investing before starting his hedge fund.

bookHell Divers

A game mentioned as an example of successful emergent gameplay from the indie or midsize sector.

toolStarCraft
gameChess
toolGo

More from a16z Deep Dives

View all 38 summaries

Found this useful? Build your knowledge library

Get AI-powered summaries of any YouTube video, podcast, or article in seconds. Save them to your personal pods and access them anytime.

Try Summify free