Despite being shunned from the press area to be seated all the way up the back (read: I got there too late for better seating), the energy in Hall D on the first day of BlizzCon could be felt from anywhere. Mike Morhaime, the company’s president and CEO presented the expectant crowd with enough “more to come” teasing smiles he could probably be taken under citizen’s arrest, but it was his heartfelt approach to the “harmful” ‘movement’ of the past few months that brought the crowd down to Earth. Not in a negative sense, rather in one of camaraderie and respect. It was short and to the point, and equally unexpected, but wonderful to see regardless.
It was the enigmatic Chris Metzen, a friend of the site, who delivered what we all wanted to hear though. After 17 years of living and breathing in Blizzard’s familiar worlds, the company was taking us somewhere new. Overwatch was revealed as a Battlecry/Team Fortress 2/Dirty Bomb type of team and objective-based FPS, brimming with character. On the surface it feels strange to be going somewhere new with Blizzard, but the amount of initial information they rolled out in both the opening ceremony and on the game’s inaugural panel was massive. It spoke volumes about how deep into this new universe Blizzard is, and how much they respect their fans and the prospective feedback BlizzCon will provide. We’ll have a more in-depth preview and interview feature on Overwatch soon, but for now know that even on the surface, the game thoroughly impressed.
“Gamisms” is also a word I discovered exists within Blizzard development (I couldn’t leave that nugget unused).
Duncan Jones talked emphatically about the problems with making a movie about World of Warcraft because the game has so many stories, which makes it difficult to find a basis for where to begin. He also talked about Sam Raimi having an early idea about the movie that didn’t put the Orcs in a decent light, and given that you can choose a faction when you first step into the game, it didn’t sit well with him. His story and interpretation really wants the audience to be able to care for the Orcs. This idea was then bolstered by Metzen talking about a single shot that had him struck with no verbal response, and it was focused on an Orc who he just didn’t see as an Orc, but rather a character fraught with emotion, and that it was that shot that brought the reality of this world of Blizzard’s to cinematic life. I haven’t seen the exclusive vision they’re showing here at BlizzCon -- partly because I don’t want to spoil this for myself and also because the line is ridiculous.
I managed to get in a chat with Kent-Eric Hagman who is a game designer on Heroes of the Storm and also sat in on a Q&A for Overwatch with Chris Metzen and Jeff Kaplan that will be posted for you all in part with my hands-on impressions soon, and haven’t even had a chance to see the show floor (that’s tomorrow’s gig). Already though, it’s safe to say this is another incredibly successful BlizzCon. There’s growth in new business that is viewable from the punter-side, too.
Hearthstone, which it was announced would be getting its first expansion, saw huge cheers from a percentage of those in attendance (including one very excited Cam Shea from IGN Australia). HotS continues to turn heads, especially with the inclusion of Thrall from the show’s announcements, though it did feel like Legacy of Void was slightly less important on the grand stage than everything else going.
I found it interesting on the whole that Overwatch wasn’t revealed at either E3 or Gamescom, but that it was revealed here at their own show really speaks volumes about that consumer and fan respect I mentioned earlier. The ‘professional’, critical analysis and feedback for the game isn’t higher on Blizzard’s list than the feedback of the groups that will eventually buy and live in their new universe. This basic idea -- giving to the fans -- has an opposite component though, and that’s in the fans giving back.
The panels and information rollout here are passionate at
worst. At best they’re reciprocal love letters between game-makers and game-players, reaching to be on the same page. The fans want the info and Blizzard’s development denizens have been champing at the bit for a chance to actually divulge that stuff. Secret stuff they haven’t been able to talk about for years. And it’s in this synergy the event shines brighter than most on the gaming calendar. BlizzCon is a rare playground that could only exist with this company and its supporters, but Blizzard knows this and even after just a single day, with an even more full one tomorrow, I continue to be humbled at the symbiotic relationship of transparency in information, and the basic desire to know, and play, more.
Bring on Day Two.