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 Post subject: Interview - Blizzard's VP of business operations, Paul Sams
PostPosted: Mon Jun 13, 2005 1:15 am 
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Full Interview

GamesIndustry.biz wrote:
Since we last spoke, World of Warcraft has been launched around the world; how has the performance of the game compared to your expectations?

Paul Sams: You know, it's far surpassed our expectations, to be candid. We... We had high hopes, I guess. However, the numbers that we've seen, especially in Europe, have been really really staggering. When we decided we were going to open an office in Europe specifically dedicated to Blizzard and World of Warcraft, there were points of nervousness about that. Obviously, when we looked at the market at the time, MMOs had not really taken over.

We really believed in the market - the European market has been incredibly strong for us historically with our PC boxed products, and we really believed that the gamers there were ready. We believed that gamers there would respond well if a good game came to them that really tied well with what their preferences and their game experience preferences were, and if we properly supported them in Europe. So, in doing that, yeah we were nervous, but I think so far the results have really shown us that it was the right decision. It's been a great success.

What kind of numbers has World of Warcraft actually done worldwide now?

Well, we have in excess of a million and a half paying subscribers - it's been going really, really well. We're basically in three territories at this point - we're in North America, we're in Europe and we're in Korea. We're in an open beta phase in China [Editor's Note: The commercial release took place in China earlier this week] and the Chinese open beta phase is going gangbusters. We've basically been in open beta for a couple of weeks and we have concurrency of over half a million, and six figure queues. So there's a staggering number of players in China that are wanting to play, that are enjoying it quite a bit.

Each of the other markets have been going really well for us. We're number one in North America, we're number one in Europe, and in Korea we kind of move back and forth between number two and three. We expect for that to continue to go up - that's probably the most competitive market in the world for these types of games. In China, from a concurrency perspective in open beta, we've broken all records in Chinese history for these types of games, so we're quite excited.

I think the last time we spoke, we talked about a theme of being concerned and somewhat fearful of what we were facing... I think that continues, because China is going to be quite huge for us, and I think we've got Taiwan following soon after. Taiwan is a major market for this type of product as well.

So there's a lot to do, not only for future stuff but also for our current markets. We have to continue to maintain them and focus on them, and give them the level of attention that they deserve, and not lose sight of that while we're trying to bring on new markets. There's a lot to do, we're stretched very thin; however, it's exciting! We're having fun, and it's one of those things where I look at it, and any time I get frustrated or down because of the amount of stuff that we're doing, I tell myself that it's a high-class problem, and push through! [laughs]

Too many customers is a good problem to have.

Yeah, it really is. It really is.


Over 1 1/2 million paying subscribers, with China and Taiwan results still to come. Not bad I guess.

Love the last line of this quote.

Quote:
I think we've created a great game, one that personally I like playing better than the other MMORPGs out there, but from a service perspective we have more work to do and I think that we'll get there. It's a commitment from our management that we intend on providing best of class service as well. It's just something that's taking a bit more time than we anticipated because... Well, trying to service that many people is hard!

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 Post subject:
PostPosted: Mon Jun 13, 2005 4:10 am 
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"trying to service that many people is hard!"

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 Post subject:
PostPosted: Mon Jun 13, 2005 4:31 am 
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Quote:
six figure queues.


That is all.


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 Post subject:
PostPosted: Mon Jun 13, 2005 4:32 am 
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Murgos wrote:
Quote:
six figure queues.


That is all.

In the open beta. So what?


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 Post subject:
PostPosted: Mon Jun 13, 2005 7:13 am 
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six figures = 100,000+...

It takes 30 minutes to get through a queue with a few hundred people in it in my experience.

100,000+ means trying to log in for DAYS so I'm guessing people aren't logging out at all so as to avoid the queue which should point out a fairly serious self-feeding problem.

Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.


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 Post subject:
PostPosted: Mon Jun 13, 2005 7:23 am 
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Murgos wrote:
six figures = 100,000+...

It takes 30 minutes to get through a queue with a few hundred people in it in my experience.

100,000+ means trying to log in for DAYS so I'm guessing people aren't logging out at all so as to avoid the queue which should point out a fairly serious self-feeding problem.

Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.


As stated, it's in beta. This lets you know what types of numbers to expect at launch, thus making sure you have enough servers to meet demand. I'm sure you would be much better at gauging the populations and interest in China than Blizzard, so they should have hired you on for consulting. This is the largest interest in a game of this type in China ever. Just like it was in the US, and in Europe. The fact that they remain bouncing between 2nd and 3rd place in Korea - which is notorious for having such a huge interest in MMOG's - on Blizzard's first foray into the MMOG market certainly says something.

I'm not exactly sure what you are so bitter about.

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 Post subject:
PostPosted: Mon Jun 13, 2005 7:32 am 
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Murgos wrote:
Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.


Some would say, "if that's hell, book me a ticket." Some would also say, "customer service isn't really important for MMOGs."

Neither would be me.

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 Post subject:
PostPosted: Mon Jun 13, 2005 9:13 am 
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Murgos wrote:
Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.

Are you unclear on what beta testing is?


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 Post subject:
PostPosted: Mon Jun 13, 2005 9:22 am 
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For the record.. A six figure queue would need a queue to get into the queue. Sheez think people.


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 Post subject:
PostPosted: Mon Jun 13, 2005 9:30 am 
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Do you hear that Fezzik? That is the sound of ultimate suffering. My heart made that sound when the six-figured queue killed my father. The Man in Black makes it now.


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 Post subject:
PostPosted: Mon Jun 13, 2005 9:42 am 
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The best part of it all is the success of Blizzard is making those SOE suits squirm in their reclining office chairs.

NCsoft and Blizzard are pretty much the companies to watch while EA and SOE stagnate, and Mythic is off building Romans.

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 Post subject:
PostPosted: Mon Jun 13, 2005 10:24 am 
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From the other thread.

Quote:
The first two data centers in China, hosting close to 100 servers, were
full in just a few hours after launching in the early morning of April 26.
During peak times, the All-access Open Beta was so popular that queuing
players on each server reached 2000. Three days later, Blizzard and The9
opened a third data center. In less than one hour, all of these new servers
were full to capacity as well. The overwhelming appeal of World of Warcraft
has shocked the whole of China by exciting millions of Chinese players in just
a few days.


So if you figure 150 servers, 100,000 in the queue , that's 666 people in front of you, with 3300 already playing on each server.

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 Post subject:
PostPosted: Mon Jun 13, 2005 11:58 am 
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Anyone not designing a pc game for the Chinese/asian market is stupid.

SO MUCH MONEY.

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 Post subject:
PostPosted: Mon Jun 13, 2005 12:26 pm 
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Alrindel wrote:
Murgos wrote:
Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.

Are you unclear on what beta testing is?

God I hope you're being sarcastic. How many times has it been now that the game in open beta was identical to the game at launch?

OH YEAH, EVERY FUCKING TIME.

There is no magical debug code that will suddenly make the server queues go away when they flip the launch button.

Like I said your looking at login times in terms of days here. How can that not be seen as a problem?

Edit: Oh yeah, how fucking dare I point out a huge fucking problem in an MMOG on an MMOG discussion site, oh the humanity. You and Ookane have issues you may want to have looked into.


Last edited by Murgos on Mon Jun 13, 2005 12:30 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jun 13, 2005 12:28 pm 
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What I'm curious about is -- in what ways are they allowing the Chinese gov't to monitor traffic?

The issue just recently came up with Microsoft censoring blogs written on their MSN China portal...

Is it possible WoW could be used as a more anonymous forum for 'subversive' speech? I'm guessing the answer is "not terribly likely", but still.


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 Post subject:
PostPosted: Mon Jun 13, 2005 1:21 pm 
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Murgos wrote:
Alrindel wrote:
Murgos wrote:
Or you may just be a fanbois and think six figure queues are all fine and dandy and not a problem of the first magnitude. YMMV.

Are you unclear on what beta testing is?

God I hope you're being sarcastic. How many times has it been now that the game in open beta was identical to the game at launch?

OH YEAH, EVERY FUCKING TIME.



I hate to tell you but Horizons was not the same in the end of beta as it was in release. Although I'd say it was a pretty extreme case in that regard.


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 Post subject:
PostPosted: Mon Jun 13, 2005 1:35 pm 
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Quote:
God I hope you're being sarcastic. How many times has it been now that the game in open beta was identical to the game at launch?

OH YEAH, EVERY FUCKING TIME.

There is no magical debug code that will suddenly make the server queues go away when they flip the launch button.

Like I said your looking at login times in terms of days here. How can that not be seen as a problem?

Uh, I believe it has more to do with server numbers. The US beta of WoW had just 2 or 4 servers if I remember correctly. They had a bajillion when they hit the launch switch. They're saying it will be the same for China. They probably only had a low number of servers for the beta, but at release, they had many more, thus lowering the queues (looks like it was 150). Its not a matter of debuging.


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 Post subject:
PostPosted: Mon Jun 13, 2005 2:58 pm 
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US open beta had at least 28, but I'm pretty sure there were more. Closed beta had 3 or 4. Any difference in numbers of servers didn't do anything for queues that I can recall from the last days of open beta to release, it was still the same 45 minute to an hour wait to get in. I half finished a drawing waiting in queue once.


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 Post subject:
PostPosted: Mon Jun 13, 2005 3:20 pm 
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Ah, ok. Memories of the beta seem to be blurring together. Though I never experienced queues during any point of the beta, even right up to release. I also never experienced any queues till about 2 months after release, and they where short, and I only hit them very rarely (I play on Proudmore). So I guess its real random, as I hear other people bitch endlessly about queues.

Anyways, back to the original point, Blizzard still turned on a crap load more servers after they launched the game, in order bring down the queues.


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 Post subject:
PostPosted: Mon Jun 13, 2005 4:39 pm 
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Yes, but they did it with no load balancing plan in mind, resulting in a huge clusterfuck on some servers while others languished in near-abandoned loneliness. Having a million billion servers won't fix things if all those players just make characters on the server at the top of the list.

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