Blizzard Business Operations Notes

Introduction

  • Mrs. Howard is the Senior Director of Business Operations for Blizzard.
  • She previously worked at Time Warner, Time Warner Cable, and McKinsey and Company.
  • She has a Ph.D. in biochemistry.

About Mrs. Howard

  • Her son, Will Hower, is a senior at Cream.
  • She has two dogs, Ripley and Yuki, who sometimes appear during her work.

Education and Career

  • Grew up in Los Angeles and attended Harvard Westlake.
  • Went to the University of Toronto and UCSD for college.
  • Worked for McKinsey, AOL Time Warner/Time Warner/Time Warner Cable, and Blizzard.
  • Has been at Blizzard for five years and will receive a sword as a five-year anniversary gift.

Job Description: Senior Director of Business Operations for World of Warcraft

  • Understands players: why they start, stay, and leave the game.
  • Ensures sound value proposition and fair pricing.
  • Advocates for improvements in the game: gameplay, user acquisition flow.
  • Ensures consistency across all channels (eSports, apparel, website, blogs, Twitter).

What She Doesn't Do

  • Key game development: game design, art, programming, production. These are crucial for product delivery.

Understanding Player Attrition

  • Exit surveys: administered when a player cancels their subscription (reasons: lack of time/money, friends leaving, deployment).
  • Online surveys to gauge player preferences.
  • Data analysis: tracking player activity to identify critical gaps and areas for game improvement.

Activision Blizzard King (ABK) as a Business

  • Parent company of Activision, Blizzard, and King.
  • Overview of Activision's games (Call of Duty, Tony Hawk's Pro Skater).
  • Overview of Blizzard's games (World of Warcraft, Overwatch).
  • Overview of King's game (Candy Crush).
  • Activision: primarily a console company.
  • Blizzard: primarily a PC-based company.
  • King: primarily a mobile company.

ABK as an Online Entertainment Conglomerate

  • Operational economies of scale.
  • Shared infrastructure (HR, production resources).
  • Leveraged partner relationships.
  • Shared best practices.
  • Distinct but related customer bases.
  • Market cap of 62,000,000,000, PE ratio of 34.
  • Listed on Nasdaq and part of the S&P 500.

World of Warcraft (WoW) as a Business

  • World's most popular MMORPG (massively multiplayer online role-playing game).
  • Debuted in February 2004.
  • Two live versions: World of Warcraft Classic and the Burning Crusade.
  • Eighth expansion: Shadowlands.
  • Global presence with 24/7 operations.
  • Since launch, 140,000,000 people have played the game.

WoW Revenue Streams

  • Box sales (collector's editions): 40 to $80 every two years.
  • Subscription: 13 to $15 per month.
  • Microtransactions: name changes, server transfers, cosmetics (mounts, pets, skins).
  • Subscription model provides dependable revenue stream.
  • High fixed cost business model translates to profitability at scale.

Teamwork at Blizzard

  • Emphasized the importance of teamwork.
  • Picture of the World of Warcraft team with their dogs.
  • Orc statue on Blizzard campus.

Case Study 1: Global Operations

  • Translated from English into 10 other languages.
  • Five distinct operational regions: North/Latin/South America/Australia, Europe, Korea/Taiwan, China.
  • Multiple data centers around the world.
  • 24/7 operations with three global peaks each day.
  • Pandemic impact: increased concurrency during stay-at-home orders.

Benefits of Being a Global Business

  • Connected players around the globe.
  • Reinforces value proposition of the game (open world, unlimited possibilities).
  • Leverages high fixed cost business model.

Operational Challenges

  • Localization (translation) of 3,500 quests in the latest expansion.
  • Different alphabet types and language reading directions impact user interface design.
  • No downtime for maintenance requires facilities and operations around the globe.

Regional Variations in the Game

  • Rated T for Teen to allow for broader marketing opportunities.
  • Germany: Alcohol must be optional within the game.
  • Russia: Mentions of homosexuality are prohibited; translation altered to imply brotherly love instead of romantic love.
  • Australia: Characters can’t smoke.
  • China: Significant visual restrictions (skulls, bones, blood, internal organs).
  • China: Skeletons are replaced by straw people and meat is replaced by bread.
  • Global Release Date: Officially August 14, but internally considered August 13 to coordinate global launch time.

China-Specific Visual Restrictions

  • Skulls and bones are removed or turned into stone.
  • Blood is turned to green (and is becoming more restricted).
  • Characters must have all their skin covered.
  • Skeletons are replaced by straw people, and meat/skulls are replaced by bread.
  • Example: The Butcher boss is replaced by the Bread Baker boss in China.

Case Study 2: Promotion

  • Encouraging longer-term subscriptions.
  • Two tactics: reduce price for longer-term plans or increase value.
  • Standard model: reduce price for longer commitments.
  • New promotion: six-month offering includes a cosmetic skin (first skin ever sold directly).
  • Bundled price offers about a 25% discount.

Evaluating Promotion Effectiveness

  • Factors to consider:
    • New players moving to longer plans.
    • Revenue reduction due to lower monthly price (12.99 vs. 14.99).
    • Players who stay due to the bundled gift.
    • Cannibalization of skin sales (20 lost per skin).
    • Players who auto-renew for another six months.
  • Ultimately, data informs the decision, but gut feelings can also play a role.

Contact Information

  • Three ways to reach Mrs. Howard: email, LinkedIn, Twitter.
  • Encouragement to check out the new player adventure or the career site.