Jump to content
  • Advertisement
  • 08/15/17 07:25 PM

    The Blizzard Taketh Away and the Blizzard Giveth Back: Battle.net Lives!

    GameDev Unboxed

    Jesse "Chime" Collins

     

    A part of gaming culture for over 20 years comes back!

    In a completely expected-unexpected turn of events, Blizzard has jumped back onto its own band wagon. Last September, Blizzard announced that their near-and-dear “Battle.net” would be no more. They were attempting a focus on the Blizzard brand itself, with features like “Blizzard Streaming” and “Blizzard Voice”. The entire Battle.Net desktop application was transitioned to be the profoundly-named “Blizzard desktop app”.

    With their announcement on Monday, Blizzard has realized their crucial mistake: “Brand Recognizably”. The Battle.net brand has been a mainstay of gamers since 1996, debuting alongside the original Diablo. While Warcraft II’s expansion pack, Warcraft II: Beyond the Dark Portal, came out the same year, it was reintroduced for free with a true “Battle.net edition” in 1999. StarCraft was the true game-changer for Battle.net, requiring real change to their systems due to needs of the time, thus becoming the, as Blizzard puts it, “central nervous system” and “connective tissue” that Blizzard fans know and love.

    When Battle.Net termination was announced last year, fans called foul. Even though the program remained nearly-entirely intact, the brand itself was erased. In a rare fan feedback moment, the game company gave in. With this update, the Battle.net wording will be connected to the brand forevermore as “Blizzard Battle.net” in logos and marketing material.

    What do you think about the change to the name? Sound off below!



      Report Column Entry


    User Feedback


    Wow, that brings back some old memories! I haven't really kept up with Blizzard's games since Warcraft 3, so I didn't know Battle.Net was still a thing.

    Good to see a company taking user feedback on board though, and I think they've settled on a good compromise working in the Blizzard brand as well.

    Share this comment


    Link to comment
    Share on other sites

    I'm sure several people in their brand team had already been pushing for the change as they tent to recognize the importance of existing market recognition. It seemed odd that the company would throw away a brand worth many million dollars unless they were trying to get away from the "battle" persona.  

    Hard to believe the executive team was 'accidentally' walking away from their long-term multi-million dollar brand.

     

    Share this comment


    Link to comment
    Share on other sites

    There's always the possibility this was the plan all along, in the style of 'New Coke'.

    Share this comment


    Link to comment
    Share on other sites


    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

  • Advertisement
  • Similar Content

    • By RoKabium Games
      Been a bit quiet recently, but we've been busy bug fixing and tweaking things... Now we have lots more 'Particle effects' in the game, specifically here the Flamethrower and Enemy attacks!
    • By JoshuaFraser
      Hi and thanks for reading, I have an issue with this reactive crosshair script, everything works fine until I start changing the offset. Give the script a go and you will see what I mean, when I do SetOffset(0f); it doesnt always set back to the origional state, if anyone can spot a fix I'd be super appreciative!
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReactiveCrosshair : MonoBehaviour { [SerializeField] GameObject c_limb_prefab; private float center_offset = 0f; private float current_offset = 0f; private float max_offset = .5f; private int number_of_limbs = 4; private float limb_length = .05f; private float limb_width = .005f; private List<GameObject> c_limbs = new List<GameObject>(); public void SetupCrosshair(){ for (int i = 0; i < number_of_limbs; i++) { GameObject line_go = (GameObject)Instantiate (c_limb_prefab); line_go.transform.SetParent (this.transform); Vector3 limb_pos = new Vector3 (0f,0f,0f); //line_go.transform.position = limb_pos; line_go.transform.localPosition = limb_pos; LineRenderer line = line_go.GetComponent<LineRenderer>(); line.startWidth = limb_width; line.positionCount = 2; line.SetPosition (0, line_go.transform.localPosition + new Vector3(center_offset, 0f, 0f)); line.SetPosition (1, line_go.transform.localPosition + new Vector3(center_offset + limb_length, 0f, 0f)); line.useWorldSpace = false; c_limbs.Add(line_go.gameObject); } if (c_limbs != null) { OrientLimbs (); SetOffset (0f); } } public void OrientLimbs(){ for (int i = 0; i < c_limbs.Count; i++) { float rotation_step = 360f / (float)c_limbs.Count; c_limbs [i].transform.RotateAround (c_limbs[i].transform.position, c_limbs[i].transform.forward, 90f + (rotation_step * (float)i)); } } public void SetOffset(float _current_spread){ float offset = Mathf.Lerp (0f, max_offset, _current_spread); for (int i = 0; i < number_of_limbs; i++) { if (offset > current_offset) { Vector3 pos = c_limbs [i].transform.position + (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } if (offset < current_offset) { Vector3 pos = c_limbs [i].transform.position - (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } } Debug.Log ("SetOffset() offset: " + offset.ToString () + " _current_spread: " + _current_spread.ToString() + " localPos: " + c_limbs[1].transform.localPosition); current_offset = offset; } }  
    • By Paul Bto
      State of the search
      I'm not looking / I'm still looking
       
      Description
      It is a third person game where you join more players to fight against bosses in the PvE style of the mmorpg, looking for online companions to help you defeat your enemy, where everyone does their respective work, such as tank, dps or heal, in groups of 5 or 10 players.
      The difference with other mmorpg is that here, since there is no open world, you will not have to go through it doing hundreds of missions and using many hours to get to the content that really interests you, which, in the case of PvE, are the dungeons and raids.
       
      Objectives of the project
      For this project we will first make a demo that will only be the boss of a 5 player dungeon.
      The first phase of this project is to release a video gameplay for crowdfunding (kickstarter maybe), so we will focus more on the visual, which could be falsified if the mechanics do not work. If the crowdfunding gives green light would be the game, which if in turn would work would be updated in the future with more dungeons and bands. The ideal would be to make a playable demo.
       
      Compensation
      If this game generates benefits outside crowdfunding, the profits will be distributed depending on the work and disbursement of each one.
       
      Technology
      Unreal. If you want to learn how to use this software with the project, you can.
       
      Required profiles
      - At the moment 2 Programmers (if has multiplayer knowledge in Unreal better).
       
      - 1 2D Artist to make the interface design and some concepts. You are going to try make interfaces like this:

      It would be ideal if you can devote at least 7 hours by week.
      It is a plus if you have experience with high level PvE content in some mmorpg.
       
      Team structure
      Pablo. Environment artist.
      Diego. Character artist.
       
      Web
      Waiting until the equipment is assembled.
       
      Contact
      pablo.barreto.jimenez@gmail.com
       
      Additional Information
      I have the GDD, it depends on the work but, I think the demo could be done in 6 months.
      Here I leave some images of what I did of the project in Unity, where basically I have been testing (The project will be done in Unreal):



       
      Desired feedback
      If you think you can give me some advice about the project, feel free to give your opinion.
       
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!