Cain admits that it's hard to accomplish in the WoW cataclysm Gold context of an MMOG since he's playing against hundreds of players that tend to block his path. Cain has also acknowledged that he's biased towards single-player games since his career has been focused on single-player RPGs such as Fallout, Arcanum, and Temple of Elemental Evil.
The decision didn't be well-liked by many gamers, so the requirements were changed. However, Versluys said the ultimate response of the community in response to Real ID was much more favorable than they expected. In the end, they learnt some things from the event. They realized that privacy is crucial to gamers. Having tied identities takes more effort but ultimately was the best decision.
In addition, while people value privacy, Blizzard realized that they typically want to keep their own personal data private, yet nevertheless, they can benefit from features that depend on other' personal details. If there was no way to know the friends a player is close to the list would have been impossible and time-consuming for players to create their own lists of friends. It's much simpler to browse through their lists to find familiar acquaintances, and then fill in the gaps by adding others' email addresses each one at a time.
The third major aspect during the conference focused on WoW Cataclysm Classic integration. Canessa stated that the aim was to present the latest features WOW players could use even if they don't care regarding Starcraft II, things like cross-realm chat or cross-faction chat. Naturally, they realized that integrating into the existing community of more than 12 million users and not causing confusion is a challenge. The integration of friend lists and other kinds of chat were only two of the challenges facing Battle.net and the team quickly learned to not assume that the social tools they were trying to develop weren't appropriate for all users in any situation.
For instance, Canessa mentioned that there was a massive customer perception issue on Blizzard's forums, when they discussed Facebook integration. What they actually did was launch a friend searcher app that integrated Facebook, however there was "a significant amount of sensitivity about social integration" within the user base.
Complexity of the launch was the fourth major issue that was discussed in postmortem. Versluys stated that Battle.net was the most complex launch he'd ever seen. Battle.net launch was by far the most complex launch since when he joined Blizzard 10 years earlier. Blizzard has launched its service with a time zone across the globe within a single day across five continents, and in 13 languages and million of units of its games being pushed out via digital and physical distribution. The experience for Canessa and Versluys to bring it all together was as if landing a 747 onto the aircraft carrier. But the game did go live and in the process it did its best to uphold one of the core values of Blizzard as a company: thinking globally.
Canessa mentioned her experience that the most recent time Blizzard delivered a retail box product that did not have a regular revenue stream was in 2003, when they launched WoW Cataclysm Classic. WoW Cataclysm Classic expansion for WoW Cataclysm Classic. After seven years it was a change to move beyond the idea about sending a MMOG game, and return to the challenges that are unique to retail shipping games.
The final major issue they talked about was the creation and expanding their Battle.net team. Over the past 18 months it has been reported that the Battle.net team has quadrupled to more than 50 employees and there's vacant positions of a dozen. Additionally, the team was reconfigured three times because their objectives changed.
Canessa noted that it's hard to recruit new players due to WoW Cataclysm Classic Gold the fact that it requires a highly special kind of talent and there aren't a lot of games services that can draw on. However, Canessa said Blizzard had to hire those who were skilled from a fundamental development perspective and had previous experience in the field-- people who were enthusiastic about the services a game could bring to the table.