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Rob Pardo Leaves Blizzard Entertainment - Page 9

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[N3O]r3d33m3r
Profile Blog Joined July 2010
Germany674 Posts
July 18 2014 07:48 GMT
#161
On July 04 2014 17:49 paralleluniverse wrote:
Rob Pardo leaves behind an impressive legacy at Blizzard. As chief creative officer, his role was to supervise the game directors for all of Blizzard's games, so he was ultimately responsible for basically everything, both the good and the bad. In particular, he was lead designer on WC3, arguably Blizzard's best game, and also lead designer on WoW and the first few expansions. Over almost 10 years of WoW, the game has progressively gotten better.

Pardo strongly rejected microtransactions and gold buying in WoW. But unfortunately, that has failed to translate. Microtransactions are all over WoW. Gold buying was legalized with the guardian cub, which I argued against, and is now gone. But I laud them for retaining the $40 expansion model, despite the industry moving decisively towards the model of selling worthless DLC and microtransactions. As Jay Wilson's supervisor, Pardo was also ultimately responsible for the RMAH that destroyed D3. I also argued against that, and it's gone too.

Amongst his most major failures was the disastrous launch of Battle.net 0.2 that came with SC2. It was the biggest regression of any online platform ever. It launched without chat channels, without even whisper functionality, it gutted all the amazing game features and social features of the 2002 WC3 Battle.net, it had one of the worse and most meaningless ladder systems, it was lifeless and barren because you didn't know if anyone was online and it was impossible to interact with anyone not on your friends list. And he got up at Blizzcon, and announced Battle.net 0.2 as if it was the greatest thing ever, when in fact, it was worse in every single regard, with not one single new or innovative feature... other than Facebook integration, obviously. While, over a very long time, Battle.net 2.0 improved, there's still nothing--not one feature--new or innovative about it.

So under Pardo, the game design at Blizzard has been set at an extremely high level of quality and polish. The gameplay in Blizzard's games is the best in the industry, and has only improve because of Pardo. Heroes of the Storm fixes the many fundamental game design mistakes in Dota 2. WoW's game systems are better than ever. And for this reason, Pardo will be greatly missed. But Blizzard's business model has gotten more greedy and unfair over time, for example, D3 launched with a RMAH and Hearthstone uses an unfair "buy advantages for real money" model. But it's not entirely clear whether Pardo was fighting for or against this distinctive and indisputable shift to more greedy and unfair business models. I suspect, to a small extent, it was the latter.

I wish Rob the best of luck for the future.

This seems to be a very good post, and I think that I overlooked some of the great things Pardo did for Blizzard Games.
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
July 18 2014 09:01 GMT
#162
I never liked the guy but then again I never liked the company so.. xD.
Hoping he will start fresh with some rly exciting game design ideas.
My dick has shrunk to the point where it looks like I have 3 balls.
Ash
Profile Blog Joined September 2003
Malaysia1978 Posts
July 18 2014 10:02 GMT
#163
On July 18 2014 16:48 [N3O]r3d33m3r wrote:
Show nested quote +
On July 04 2014 17:49 paralleluniverse wrote:
Rob Pardo leaves behind an impressive legacy at Blizzard. As chief creative officer, his role was to supervise the game directors for all of Blizzard's games, so he was ultimately responsible for basically everything, both the good and the bad. In particular, he was lead designer on WC3, arguably Blizzard's best game, and also lead designer on WoW and the first few expansions. Over almost 10 years of WoW, the game has progressively gotten better.

Pardo strongly rejected microtransactions and gold buying in WoW. But unfortunately, that has failed to translate. Microtransactions are all over WoW. Gold buying was legalized with the guardian cub, which I argued against, and is now gone. But I laud them for retaining the $40 expansion model, despite the industry moving decisively towards the model of selling worthless DLC and microtransactions. As Jay Wilson's supervisor, Pardo was also ultimately responsible for the RMAH that destroyed D3. I also argued against that, and it's gone too.

Amongst his most major failures was the disastrous launch of Battle.net 0.2 that came with SC2. It was the biggest regression of any online platform ever. It launched without chat channels, without even whisper functionality, it gutted all the amazing game features and social features of the 2002 WC3 Battle.net, it had one of the worse and most meaningless ladder systems, it was lifeless and barren because you didn't know if anyone was online and it was impossible to interact with anyone not on your friends list. And he got up at Blizzcon, and announced Battle.net 0.2 as if it was the greatest thing ever, when in fact, it was worse in every single regard, with not one single new or innovative feature... other than Facebook integration, obviously. While, over a very long time, Battle.net 2.0 improved, there's still nothing--not one feature--new or innovative about it.

So under Pardo, the game design at Blizzard has been set at an extremely high level of quality and polish. The gameplay in Blizzard's games is the best in the industry, and has only improve because of Pardo. Heroes of the Storm fixes the many fundamental game design mistakes in Dota 2. WoW's game systems are better than ever. And for this reason, Pardo will be greatly missed. But Blizzard's business model has gotten more greedy and unfair over time, for example, D3 launched with a RMAH and Hearthstone uses an unfair "buy advantages for real money" model. But it's not entirely clear whether Pardo was fighting for or against this distinctive and indisputable shift to more greedy and unfair business models. I suspect, to a small extent, it was the latter.

I wish Rob the best of luck for the future.

This seems to be a very good post, and I think that I overlooked some of the great things Pardo did for Blizzard Games.


It still haunts me how anyone in their right mind would approve Bnet 2.0. It was one huge step backward from the online interaction system of SC:BW and WC3. I still believe SC2 could have grown much bigger provided with all the new technology boosting e-sports (Twitch, Facebook etc) if Bnet 2.0 wasn't such a failure.

People do not play games. They play human beings behind the games.
xM(Z
Profile Joined November 2006
Romania5299 Posts
July 18 2014 10:13 GMT
#164
Vivendi could've demanded it with threats and deadlines.
And my fury stands ready. I bring all your plans to nought. My bleak heart beats steady. 'Tis you whom I have sought.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 18 2014 15:20 GMT
#165
The impact on future project won't be that huge. His role at this point is more managerial than anything else.
Excalibur_Z
Profile Joined October 2002
United States12249 Posts
July 18 2014 16:50 GMT
#166
Maybe so, but he had a design position equal in rank to the creative development position that Chris Metzen currently has, and everyone is aware of his impact on storylines. We don't really know whether Pardo was as hands-on as Metzen is, but he definitely could have exerted influence if he wanted to.
Moderator
andrewlt
Profile Joined August 2009
United States7702 Posts
July 18 2014 16:57 GMT
#167
Managers exert influence but telling somebody to do something is different than doing it yourself. The people Pardo ordered to do something won't necessarily do it in the same way he would. It's the dilemma for any growing business. Your best designers, programmers, salespeople, accountants, lawyers, marketers, writers, etc. won't always be your best managers. It's a totally different job that requires a different skillset and one that Pardo might have eventually burned out on.
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