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=== Acquisition by Vivendi and ''World of Warcraft'' (1995–2007) === Blizzard Entertainment has changed hands several times since then. Davidson was acquired along with [[Sierra Entertainment|Sierra On-Line]] by a company called [[CUC International]] in 1996. CUC then merged with a hotel, real-estate, and car-rental franchiser called [[HFS Corporation]] to form [[Cendant]] in 1997. In 1998 it became apparent that CUC had engaged in accounting fraud for years before the merger. Cendant's stock lost 80% of its value over the next six months in the ensuing widely discussed accounting scandal. The company sold its consumer software operations, Sierra On-line (which included Blizzard) to French publisher [[Havas]] in 1998, the same year Havas was purchased by [[Vivendi]].<ref name="vice fall">{{cite web| url = https://www.vice.com/en/article/z3vem8/inside-story-sierra-online-death-cuc-cendant-fraud| archive-url=https://ghostarchive.org/archive/20210928/https://www.vice.com/en/article/z3vem8/inside-story-sierra-online-death-cuc-cendant-fraud| archive-date=2021-09-28 | title = How Sierra Was Captured, Then Killed, by a Massive Accounting Fraud | first= Duncan | last = Fyfe | date = October 29, 2020 | access-date = October 30, 2020 | work = [[Vice (magazine)|Vice]] }}{{cbignore}}</ref> Blizzard, at this point numbering about 200 employees, became part of the [[Vivendi Games]] group of Vivendi.<ref>{{cite web | url = https://venturebeat.com/2018/10/03/blizzards-mike-morhaime-leaves-a-legacy-of-quality-and-kindness-for-the-video-game-industry/| archive-url=https://ghostarchive.org/archive/20210928/https://venturebeat.com/2018/10/03/blizzards-mike-morhaime-leaves-a-legacy-of-quality-and-kindness-for-the-video-game-industry/| archive-date=2021-09-28 | title = Blizzard's Mike Morhaime leaves a legacy of quality and kindness for the video game industry | first = Dean | last = Takahashi | date = October 3, 2018 | access-date = August 17, 2021 | work = [[Venture Beat]] }}{{cbignore}}</ref> {{anchor|Blizzard South}} In 1996, Blizzard Entertainment acquired Condor Games of [[San Mateo, California]], which had been working on the [[action role-playing game]] (ARPG) ''[[Diablo (video game)|Diablo]]'' for Blizzard at the time, and was led by [[David Brevik]] and brothers Max and Erick Schaefer. Condor was renamed [[Blizzard North]], with Blizzard's existing Irvine studios colloquially referred as Blizzard South.<ref name="ns merge">{{cite web | url = https://www.gamedeveloper.com/game-platforms/blizzard-merges-blizzard-north-into-blizzard-south | title = Blizzard Merges Blizzard North Into Blizzard South | first = Nich | last = Maragos | date = August 1, 2005 | access-date = December 11, 2019 | work = [[Gamasutra]] | archive-date = December 11, 2019 | archive-url = https://web.archive.org/web/20191211205728/https://www.gamasutra.com/view/news/97046/Blizzard_Merges_Blizzard_North_Into_Blizzard_South.php | url-status = live }}</ref> ''Diablo'' was released at the very start of 1997 alongside [[Battle.net]], a matchmaking service for the game. Blizzard North developed the sequel ''[[Diablo II]]'' (2000), and its expansion pack ''[[Diablo II: Lord of Destruction|Lord of Destruction]]'' (2001). Following the success of ''[[Warcraft II: Tides of Darkness]]'', Blizzard began development on a science fiction-themed RTS, ''[[StarCraft (video game)|StarCraft]]'', and released the title in March 1998. The title was the top-selling PC game for the year,<ref name="1998sales">{{cite web|title=StarCraft Named No. 1 Seller in 1998 |website=IGN |date=January 20, 1999 |url=https://www.ign.com/articles/1999/01/21/starcraft-named-1-seller-in-1998 |access-date=February 16, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160303025909/http://www.ign.com/articles/1999/01/21/starcraft-named-1-seller-in-1998 |archive-date=March 3, 2016 }}</ref> and led to further growth of the Battle.net service and the use of the game for [[esport]]s.<ref name="polygon ghost"/> Around 2000, Blizzard engaged with [[Nihilistic Software]] to work on a version of ''StarCraft'' for home consoles for Blizzard. Nihilisitic was co-founded by Robert Huebner, who had worked on ''StarCraft'' and other games while a Blizzard employee before leaving to found the studio. The game, ''[[StarCraft: Ghost]]'', was a [[stealth game|stealth-oriented game]] compared to the RTS features of ''StarCraft'', and was a major feature of the 2002 [[Tokyo Game Show]]. However, over the next few years, the game entered [[development hell]] with conflicts between Nihilisitic and Blizzard on its direction. Blizzard ordered Nihilistic to stop work on ''StarCraft: Ghost'' in July 2004, and instead brought on Swingin' Ape Studios, a third-party studio that had just successfully released ''[[Metal Arms: Glitch in the System]]'' in 2003, to reboot the development of ''Ghost''.<ref name="polygon ghost"/> Blizzard fully acquired Swingin' Ape Studios in May 2005 to continue on ''Ghost''. However, while the game was scheduled to be released in 2005, it was targeted at the consoles of the [[Sixth generation of video game consoles|sixth generation]], such as the [[PlayStation 2]] and original [[Xbox (console)|Xbox]], while the industry was transitioning to the [[seventh generation of video game consoles|seventh generation]]. Blizzard decided to cancel ''Ghost'' rather than extend its development period to work on the newer consoles.<ref name="polygon ghost">{{cite web | url = https://www.polygon.com/2016/7/5/11819438/starcraft-ghost-what-went-wrong | title = StarCraft: Ghost – What Went Wrong | date = July 5, 2016 | access-date = December 12, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = May 17, 2020 | archive-url = https://web.archive.org/web/20200517204111/https://www.polygon.com/2016/7/5/11819438/starcraft-ghost-what-went-wrong | url-status = live }}</ref> Blizzard started to work on a sequel to the ''Warcraft II'' in early 1998, which was announced as a "role-playing strategy" game.<ref name="cdmag-firstlook">{{Cite web|last=Atkin|first=Denny|date=February 19, 2005|title=Warcraft III First Look|url=https://www.cdmag.com/articles/022/144/warcraft3_fl.html|url-status=dead|archive-url=https://web.archive.org/web/20050219000752/http://www.cdmag.com/articles/022/144/warcraft3_fl.html|archive-date=February 19, 2005|access-date=July 15, 2018|website=CDMag.com}}</ref><ref>{{Cite web|last=Bauman|first=Steve|date=September 10, 1999|title=Warcraft III Preview - Part 1|url=https://www.cdmag.com/articles/022/153/warcraft3_preview1.html|url-status=dead|archive-url=https://web.archive.org/web/20050217190053/http://www.cdmag.com/articles/022/153/warcraft3_preview1.html|archive-date=February 17, 2005|access-date=July 15, 2018}}</ref> ''[[Warcraft III: Reign of Chaos]]'', the third title set in the ''Warcraft'' fictional universe, was released in July 2002.<ref>{{Cite web|title=WarCraft 3: Reign of Chaos: Test, Tipps, Videos, News, Release Termin - PCGames.de|url=https://www.pcgames.de/WarCraft-3-Reign-of-Chaos-Spiel-41725/| archive-url=https://ghostarchive.org/archive/20210928/http://www.pcgames.de/WarCraft-3-Reign-of-Chaos-Spiel-41725/| archive-date=2021-09-28|access-date=July 23, 2018|website=PC GAMES|language=de}}{{cbignore}}</ref> ''Warcraft III'' has inspired many future games, having the influence on [[real-time strategy]] and [[multiplayer online battle arena]] genre.<ref name="waypoint">{{Cite news|last=Zacny|first=Rob|date=March 7, 2018|title=The Monstrous Timelessness of Warcraft 3|language=en-us|work=Waypoint|url=https://www.vice.com/en/article/the-monstrous-timelessness-of-warcraft-3/|url-status=live|access-date=July 17, 2018|archive-url=https://web.archive.org/web/20180313174936/https://waypoint.vice.com/en_us/article/xw59a3/the-monstrous-timelessness-of-warcraft-3|archive-date=March 13, 2018}}</ref><ref>{{Cite web|last=Staff|first=Ars|date=January 27, 2020|title=How Warcraft III birthed a genre, changed a franchise, and earned a Reforge-ing|url=https://arstechnica.com/features/2020/01/how-warcraft-iii-birthed-a-genre-changed-a-franchise-and-earned-a-reforge-ing/| archive-url=https://ghostarchive.org/archive/20210928/https://arstechnica.com/features/2020/01/how-warcraft-iii-birthed-a-genre-changed-a-franchise-and-earned-a-reforge-ing/| archive-date=2021-09-28|access-date=February 9, 2021|website=Ars Technica|language=en-us}}{{cbignore}}</ref> Many of the characters, locations and concepts introduced in ''Warcraft III'' and [[Warcraft III: The Frozen Throne|its expansion]] went on to play major roles in numerous future Blizzard's titles.<ref name="waypoint" /><ref>{{Cite web|title=Heroes Of The Storm Proves That A New Warcraft Strategy Game Could Work|url=https://kotaku.com/heroes-of-the-storm-is-proof-a-new-warcraft-strategy-ga-1714960298| archive-url=https://ghostarchive.org/archive/20210928/https://kotaku.com/heroes-of-the-storm-is-proof-a-new-warcraft-strategy-ga-1714960298| archive-date=2021-09-28|access-date=September 9, 2020|website=Kotaku|date=June 30, 2015 |language=en-us}}{{cbignore}}</ref><ref>{{Cite web|title=Hearthstone Cards and Heroes in Warcraft 3|url=https://www.youtube.com/watch?v=KNBLVS7I0Rk|archive-url=https://web.archive.org/web/20200614192214/https://www.youtube.com/watch?v=KNBLVS7I0Rk&gl=US&hl=en|archive-date=June 14, 2020|access-date=October 6, 2020|website=YouTube| date=February 13, 2019 |url-status=bot: unknown}}</ref> In 2002, Blizzard was able to reacquire rights for three of its earlier Silicon & Synapse titles, ''[[The Lost Vikings]]'', ''[[Rock n' Roll Racing]]'' and ''[[Blackthorne]]'', from [[Interplay Entertainment]] and re-release them for the [[Game Boy Advance]] handheld console.<ref>{{cite interview |url=https://www.blizzard.com/en-us/us/insider/011/lostvikings.html |title=The Making of The Lost Vikings |date=November 22, 2002 |access-date=June 23, 2007 |last=Morhaime |first=Mike |interviewer=Blizzard Insider |work=Blizzard Insider |archive-url=https://web.archive.org/web/20030211022815/http://www.blizzard.com/insider/011/lostvikings.shtml |archive-date=February 11, 2003}}</ref> Around 2003, Blizzard North was working on ''[[Diablo III]]'' as well as planned science-fiction-based version dubbed ''Starblo''. Amid rumors that Vivendi was looking to sell its gaming division around 2003, Blizzard North's leadership, consisting of Brevik, the Schaefers, and [[Bill Roper (video game producer)|Bill Roper]], asked Blizzard to provide their studio protections from the potential sale, or else they would resign. After several rounds of tense communications, the four gave their resignations to Blizzard's management on June 30, 2003. As part of this, a significant portion of Blizzard North's staff were laid off, additional work on ''Starblo'' was terminated and the remaining team focused ''Diablo III''.<ref name="play nice chap6">Schreier, 2024, Chapter 6: Resignations Accepted</ref> Blizzard's management made the decision August 2005 to [[Consolidation (business)|consolidate]] Blizzard North into Blizzard Entertainment, relocating staff to the main Blizzard offices in Irvine.<ref name="ns merge"/> In 2004, Blizzard opened European offices in the Paris suburb of [[Vélizy-Villacoublay|Vélizy]], Yvelines, France. Blizzard began work on ''[[World of Warcraft]]'' near the end of 1999, a [[massively multiplayer online role-playing game]] (MMORPG) based on the ''Warcraft'' franchise, with gameplay inspired by ''[[EverQuest]]''. The game was publicly announced in September 2001.<ref name="play nice chap9" /> The excitement by the media for ''World of Warcraft'' led to significant growth with Team 2 from forty to the hundreds, as well as a large amount of crunch development to complete the game. In January 2004, Adham announced he was leaving the company from being burnt out over his work on ''World of Warcraft'', transferring management to Morhaime.<ref name="play nice chap9" /> ''World of Warcraft'' was released on November 23, 2004, in North America, and on February 11, 2005, in Europe.<ref>{{cite web |url=http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php |archive-url=https://web.archive.org/web/20071103122615/http://www.games-fusion.net/press/content/blizzard_entertainment_announc.php |archive-date=November 3, 2007 |title=Blizzard Entertainment announces World of Warcraft}}</ref> By December 2004, the game was the fastest-selling PC game in the United States, and by March 2005, had reached 1.5 million subscribers worldwide.<ref name="gamasutra wow timeline">{{cite web | url = https://www.gamasutra.com/view/news/128323/Seven_Years_Of_World_Of_Warcraft.php | title = Seven Years Of World Of Warcraft | first = Tom | last = Curtis | date = November 23, 2011 | access-date = December 12, 2019 | work = [[Gamasutra]] | archive-date = December 12, 2019 | archive-url = https://web.archive.org/web/20191212200634/https://www.gamasutra.com/view/news/128323/Seven_Years_Of_World_Of_Warcraft.php | url-status = dead }}</ref> Blizzard partnered with Chinese publisher [[The9]] to publish and distribute ''World of Warcraft'' in China, as foreign companies could not directly publish into the country themselves. ''World of Warcraft'' launched in China in June 2005.<ref>{{cite web | url = https://www.engadget.com/2006/02/12/joystiq-interview-hoyt-ma-the9/ | title = Joystiq interview: Hoyt Ma, The9 | first = Jennie | last = Jees | date = February 12, 2006 | access-date = December 12, 2019 | work = [[Engadget]] | archive-date = December 12, 2019 | archive-url = https://web.archive.org/web/20191212154659/https://www.engadget.com/2006/02/12/joystiq-interview-hoyt-ma-the9/ | url-status = live }}</ref> By the end of 2007, ''World of Warcraft'' was considered a global phenomenon, having reached over 9 million subscribers<ref name="gamasutra wow timeline"/> and exceeded {{USD|1 billion}} in revenue since its release.<ref name="nytimes wow 2006">{{cite web | url = https://www.nytimes.com/2006/09/05/technology/05wow.html | title = Online Game, Made in U.S., Seizes the Globe | first = Seth | last = Schiesel | date = September 5, 2006 | access-date = December 12, 2019 | work = [[The New York Times]] | archive-date = December 12, 2019 | archive-url = https://web.archive.org/web/20191212200943/https://www.nytimes.com/2006/09/05/technology/05wow.html | url-status = live }}</ref> In April 2008, ''World of Warcraft'' was estimated to hold 62 percent of the MMORPG subscription market.<ref>{{cite web |title=MMOG Subscriptions Market Share April 2008 |publisher=mmogchart.com, [[Bruce Sterling Woodcock]] |url=http://www.mmogchart.com/Chart7.html |date=April 1, 2008 |access-date=September 24, 2008 |url-status=live |archive-url=https://web.archive.org/web/20110605194653/http://www.mmogchart.com/Chart7.html |archive-date=June 5, 2011}}</ref> With the success of ''World of Warcraft'', Blizzard Entertainment organized the first [[BlizzCon]] fan convention in October 2005 held at the [[Anaheim Convention Center]]. The inaugural event drew about 6,000 people and became an annual event which Blizzard uses to announce new games, expansions, and content for its properties.<ref name="gamasutra wow timeline"/> Blizzard's staff quadrupled from around 400 employees in 2004 to 1600 by 2006 to provide more resources to ''World of Warcraft'' and its various expansions.<ref name="nytimes wow 2006"/> To deal with its growing staff, Blizzard moved their headquarters from the [[University of California, Irvine|UCI]] Research Park campus to a newly constructed 240,000-square foot campus in Irvine that was formerly occupied by [[Broadcom]] and before that by [[AST Research]]; the former Research Park site was taken over by [[Linksys]].<ref>{{Cite web |last=Register |first=Tamara Chuang {{!}} Orange County |date=2007-07-30 |title=Linksys taking over Blizzard’s turf and other building swaps… |url=https://www.ocregister.com/2007/07/30/linksys-taking-over-blizzards-turf-and-other-building-swaps/ |access-date=2024-12-06 |website=Orange County Register |language=en-US}}</ref> Blizzard's new base was completed by March 2008; the city named the primary street on this campus as 1 Blizzard Way to honor the company.<ref name="schreier play nice chap13">Schreier, 2024, Chapter 13: Growing Pains</ref> The campus includes a twelve-foot tall bronze statue of a ''Warcraft'' orc riding a wolf, with plaques surrounding it representing the eight company values by that point, "Gameplay First", "Commit to Quality", "Play Nice; Play Fair", "Embrace Your Inner Geek", "Learn & Grow", "Every Voice Matters", "Think Globally", and "Lead Responsibly".<ref name="schreier play nice chap13"/>
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