This is a preview of the Shortform book summary of Play Nice by Jason Schreier.
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Blizzard's evolution into a leading creator of video games signified its advancement and development.

This section explores how Blizzard Entertainment was founded and rose to prominence, driven by a succession of successful releases in the 1990s such as Warcraft and Diablo. Schreier sets the stage for the story by detailing the origins of the enterprise, profiling key individuals, and their resolute quest to establish a prominent position within the video game sector.

Allen Adham and Mike Morhaime, two university students with a deep passion for interactive digital entertainment, founded the company that would eventually gain fame under the name Blizzard.

Adham and Morhaime, united by their mutual enthusiasm for video games during their time at UCLA, resolved to set up their own gaming company.

Schreier introduces Allen Adham and Mike Morhaime as the founders of Blizzard, both sharing a profound passion for video games and programming. At UCLA, they developed a deep connection through their shared enthusiasm for video games. Motivated by their admiration for firms such as Interplay, which provided Adham with the opportunity to evaluate video games during his time at UCLA, they aspired to establish their own gaming enterprise. Adham successfully convinced a skeptical Morhaime that their status as youthful computer engineers positioned them ideally to capitalize on the opportunity that lay ahead.

In 1991, united by shared ambitions, the duo founded a small company in Irvine, California, investing their own money to set up a humble office. They began their journey in the video game sector by taking on contractual work, which often entailed modifying games to be compatible with various platforms. Adham, a person of great charm, made it a condition for joining their company that each individual must share their enthusiasm for gaming.

Context

  • Interplay, a company admired by Adham and Morhaime, was known for publishing successful games like "The Bard's Tale" and "Wasteland," which influenced many aspiring game developers.
  • The culture of innovation and entrepreneurship in California, particularly in Silicon Valley, encouraged many young engineers and programmers to start their own tech companies, including those in the gaming sector.
  • Their technical education would have included exposure to the latest technological trends, helping them anticipate and adapt to changes in the gaming market.
  • By using their own funds, Adham and Morhaime retained full control over their company, allowing them to make independent creative and business decisions without external investor pressure.
  • During this period, the gaming industry was fragmented across multiple platforms, such as PCs, consoles like the Sega Genesis and Super Nintendo, and emerging handheld devices. Ensuring a game could run on different systems was crucial for reaching a wider audience.
  • Employees who are passionate about gaming are more likely to understand the nuances of game design and player experience, leading to higher quality products that resonate with the target audience.
Adham and Morhaime assembled a small team of programmers and artists who played a pivotal role in developing their early games, including The Lost Vikings and Warcraft.

The author outlines the expansion of Silicon & Synapse, emphasizing Adham and Morhaime's...

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Play Nice Summary Blizzard's strategy in creating games is designed to attract a diverse range of players while emphasizing their flagship gaming franchises.

This segment of the story explores the core design strategies that Blizzard employed to create games captivating for both hardcore and casual gamers. Schreier emphasizes their dedication to polishing game mechanics and making them user-friendly, thus establishing the foundation for their acclaimed series.

Blizzard prioritizes the creation of gaming experiences that are easy to understand but also possess a deep level of intricacy.

Adham's "Donut Theory" was designed to engage players of all dedication levels, from the most devoted to the occasional gamer.

Schreier examines a key element of Blizzard's design philosophy, Adham's "donut theory," to underscore the company's commitment to polishing their games and ensuring they are accessible to players. The strategy was designed to develop games that appealed to beginners but also offered a challenge that experienced players would appreciate, thus serving both dedicated enthusiasts and a broader range of casual gamers. In the development of "Warcraft II: Tides of Darkness," the strategy involved building upon the core elements of its predecessor through the introduction of a wider range of units, a greater selection of...

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Play Nice Summary The closure of Blizzard North, along with the departure of a significant number of staff members, likewise mirrored the internal climate of the company.

The section of the book explores the transformation of Blizzard's initial culture, reminiscent of a college fraternity, as the organization grappled with the challenges that came with growth and amalgamations with other corporations. Schreier delves into the difficulties of sustaining a consistent employee base and the lasting impact on the corporate culture after the closure of the studio known as Blizzard North.

Blizzard initially fostered a tight community akin to a brotherhood, with a focus on those who harbored a deep enthusiasm for interactive digital entertainment.

The Blizzard development team frequently participated in amicable contests and joint ventures, which occasionally resulted in amusing adventures during times of intoxication.

Schreier delves into how the influx of many new employees in the 1990s fundamentally altered the company's ethos, creating an environment akin to a university social club. The company's atmosphere was characterized by a shared enthusiasm for video games, which fostered dynamic collaboration and friendly contests among staff members, thereby enhancing the caliber of the games they produced.

The author emphasizes that although...

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Play Nice Summary The acquisition by Activision marked the beginning of significant transformations within the organization, resulting in numerous internal changes.

This section of the narrative examines the aftermath of Activision's purchase of Blizzard, detailing how Bobby Kotick ascended to lead the combined company now called Activision Blizzard, and the subsequent cultural clashes that surfaced between the two companies. Schreier highlights the contrasting approaches of the two companies, the development of innovative business tactics, and the growing unrest within the ranks of Blizzard employees.

Kotick made efforts to shape the internal workings of Blizzard after the merger between Activision and Vivendi.

Kotick's approach to business, prioritizing profit maximization and the expansion of gaming franchises, clashed with Blizzard's dedication to prioritizing the interests of their players.

This section of the narrative examines Bobby Kotick's personality and business tactics, emphasizing the significance of his early successes in steering the firm away from financial ruin and towards becoming a dominant force in the worldwide gaming industry. While Kotick acknowledged Blizzard's commitment to perfecting their games and putting their players first, his approach, markedly distinct from Morhaime's, was centered on enhancing...

Play Nice Summary Blizzard faced challenges in adjusting to the changing dynamics of the gaming industry and the emergence of novel game types.

This section delves into the challenges faced by a company known for developing video games as it strived to regain its former prominence in an increasingly competitive industry.

Schreier underscores the difficulty in maintaining the company's heritage while also branching out into fresh competitive territories.

The rapidly changing landscape of the gaming sector presented Blizzard with the challenge of maintaining its reputation for outstanding and innovative contributions.

The foray by Blizzard into the MOBA and hero shooter genres with games like StarCraft II and Heroes of the Storm did not yield the anticipated results.

The section of the book scrutinizes the challenges Blizzard faced with the evolution of the video game industry, which saw the rise of new genres like MOBAs and the introduction of games featuring a variety of unique characters, putting them in direct competition with more swiftly innovating adversaries.

Schreier highlights the launch of Blizzard's game within the competitive MOBA genre, contending that although it was well-crafted, it did not garner a substantial following because the market was already crowded and it struggled to establish a...

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Play Nice Summary The acquisition of Blizzard by Microsoft has piqued interest in the future trajectory of the company.

This section explores the sequence of tumultuous events leading up to Microsoft's acquisition of Blizzard, which occurred in the wake of legal actions pertaining to allegations of misconduct, highlighting the disorderly circumstances that led to this significant change. Schreier delves into the outcomes of the acquisition, focusing on Bobby Kotick's departure and the persistent questions about the future path of Blizzard.

The possible effects on the autonomy and artistic freedom of Activision Blizzard after being acquired by Microsoft.

Kotick's departure and the installation of new leadership, including Johanna Faries, at Blizzard

Schreier explores the potential for change within the organization that emerged as a result of the lawsuit filed against Activision Blizzard. He highlights the departures of Brack and Ybarra, along with Johanna Faries taking the helm at Blizzard, while also capturing the initial reactions and concerns of Blizzard's staff about the path she will chart as the organization embarks on a fresh phase.

Context

  • The lawsuit and subsequent leadership changes have significant legal and financial implications for Activision Blizzard,...

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