Acquired - 第四十集:动视暴雪 封面

第四十集:动视暴雪

Episode 40: Activision Blizzard

本集简介

Ben & David cover the creation of the gaming world’s equivalent of the 70’s rock supergroup: the 2008 merger of Blizzard and Activision. We tell the story from the Blizzard perspective, tracing the history of one of the most innovative companies in the business from humble beginnings at the hands of UCLA undergrads, to surviving multiple acquisition rollups (including at one point being owned by the French national water company), to joining ultimately with Activision to form the largest gaming company in the world, all while inventing multiple game genres that define the industry as we know it today. Sponsors: Sentry: https://bit.ly/acquiredsentry WorkOS: https://bit.ly/workos25 Anthropic: https://bit.ly/acquiredclaude25 Statsig: https://bit.ly/acquiredstatsig26 More Acquired! Get email updates with hints on next episode and follow-ups from recent episodes Join the Slack Subscribe to ACQ2 Merch Store! © Copyright 2015-2026 ACQ, LLC Topics covered include: Blizzard’s founding in 1991 as "Silicon & Synapse” by recent UCLA grads Allen Adham, Frank Pearce, and Mike Morhaime The team’s first projects making ports for other games, including Battle Chess on the Commodore 64 Early success on the Super Nintendo with Rock & Roll Racing and The Lost Vikings Origin of the Real-Time Strategy game genre (“RTS”) and Blizzard’s fist mega-hit, Warcraft Blizzard’s crazy corporate ownership changes over the years Development of further legendary game franchises like Diablo and Starcraft, along with sequels to Warcraft and the rise of the rise of player modding Emergence of the Multiplayer Online Battle Arena genre (“MOBA”) from the Warcraft III modding community, and its growth into one of the biggest sectors in the games and esports industries today Blizzard’s role in developing the concept of online gaming, from early hacks to play against friends to World of Warcraft and Massively Multiplayer Online Role-Playing Games (“MMORPG’s”) The 2008 merger with storied gaming company Activision Growth and success since the merger, including the launch of new game franchises Hearthstone, Heroes of the Storm and Overwatch The Carve Out: Ben: Dick Costolo on Vanity Fair’s Inside the Hive podcast David: Nellie and Joe's 100% Natural Key Lime Juice (tip: buy in bulk from Walmart/Jet)

双语字幕

仅展示文本字幕,不包含中文音频;想边听边看,请使用 Bayt 播客 App。

Speaker 0

咱们这儿居然请来了专业演员。

We're getting, like, professional actors on here.

Speaker 1

我知道。

I know.

Speaker 1

人类火焰竟然被银行拒贷了。

The human torch was denied a bank loan.

Speaker 1

欢迎回到《Acquired》第40期,这是一档讲述科技公司并购与上市的播客。

Welcome back to episode 40 of Acquired, a podcast about technology acquisitions and IPOs.

Speaker 1

我是本·吉尔伯特。

I'm Ben Gilbert.

Speaker 1

我是大卫·罗森塔尔。

I'm David Rosenthal.

Speaker 1

我们是你们的主持人。

And we are your hosts.

Speaker 1

今天我们要讲的是2008年动视和维旺迪游戏的合并,维旺迪游戏是暴雪娱乐的母公司。

Today, are covering the 2008 merger of Activision and Vivendi Games, the parent company of Blizzard Entertainment.

Speaker 1

这期节目特别精彩,因为这两家公司的发展历程简直太曲折了,一波三折,各种转折不断,路走得相当坎坷。

We've got a pretty wild episode because these companies have had a crazy history that's got a lot of ins, a lot of outs, a lot of what have yous, and it's really been kind of a winding path.

Speaker 1

公司名字也特别乱,我们会尽量理清这团乱麻,把暴雪和动视之间这条错综复杂的脉络讲清楚。

There's a lot of confusing names, so we will try and demystify the winding river that is Blizzard Activision.

Speaker 0

是的,没错。

Yeah, yeah.

Speaker 0

你可能会觉得,既然这是一场两大游戏巨头的合并,暴雪和动视,大概暴雪也像动视一样,是个普通的上市公司,走的是标准路线吧。

Mean you'd think that if you look at this merger happened between these two huge game companies, Blizzard and Activision and probably Blizzard was like, you know, another public company like Activision had a normal path there.

Speaker 0

你可能以为它迟早会上市。

You'd think maybe IPO ed at some point.

Speaker 0

并没有。

Nope.

Speaker 0

结果你猜怎么着?它后来居然被开发《数学大爆炸》软件的那家公司收购了。

Turns out that they have been subsequently owned by the publishers of the Math Blaster software.

Speaker 0

你还记得吗,本?

Remember that Ben?

Speaker 0

哦,对啊。

Oh, yeah.

Speaker 0

当年这家控股公司还拥有拉马达和戴ays Inn这些美国连锁酒店。

Back in the day, The holding company that owned Ramada and Days Inn hotels in The US.

Speaker 0

后来还被法国拿破仑三世在第二帝国时期创立的国家水务公司收购过。

And then the one of the French national water companies created by Napoleon the third during the second empire in France.

Speaker 0

我们会在节目里细说。

We'll get into it on the show.

Speaker 0

不过

But

Speaker 1

当然会。

We will.

Speaker 1

这事儿

This gonna

Speaker 0

肯定有意思。

be fun.

Speaker 1

确实如此。

Indeed.

Speaker 1

好了,各位听众。

Alright, listeners.

Speaker 1

现在正是感谢我们Acquired节目里一家特别喜欢的公司的时候——Sentry。

This is a great time to thank one of our favorite companies here at Acquired, Sentry.

Speaker 1

S-E-N-T-R-Y,就像一个站岗守卫的人。

That's s e n t r y, like someone standing guard.

Speaker 0

没错。

Yes.

Speaker 0

Sentry 能帮开发者快速定位错误和延迟问题,几乎任何软件故障都能提前发现并修复,避免用户发火。

Sentry helps developers debug errors and latency issues pretty much any software problem and fix them before users get mad.

Speaker 0

正如他们官网上说的,已经有四百多万开发者认可他们。

As their homepage puts it, they are considered not bad by over 4,000,000 software developers.

Speaker 1

今天我们要聊的是 Sentry 如何与 Acquired 宇宙里的另一家公司 Anthropic 合作。

Today, are talking about the way Sentry works with another company in the acquired universe, Anthropic.

Speaker 1

Anthropic 以前用过一些老的基础设施监控工具,但考虑到他们规模庞大、系统复杂,最终选择了 Sentry,以便更快地解决问题。

Anthropic used to have some older infrastructure monitoring in place, But at their massive scale and complexity, they instead adopted Sentry to help them fix issues faster.

Speaker 0

没错。

Yep.

Speaker 0

在人工智能领域,崩溃可能带来严重后果。

Crashes can be a massive problem in AI.

Speaker 0

如果你在运行一个大规模的计算任务,比如训练模型,只要有一个节点出问题,就可能影响成百上千台服务器。

If you're running a huge compute job like training a model and one node fails, it can affect hundreds or thousands of servers.

Speaker 0

Sentry 帮助他们及时发现硬件故障,从而在问题扩散前迅速屏蔽掉有问题的设备。

Sentry helped them detect bad hardware so they could quickly reject it before causing a cascading problem.

Speaker 0

Sentry 还让他们能把原本需要几天才能定位的大问题,缩短到几小时内解决,这样就能尽快恢复训练任务。

Sentry also enabled them to debug massive issues in hours instead of days so they could get back to their training runs.

Speaker 1

如今,Anthropic 依赖 Sentry 实时追踪异常、分配错误并分析他们研究团队主要使用的编程语言——包括 Python、Rust 和 C++——中的各类故障。

And today, Anthropic relies on Sentry to track exceptions, assign errors, and analyze failures in real time across all of the primary languages used by Anthropic's research teams, including Python, Rust, and c plus plus.

Speaker 1

据 Anthropic 团队说,Sentry 让开发人员能在一个地方找到解决任何问题所需的所有信息。

According to the Anthropic team, Sentry gives our developers one place that will have all the information they need to debug an issue.

Speaker 0

说到AI,Sentry现在推出了一款叫SEER的AI调试工具。

And speaking of AI, Sentry now has an AI debugger called SEER.

Speaker 0

SEER是一个AI助手,能结合Sentry里的所有问题上下文和你的代码库,不只是猜测,而是直接定位那些棘手问题的根源,并为你量身提出可直接合并的修复方案。

SEER is an AI agent that taps into all the issue context from Sentry and your code base to not just guess, but root cause gnarly issues and propose merge ready fixes specific to your application.

Speaker 0

我们非常兴奋能

We're pumped to be

Speaker 1

与Sentry合作。

working with Sentry.

Speaker 1

他们的客户名单非常厉害,不仅有Anthropic,还有Cursor、Vercel、Linear等等。

They have an incredible customer list, including not only Anthropic, but Cursor, Vercel, Linear, and more.

Speaker 1

如果你也想快速修复代码问题,就像超过十五万家使用Sentry的组织那样——从独立开发者到全球顶尖大公司,你可以访问sentry.io/acquired。

If you wanna fix your broken code fast, like over a 150,000 other organizations that use Sentry from indie hobbyists to some of the biggest companies in the world, you can check out sentry.io/acquired.

Speaker 1

网址是s e n t r y dot I o slash Acquired,记得告诉他们是Ben和David推荐的。

That's s e n t r y dot I o slash Acquired, and just tell them that Ben and David sent you.

Speaker 0

对。

Yes.

Speaker 0

而且他们为所有《Acquired》的听众提供两个月的免费试用。

And they are offering two months free to all Acquired listeners.

Speaker 1

是的。

Yes.

Speaker 1

谢谢Sentry。

Thank you, Sentry.

Speaker 1

好的。

Alright.

Speaker 1

David,你准备好了吗?

David, you ready to dive in?

Speaker 0

咱们就开始吧,老样子。

Let's, let's do it as always.

Speaker 0

今天我们来聊聊暴雪,主要是Activision Blizzard旗下的暴雪娱乐部分,因为我觉得这方面不仅技术主题更有趣,故事本身也像我之前说的,简直离谱。

So we're gonna tell the history of Blizzard, the Blizzard entertainment side of Activision Blizzard, mostly because, we think there's kinda more interesting stuff both from tech themes going on in that regard and the story, as I alluded to earlier, is just crazy.

Speaker 0

这又是另一个‘编都编不出来’的例子。

Yet another example of you can't make this stuff up.

Speaker 0

Blizzard最初是由三位加州大学洛杉矶分校的大学好友在1991年毕业后创立的,公司名叫Silicon and Synapse。

So Blizzard was started initially as a company called Silicon and Synapse by three college friends from UCLA right after they graduated in 1991.

Speaker 0

他们三人都一起学过计算机科学。

And they had all studied computer science together.

Speaker 0

分别是艾伦·阿德汉、弗兰克·皮尔逊和迈克·莫汉。

Allen Adham, Frank Pearce, and Mike Morhaime.

Speaker 0

他们特别爱玩电子游戏,想进入这个行业,于是就想,与其给别人打工,不如自己创业,毕竟这行还很年轻。

And they love video games and they wanted to get into the scene and they decided kinda, hey, rather than working for someone else, this industry is young, like, let's start a company.

Speaker 0

于是他们就这么干了。

And so they did.

Speaker 0

但一开始他们并没有直接做自己的游戏,毕竟刚毕业,啥也不懂。

And they started out at first not actually making their own games because they just graduated from college, they didn't really know what they were doing.

Speaker 0

他们先帮别人把游戏移植到不同平台。

They started porting other people's games from platform to platform.

Speaker 0

比如他们移植过的一个知名游戏是《战棋》。

So like one of the big titles that they ported was Battle Chess.

Speaker 0

我对这个有点模糊的印象。

I kind of vaguely remember this.

Speaker 0

他们把这款游戏移植到了康懋达64上,这不仅让这家初创公司赚到了第一笔钱,也让他们积累了游戏开发的经验,还接触到了游戏代码的结构。

And they ported that version onto the Commodore 64 and that both let them make some money as a baby startup, but also got them experience with game development and they got kinda access to these code bases of what games look like.

Speaker 0

他们就这样干了一阵子。

So they did that for a little while.

Speaker 0

到了1992年,也就是第二年,他们对自己更有信心了,觉得是时候做自己的游戏了。

And then in 1992, the next year, they sorta got some confidence in themselves and said, okay, it's time to make our own games.

Speaker 0

于是他们就这么做了。

And so they did.

Speaker 0

我觉得他们发布的第一个游戏是《摇滚赛车》,登陆的是超级任天堂。

The I believe the first title they released was Rock and Roll Racing for the Super Nintendo.

Speaker 0

1992年推出后,紧跟着就出了《失落的维京人》。

It came out in 1992, followed quickly by The Lost Vikings.

Speaker 0

我记得这两款游戏,也正是从这时候开始,暴雪的风格真正开始在这些人身上成型。

And I remember these titles, and and this is where Blizzard sorta really starts to develop its personality in these guys.

Speaker 0

他们就是一群特别古怪的人。

Like, they are quirky dudes.

Speaker 0

《摇滚赛车》我觉得是第一款在主机游戏里用上真正授权音乐的作品。

And, Rock and Roll Racing, I believe, was the first video game, at least the first console game to feature, like, actual, you know, music, like licensed music in the game.

Speaker 0

那是个赛车游戏,车身上装着激光、火箭助推器,各种酷炫的玩意儿。

And it was a racing game and had cars with, like, you know, lasers on them and, rocket boosters and kinda, like, fun stuff.

Speaker 0

《失落的维京人》讲的是三个来自北欧神话的维京人被外星太空海盗绑架,然后设法逃出来的故事。

And then Lost Vikings, I think it I believe the plot of this was that three Vikings, like, from, you know, ancient Norse mythology get kidnapped by, like, an alien space pirate and they have to escape.

Speaker 0

这两款游戏都大获成功,拿了不少奖,让这家位于南加州的小工作室在九十年代初就站稳了脚跟,成了顶尖的游戏开发商。

And both of them are incredibly successful, they win a bunch of awards and, really establish this tiny little game studio down in Southern California as a premier, game developer in the early nineties.

Speaker 1

是啊。

Yeah.

Speaker 1

那时候电脑游戏刚起步,介于初代主机大战之后,和我们现在这种电竞狂热、MMORPG满天飞的年代之前。

You know, early innings of, of computer gaming sort of after the the original console wars but, you know, long long way before the, the esports crazy MMORPG world we live in today.

Speaker 0

对,那只是未来辉煌的前奏罢了。

Yeah, a shadow of what would be to come.

Speaker 0

但这就是九十年代初游戏的样子,那时候超级任天堂是主流平台。

But this is where gaming was at in the early nineties and Super Nintendo, that was the big platform.

Speaker 0

不过1992年还发生了一件事,对暴雪未来的走向影响深远——另一家游戏公司Westwood Studios推出了一款PC游戏《沙丘2》,改编自弗兰克·赫伯特那套经典的科幻小说《沙丘》系列,那套书真的超棒。

Another thing happens in 1992 though that ends up having a big impact on the future Blizzard, and that is that another game developer called Westwood Studios releases a title for the PC called Dune two, which is based on Frank Herbert's classic sci fi novels, the Dune series, which are awesome, by the way.

Speaker 0

《沙丘2》这款游戏虽然没火到爆炸,但它确实是第一款实时策略游戏。

Dune two the game, I don't think becomes super super popular but it's the first real time strategy game.

Speaker 0

第一款采用俯视角、需要资源管理的策略游戏。

First kinda top down perspective, you know, resource management strategy game that comes out.

Speaker 0

而开发这款游戏的Westwood工作室,后来成了《命令与征服》系列的缔造者。

And it's actually the predecessor, Westwood, the studio that developed it.

Speaker 0

我那时候也玩过《命令与征服》,算是比较现代、军事题材的竞品,跟暴雪后来做的《魔兽》和《星际争霸》形成鲜明对比。

They would go on to develop the Command and Conquer franchise, which I totally remember playing too as sort of a, you know, more modern military themed sorta, you know, competitor to what Blizzard would ultimately develop, which is Warcraft and Starcraft.

Speaker 1

是的。

Yeah.

Speaker 1

对听众们来说,我们得解释一下这些缩写词。

For listeners, we should demystify some of the, acronyms.

Speaker 1

实时策略游戏在游戏行业里通常被称为RTS。

And a real time strategy game is commonly known in the, in the gaming industry as RTSs.

Speaker 1

我前面提到的MMORPG,其实是从RPG演变来的,也就是角色扮演游戏,而MMO指的是大型多人在线。

And the phrase that I mentioned earlier, these MMORPGs are born out of RPGs, which are role playing games, and the MMO is massive multiplayer online.

Speaker 0

没错。

Yep.

Speaker 0

我们马上就会说到大型多人在线游戏。

So we will we will get to the MMO in a second.

Speaker 0

但那是1992年的事了。

But But that was 1992.

Speaker 0

《沙丘2》发布了,暴雪的那帮人都是它的粉丝。

Dune two comes out and the Blizzard guys, they're fans of it.

Speaker 0

他们玩了之后就说:嘿,这游戏真不错,我们也可以做点类似的。

And they start playing it and say, hey, you know, we should, we like this.

Speaker 0

我们有些想法。

We've got some ideas.

Speaker 0

我们可以自己做一个即时战略游戏。

We can do an RTS, real time strategy game of our own.

Speaker 0

但在它正式推出之前,最终成了《魔兽争霸》第一部。

But before that comes out, now it end up being Warcraft, the first Warcraft.

Speaker 0

到了1994年,他们经历了几件事。

They, in 1994, go through a couple things.

Speaker 0

首先,他们把名字改了,没用Blizzard,而是选了Chaos Studios,那是他们想用的品牌。

Well, first, they changed the name, not to Blizzard, but to Chaos Studios, which is what they wanna be known as.

Speaker 0

但后来发现,已经有另一家公司和软件开发商叫Chaos Studios了。

But then it turns out that, there's already another company that has another software developer that has Chaos Studios.

Speaker 0

所以他们只能再改一次,最后不情愿地用了Blizzard这个名字。

So they have to change again and they settle on, reluctantly, Blizzard.

Speaker 0

其实,他们第二次改名是在被收购之后才做的。

And they had actually changed did that second name change after they got acquired.

Speaker 0

他们第一次被收购,是被一家叫Davidson and Associates的公司收购的。

So the first time that they get acquired is by a company called Davidson and Associates.

Speaker 0

以一千万美元收购了他们,这在当时可是巨款——毕竟这些孩子才刚毕业三年左右。

Acquires them for $10,000,000 which is huge for I mean, these kids are at this point three years I think out of college.

Speaker 1

戴维,感觉你根本不想被什么‘联合公司’收购吧。

David, it really feels like you never wanna be acquired by an and Associates.

Speaker 0

是啊,真的挺严重的。

Yeah, seriously.

Speaker 0

他们以一千万美元被收购了,顺便提一句,后来的动视暴雪——你们知道,名字里就有他们——如今市值已经超过四千四百亿美元,占了公司收入的一半以上。

Well, so they get acquired for $10,000,000 and just a little future preview, Activision Blizzard of which, you know, they're in the title, you know, more than half the company's revenues, trades at a $44,000,000,000 market cap today.

Speaker 0

但这家 Davidson and Associates,其实是教育软件《数学轰炸机》的发行商。

But these guys, Davidson and Associates, they are the publishers of the Math Blaster educational software.

Speaker 0

哦,真不错。

Oh, nice.

Speaker 0

那款游戏我小时候在第一台电脑上玩过,印象特别深。

Which I totally remember playing on my really early PC in my Yeah.

Speaker 0

上小学的时候,就在自己房间里玩过。

Room growing up in elementary school.

Speaker 0

是我爸妈给我买的。

Parents bought it me.

Speaker 0

他们说:哦,这是教育类的。

Was like, oh, it's educational.

Speaker 0

应该挺适合孩子的。

That must be okay for kids.

Speaker 0

但那是九十年代中期了。

But this was this was mid nineties.

Speaker 0

那时候互联网泡沫刚开始冒头,科技泡沫也正酝酿,而这一切只是后来一连串疯狂、离谱的九十年代股市交易的开端,我们待会儿再聊那些交易,它们最终造就了我们前面说的那些离奇的股权结构。

The Internet sorta bubble was just starting the Internet and the tech bubble was just starting to form, and this was but the start of a whole chain of crazy, totally nuts nineties stock deals that end up happening, which we'll get into in a minute that, result in the crazy ownership that we talked about earlier.

Speaker 0

但在那之前,1994年晚些时候,《魔兽争霸》推出了,这是暴雪第一款真正的大热作品。

But before that, later in 1994, Warcraft comes out, and this is the first huge, huge hit that Blizzard has on their hands.

Speaker 0

可惜的是,他们卖公司卖得不是时候——卖的时候游戏还没发布。

Unfortunately, they kinda sold the company at the wrong time, because they sold it before it comes out.

Speaker 0

不过,《魔兽争霸》确实是第一款在PC玩家中普及即时战略玩法的游戏。

But Warcraft was really the first game that popularized this real time strategy genre among PC gamers.

Speaker 0

它一下子变得特别火。

It becomes a huge hit.

Speaker 0

你可以自己单挑电脑,很多人都这么干,但它还支持局域网多人对战。

You can complain against the computer on your own, which lots of people did, but it also had multiplayer over LAN.

Speaker 0

如果你参加过局域网聚会,能用局域网连接——就是那种还没上互联网的本地联网方式——你就能跟带电脑来的朋友直接对战。

So if you had LAN parties and you could local area network, you know, sort of like precursor to the local, networking, you know, not on the Internet, you could play against other people who brought their own computers over.

Speaker 0

不过你也可以通过一些第三方软件搞点小动作,我当年玩初代Xbox的时候就干过这事儿。

But you could also sorta, through some third party software, hack to and I remember doing this with the original Xbox too.

Speaker 0

你能破解游戏,让别人即使不在现场,也能在线跟你对战。

You could hack the multiplayer so that you could play online against other people who weren't physically there with you.

Speaker 1

哦,就是那种Xbox Live出现之前的做法吗?

Oh, is that like before, you know, the Xbox Live style thing?

Speaker 0

对。

Yeah.

Speaker 0

这都是在

This is before the

Speaker 1

你居然能骗得系统以为广域网是局域网?

You could like trick tricked into thinking the WAN was a LAN?

Speaker 0

对。

Yeah.

Speaker 0

有人通过互联网,能骗过主机或者电脑——比如《魔兽》——让它以为那些玩家其实就在你的局域网里。

Somebody out there on the WAN over the Internet, you could trick the console or the PC in this case that or Warcraft into thinking that they were there on your local area network.

Speaker 0

真是够土法上马的。

So hacky.

Speaker 0

但那时候,人们为了能跟别人一起打游戏,真是什么招都敢试。

But, like, these were the lengths people were willing to go to to play games against one another, back in the day.

Speaker 0

那时候还没 Xbox Live,也没暴雪后来推出的 Battle.net。

This is, you know, before Xbox Live, before battle.net that Blizzard would ultimately release.

Speaker 1

那时候用的都是台式机。

These are desktop computers.

Speaker 1

对吧?

Right?

Speaker 1

我的意思是,我觉得带台小电视和Xbox已经够麻烦了,那时候应该还没出Xbox 360吧。

Like, it's not like I mean, I thought it was cumbersome enough bringing a, you know, little TV and, Xbox, I think it was it wasn't the three sixty yet.

Speaker 1

打《光环2》开派对,带个主机已经够折腾了,更别说还要搬一台完整的电脑主机过来。

Playing Halo two and and having that party is like, it was cumbersome enough to bring the the console but like a whole freaking tower.

Speaker 0

那时候的人,我记得上大学时就有同学这么干,那时候互联网早就有啦,真不明白他们为啥非得这么折腾。

Then people back in the day, I mean I remember even in college people doing this which you know, the internet was definitely around by then so I don't understand why people did.

Speaker 0

结果大家硬是把各自的台式机从宿舍搬出来,集中到公共房间,一根根线连起来,大概是为了降低延迟吧。

But you know, lugging their like desktops from one another's rooms altogether into a common room to wire them up on guess maybe to have lower latency.

Speaker 0

这种事现在也还在发生。

Totally still happens.

Speaker 0

对啊。

Yeah.

Speaker 0

《魔兽争霸》算是最早让这种玩法火起来的游戏之一。

Yeah, Warcraft was one of the first games to really popularize this happening.

Speaker 0

这可真是个巨大的成功。

So that's a big success.

Speaker 0

然后母公司戴维森说,好吧,不错。

And then Davidson, the parent company says, you know, okay, great.

Speaker 0

我再给你们多拨一些资源。

I'm gonna give you a bunch more resources.

Speaker 0

他们接着开发了《魔兽争霸二》,1995年底就推出了。

They work on the sequel, Warcraft two, and that comes out in, 1995, late nineteen ninety five.

Speaker 0

这款游戏更火了,第一次真正把主流玩家带进了PC游戏的世界。

That becomes even a bigger hit and this is the first time that it starts to like really strive the mainstream into getting into PC games.

Speaker 0

我记得那时候是在CompUSA或者百思买买的,就像我们在《Sound Sound Jam》那期聊的,那时候软件都得去店里买盒装的,游戏也不例外。

And I remember buying this, you know, at like either CompUSA or Best Buy back in the day because as we talked about on the Sound Sound Jam episode, you used to have to buy software in a store in a box and games were no exception.

Speaker 1

那时候买游戏得真金白银地花钱,不像后来动不动就扣你几块钱。

Used to have to actually pay for games like to buy them rather than get nickel and dimed along the way later.

Speaker 0

是的。

Yeah.

Speaker 0

我也说不清哪种方式更好。

I don't know what was better.

Speaker 0

不过呢,我们稍后会谈到,暴雪现在通过《守望先锋》算是转了一圈又回来了。

Well, we'll get into this in a little bit with, Blizzard's kinda come full circle now with Overwatch.

Speaker 0

但《魔兽争霸二:黑暗之潮》发布了, multiplayer 功能比以前更完善了。

But Warcraft two Tides of Darkness comes out, and that includes sort of more robust multiplayer.

Speaker 0

不过你还是得靠第三方工具,才能通过互联网和别人联机,而不是只在局域网里玩。

You still have to use a third party tool, to connect with people over WAN over the Internet instead of on a local area network.

Speaker 0

但它的工具更强大了,已经能实现匹配对战了。

But the tours tools are more robust, and they can actually do matchmaking.

Speaker 0

你可以和不认识的人对战,只要他们也想玩。

So you can play against people you don't know but who also wanna play.

Speaker 0

但《魔兽争霸二》首次带来了一个更重要的功能——地图编辑器。

But the bigger thing that Warcraft two comes with for the first time is a map editor.

Speaker 0

于是,成千上万的魔兽粉丝中,有一部分人特别喜欢这个游戏,就开始自己设计地图、关卡,然后上传到网上,让别人下载来玩。

So now all these, you know, many millions of fans of Warcraft, some portion of them that like it so much, they can design their own maps for the game, their own levels for and then release them on the internet for other people to play.

Speaker 0

稍后我们会看到,这后来竟然催生了一个全新的产业。

And we'll see in a little bit this comes back and actually spawns a whole new industry.

Speaker 0

但这确实是一个重大的创新。

But this is a major major innovation.

Speaker 1

你是在说《魔兽争霸三》的模组吗?

You're talking about with the Warcraft three mods?

Speaker 0

对。

Yeah.

Speaker 0

我说的是《魔兽争霸三》模组的前身,那事儿还得再往后一点。

I'm talking foreshadowing Warcraft three mods and that comes that comes a little later.

Speaker 0

但《魔兽争霸二》是第一款在三个方面都具备突破性的游戏。

But Warcraft two is the first game that isn't just there's sort of three aspects to it.

Speaker 0

你可以单人打剧情模式对战电脑,也可以和朋友在局域网或者网上对战。

There's like the the solo single player campaign you can play against the computer, You can play against your friends over a local area network or online.

Speaker 0

更深入一点,你还能直接动手修改游戏本身、地图,做出自己的版本,然后发布出去。

But it also if you wanna go even deeper into it, you can actually get in and start mucking around with the game itself and the maps and making your own versions of it and then releasing them.

Speaker 0

这就催生了一个庞大的模组社区,后来大家都这么叫。

And that spawns, you know, a whole big community of modding as it comes to be called.

Speaker 0

到了那年晚些时候,回到公司内部的风波,1996年,当时暴雪的老板戴维森被一家早期的互联网集团收购了,这家公司叫CUC国际,已经吞并了好几家其他公司。

So later in the year, back to the corporate drama, in 1996, Davidson, the owner of Blizzard at this point, gets acquired by this early kinda Internet conglomerate that had acquired a whole bunch of companies called CUC International.

Speaker 0

他们用虚高的互联网公司股票,花了大约15亿美元收购了戴维森和另一家游戏发行商西耶拉在线。

And they buy Davidson and Sierra online, which was another video game publisher, for about $1,500,000,000 all in inflated Internet company stock.

Speaker 0

这其中很大一部分资产,当然,这些大集团手里有不少宝贝,但那时候暴雪娱乐已经是戴维森手里最闪亮的王牌之一了。

So huge portion of that, you know, obviously, there are lots of assets within these conglomerates, but, you know, Blizzard Entertainment is kinda one of the crown jewels of Davidson at this point.

Speaker 0

所以,后面还会有更多风波等着我们。

And so we'll see there's yet more drama to come.

Speaker 0

但暴雪这边,依然在拼命赶工。

But Blizzard, they're still hard at work.

Speaker 0

尽管所有权几经变更,他们还是埋头干自己的活儿。

They kinda, you know, are cranking through this despite the ownership changes.

Speaker 0

1996年,他们第一次外包给加州北部一家叫Condor Games的工作室,委托他们开发一款游戏,后来这款游戏被命名为《暗黑破坏神》。

In 1996, they actually contract for the first time with a third party studio up in Northern California called Condor Games and they contract them to make a game that they end up calling Diablo.

Speaker 0

在《暗黑破坏神》还没发布之前,暴雪的团队就爱上了这款游戏,直接跑去找戴维森和CUC,要资源,最后干脆把Condor整个买下来,说:这团队必须归暴雪。

And Diablo, even before it comes out, the Blizzard guys love this game so much that they go to Davidson and and see UC now and they ask for resources and they just acquire Condor outright and say this needs to be part of Blizzard.

Speaker 0

这会成为我们的核心系列之一。

This is gonna be one of our core franchises.

Speaker 0

到了1997年,《暗黑破坏神》上线了,就像《魔兽》当年让即时战略类型风靡数百万玩家一样。

And so later in 1997, Diablo comes out and just like Warcraft kinda took the real time strategy genre and popularized it for millions and millions of gamers.

Speaker 0

《暗黑破坏神》也把所谓的地牢探险类游戏带火了。

Diablo does that for the, you know, quote unquote dungeon crawler genre.

Speaker 0

这其实属于动作类角色扮演游戏。

So this is sort of like the action RPG or role playing game.

Speaker 0

这类游戏一直是玩家和极客文化中的重要支柱。

And this had always been like a cornerstone of gamer and nerd culture.

Speaker 0

我小时候玩过任天堂和超级任天堂上的日式RPG,比如《最终幻想》之类的,印象很深。

I mean, I remember playing the Japanese RPGs like Final Fantasy and stuff on Nintendo and Super Nintendo growing up.

Speaker 1

是的。

Yeah.

Speaker 1

所以,戴维,这种游戏是不是源自《龙与地下城》这类实体桌游文化?

So, David, does that come out of like the physical RPG culture like Dungeons and Dragons?

Speaker 1

对。

Yep.

Speaker 0

没错。

Very much.

Speaker 1

明白了。

I see.

Speaker 1

是的。

Yeah.

Speaker 1

这说得通。

That makes sense.

Speaker 0

没错。

Very much.

Speaker 0

可以说,暗黑破坏神是最早之一,把这种一直属于极客和玩家文化核心的东西,变成了一种让人上瘾到极致的体验。

And this is like, you know, I'd say Diablo is the first or one of the first, you know, sorta this has always been, like I said, a cornerstone of nerd and gamer culture, but to make it just like an insanely addictive experience.

Speaker 0

而暗黑破坏神的一个关键创新,就是它的内容几乎是无穷无尽的。

And one of the key innovations to Diablo is it's kinda infinite.

Speaker 0

在那之前,大多数RPG都是玩到结局、打败最终BOSS、拯救世界,游戏就结束了。

Like most RPGs before that, you'd play them, you'd get to the end, you'd beat the boss, you'd save the world, and then the game's over.

Speaker 0

但《暗黑破坏神》有个让人上瘾到极致的升级系统。

But with Diablo, it had this, like, insanely addictive leveling up system.

Speaker 0

不只是升级,还有装备系统。

And not just leveling system, but equipment system.

Speaker 0

你玩游戏的时候,会不断找到剑、盔甲这些东西,装备分很多等级,整个过程就像一场寻宝。

So as you were playing through the game, you know, you'd find, swords and armor and stuff, and there were all these levels of equipment, and it kinda became like a treasure hunt.

Speaker 0

就算你通关了,还能在线和其他人一起玩,继续找更好的装备,还能在线交易。

And so even after you'd beaten the game, and you could play online with other people too, you could then acquire and, find more and better equipment and then you could trade it with people online.

Speaker 0

于是,围绕《暗黑破坏神》,互联网上渐渐形成了一整套经济体系。

So this whole sort of economy started to emerge on the Internet around Diablo.

Speaker 1

是的。

Yeah.

Speaker 1

对听众来说,想想以前的游戏都是有终点的,确实有点不可思议。

And for listeners, like, it's kinda crazy thinking that before that games were completely finite.

Speaker 1

我们现在都知道了,像《魔兽世界》这样的游戏,你可以一直玩下去,不仅自己感觉像没有尽头,其他人也一样。

Like, we now know about, you know, World of Warcraft and these games that, you know, you can sort of play indefinitely and have not only a sort of infinite feeling experience for you, but also an infinite feeling experience for everyone else.

Speaker 1

你还能和别人组队合作,一起完成目标,这种玩法在《暗黑破坏神》之前根本不存在。

And you can, you know, work collaboratively on, you know, teaming up to accomplish goals and just didn't exist until Diablo.

Speaker 0

而《魔兽世界》无意中推广了和朋友、甚至和网络上陌生人对战的概念。

And this is, you know, just as sort of unintentionally Warcraft popularized this idea of like playing against your friends and even people you don't know on the internet.

Speaker 0

《暗黑破坏神》是最早让这种经济系统流行起来的游戏之一,我说的就是这个。

Diablo is one of the first games that popularizes, like I said, this economy.

Speaker 0

你可以和别人在线对战,但更关键的是物品交易,它开始把现实世界里的很多机制,一点点搬进了网络游戏里。

It's, you know, you wanna play with and you can battle other people on the internet, but the bigger thing becomes this sort of trading of items and, kinda taking a lot of sort of real world dynamics and they're just starting to get recreated in a game online.

Speaker 1

是啊。

Yeah.

Speaker 1

挺厉害的。

Pretty cool.

Speaker 0

从技术层面来说,暴雪早就注意到了《魔兽世界》上发生的一切,于是自己开发了相关系统,还有各种第三方工具,让玩家能在线对战。

So on the technical side, Blizzard had obviously been observing all that had been going on with Warcraft and they built their own and and all the third party tools that were enabling people to play against one another online.

Speaker 0

他们自己开发了一个叫Battle.net的服务,到现在还是暴雪的核心平台。

They built their own service called battle.net, which is still a huge part of Blizzard today.

Speaker 0

他们所有的游戏都运行在这个系统上。

All their games run on it.

Speaker 0

这就相当于他们的Xbox Live。

That is the, like, Xbox Live version.

Speaker 0

这是他们掌控玩家在线互动方式的手段。

It's their way of owning and controlling how people play online against one another.

Speaker 0

同时,这也成了他们重要的收入来源。

And it also becomes a pretty huge revenue generator for them.

Speaker 0

一开始,他们通过这个平台为其他游戏、自家游戏以及第三方发行商的游戏做广告。

First, as they sell advertising on the service for other games, for their own games, for other publishers' games.

Speaker 0

后来,他们又用《魔兽世界》直接从中获利,这个我们马上就会讲到。

But then they also start to monetize it later with World of Warcraft, which we'll get into, monetize it directly in a minute.

Speaker 1

是的。

Yeah.

Speaker 1

这其实预示了后来几乎所有大型游戏发行商都会走的路,成了他们商业模式的基石。

This really foreshadowed, you know, what every sort of game publisher who, or at least a lot of the large game publishers would go on to do and and become a cornerstone of their business model.

Speaker 1

比如Valve搞了Steam,这个分发平台太厉害了,他们能从每款上架的游戏里抽成,还能掌控分发渠道——因为大家都已经装了Steam,买游戏都上那儿逛,这个界面的流量价值高得吓人。

Like, Valve does this with Steam, and Steam is this incredible distribution channel where they basically can take a cut of every game that gets pumped out and control distribution because, you know, everyone already has Steam installed, that's where they go to browse games, and that the screen real estate's incredibly valuable.

Speaker 1

Battle.net也是同样的道理。

Battle.net's the same way.

Speaker 1

Xbox Live则牢牢掌控了所有游戏背后的API,管理玩家、匹配对战这些核心功能,为后来其他公司打造产品和商业模式铺平了道路。

Xbox Live really controlling the entire all the API surface underneath all the games for, you know, a lot of the player management and matchmaking and all that, really like paving the way for these other, other companies that would come later for what their product and business model

Speaker 0

长什么样。

look like.

Speaker 0

那会儿是1997年。

And so then so that was 1997.

Speaker 0

到了1998年,Blizzard和他们的游戏开始加速发展,各种创新层出不穷,再加上当时互联网泡沫的热潮,一切都火起来了。

And then 1998, things start to really snowball here both on the momentum for Blizzard and their games and all these innovations that they're driving and on the internet tech bubble era here.

Speaker 0

所以1997年底,新母公司CUC和另一家控股公司HFS合并了。

So first thing that happens at the very end of '97, CUC, the new parent company, merges with another holding company called HFS.

Speaker 0

于是,当时的母公司CUC与另一家互联网控股公司HFS合并了。

And so CUC, which was the current parent company, merges with another holding company, Internet holding company called HFS.

Speaker 0

这家公司原本拥有拉马达、假日酒店、戴ays Inn这些五花八门的酒店资产。

And this is the company that owned the Ramada and Howard Johnson and Days Inn and all these like random hotel assets.

Speaker 0

公司后来改名叫Sentent,咱们先搁这儿,稍后再说。

The company gets renamed Sentent and let's put a pin in that for a sec.

Speaker 0

我们马上就会回到这个话题。

We're gonna come right back to it.

Speaker 0

紧跟着,暴雪推出了下一款重磅作品——《星际争霸》。

Immediately after that, Blizzard releases their next big title which is Starcraft.

Speaker 0

《星际争霸》把之前《魔兽》和《暗黑破坏神》的成功全都整合起来,进一步扩大了游戏品类,吸引了更多玩家。

And Starcraft just takes everything that we talked about with Warcraft and the success they'd had there and Diablo and starting to grow the whole gamer genre and bring more people into it.

Speaker 0

《星际争霸》直接把这一切推向了主流市场,势头远超以往。

And Starcraft just like blows past all of that and takes this right into the mainstream.

Speaker 0

《星际争霸》成了1998年全球最畅销的游戏,无论主机还是PC,都没人能比。

Starcraft becomes the biggest selling game of 1998 anywhere on any platform, console, PC, what have you.

Speaker 0

刚上市就卖了一百五十万份。

Sells one and a half million copies right out of the gate.

Speaker 0

本质上还是《魔兽》那套东西。

And it's basically Warcraft.

Speaker 0

是咱们之前说过的即时战略游戏,但已经升级了。

It's a real time strategy game like we talked about, but it's evolved.

Speaker 0

画面更精致了,用了种斜45度的俯视角,有点像半3D的效果,不是纯粹的正上方俯视。

So the graphics are better, they have a sort of isometric view which is sort of like a quasi three d, it's kind of a three quarters view down onto the battlefield instead of just a straight top down.

Speaker 0

游戏里有三个不同的种族,每个都能选来玩。

They have three character races, classes you can play as.

Speaker 0

平衡性做得特别好,内容也特别深邃。

So it's really balanced and super, super deep.

Speaker 0

游戏一推出,全世界玩家都爱上了它。

And so this comes out and people love it so much and it's all around the world.

Speaker 0

有意思的是,在韩国,这款游戏整个生命周期里卖出了整整一百万份。

And actually, randomly in South Korea over its lifetime, it sells 1,000,000 copies in South Korea.

Speaker 0

韩国总人口才五千万左右。

There are only like 50,000,000 people that live in South Korea.

Speaker 0

所以。

So

Speaker 1

这可是极其重要的转折点。

And this is crazy important.

Speaker 1

这正是我们现在所见的电子竞技世界的开端。

Like, this is the beginning of what we really see today in the esports world.

Speaker 1

在韩国,几乎有三分之一的观众都在看电子竞技比赛。

Like, you have nearly a third of the people who are watching esports in South Korea.

Speaker 1

这里无疑是全球的中心。

It is the world epicenter for this.

Speaker 1

韩国政府对这些现场赛事有专门的法规和管理。

There is the, the South Korean government has rules and regulations around these live tournaments.

Speaker 1

这已经融入了社会的方方面面。

I mean, it's a part of the public fiber of the company.

Speaker 1

而且

And

Speaker 0

这正是我们接下来要说的。

that's what we're getting to.

Speaker 0

这正是如今电竞在北美和全球范围内被重新引进的源头,颇具讽刺意味。

This is the birth of which is now being ironically sort of re exported back to The US and the rest of the world with what's happening in esports now.

Speaker 0

但正是这一刻,电竞在韩国这个相对小国兴起,并且火爆到电视台专门开设频道直播《星际争霸》比赛。

But this is the moment that's the birth of esports and it becomes so popular in this relatively tiny country of South Korea that television channels get devoted to showing Starcraft tournaments.

Speaker 0

人们开始辞职,转而成为职业《星际争霸》选手。

People start quitting their jobs and playing Starcraft professionally.

Speaker 0

全国各地涌现出大量原本只是网吧的地方,现在叫作‘PC巴’,里面一排排电脑,你进去登录就能打《星际争霸》。

There are all these what otherwise would be called internet cafes that pop up all around the country that are called PC Bangs and they're just dedicated to their rows and rows of computers and you go there and you log in and you play Starcraft.

Speaker 0

我去过韩国。

And I I've been to South Korea.

Speaker 0

那地方真的很棒。

It's it's a pretty it's a really cool place.

Speaker 0

而且,我们的听众如果之前也关注过,肯定对这个很熟悉。

And, you know, our listeners that that have been as well, you know, will be well familiar with this.

Speaker 0

这简直是你能想象到的最不可思议的事了。

And it's just one of the most surreal things you can imagine.

Speaker 0

我是在2013年去的韩国。

And I went in 2013.

Speaker 0

那这是怎么回事?

So what's that?

Speaker 0

游戏都推出十五年了,居然还这么火。

Like, you know, fifteen years after it came out and it's still just as popular.

Speaker 1

太离谱了。

Crazy.

Speaker 0

简直不可思议。

Totally crazy.

Speaker 0

事情就是这样发生的。

So that happens.

Speaker 0

暴雪现在规模庞大得不得了。

Blizzard is now enormous.

Speaker 0

同时,我之前提到,它的母公司刚被并入一家新的控股公司,叫Sendin。

And at the same time, I mentioned that the parent company had just been rolled into this third holding company, Sendin.

Speaker 0

结果发现,他们在财务报表上做假账。

It turns out that they were cooking the books on their accounting.

Speaker 0

他们是一家上市公司。

They're a public company.

Speaker 0

简直就是科技界的安然公司,整个公司彻底崩盘。

And like total Enron style, like they are basically the Enron of the tech sector, and the company totally implodes.

Speaker 0

他们伪造收入和利润,胡编乱造各种数据。

Like there was, you know, they're falsifying revenue and earnings and just making up all sorts of stuff.

Speaker 0

因此,他们不得不剥离所有资产,把游戏部门全卖给了法国一家叫Havas的出版公司。

And, as a result of that, they end up divesting all their assets and they sell all of their games division to a French publishing company called Havas.

Speaker 0

然后到了1998年,Havas又被另一家法国巨头Vivendi收购了,这家公司1853年就成立了,最初是拿破仑三世下令成立的‘康皮涅水务公司’。

And then Havas turns around, this is still 1998, and gets acquired by another French conglomerate called Vivendi, which started in 1853 as the Compigne General des O, the national general company of water by imperial decree of Napoleon the third.

Speaker 0

几乎控制了法国大部分地区的自来水供应。

And it was like controlled all of the water utilities in, you know, most of France.

Speaker 1

天啊。

God.

Speaker 1

大卫,你花这么多时间深入了解法国,真是太好了。

It is great, David, that you just spent all that time in

Speaker 0

在法国。

in France.

Speaker 1

真的深入研究了

Like, really doing

Speaker 0

为我们准备这期节目付出了巨大努力。

wonders for our Literally preparing for this show.

Speaker 1

这公司从一个巨头转手到另一个巨头,不断被吞并,

And here like, this is an unbelievable company history of just conglomerate to conglomerate, handing it off, It's rolling it in

Speaker 0

完全是九十年代的风格。

so nineties.

Speaker 1

把它拆分出来,成为独立的公司。

Spinning it out as its own.

Speaker 1

更让人没想到的是,我做研究的时候根本没意识到这一点,因为这实在太出人意料了——维旺迪收购哈瓦斯之后,接下来竟然是收购了西格拉姆公司。

And to really put the cake topper on it, I didn't even realize this when I was doing the research because it seemed so out of left field, but the next thing that Vivendi did when, you know, after they bought Havas was actually buy Seagram's.

Speaker 1

是的。

Yep.

Speaker 1

就是那个,呃,

The like Like

Speaker 0

金酒生产商。

the gin.

Speaker 1

你知道西格拉姆公司,

You know Seagram's,

Speaker 0

是一家饮料企业。

like the beverage company.

Speaker 0

还拥有环球影业。

Owned Universal Studios.

Speaker 1

是的。

Yes.

Speaker 1

这是我找到的最精彩的一个细节。

That's the best fact I've found.

Speaker 0

太惊人了。

Amazing.

Speaker 0

说实话,做这个项目让我特别有共鸣,也很有意思,因为虽然那是几年后的事,但正好就在动视和暴雪合并之前。

I mean and I I mean this, you know, is super personal throwback for me doing this and really fun because I it was a few years later but, but it was right before the Activision and Blizzard merger happened.

Speaker 0

刚毕业时,我的第一份工作是在华尔街做媒体投资银行。

Right out of college, my first job was doing media investment banking on Wall Street.

Speaker 0

那时候,所有银行家都在忙着跟进、拜访、讨论维旺迪这家法国巨头——它拥有环球影业,拍电影,当然还有暴雪,那时候暴雪可火了。

And like, this is what every like, all these bankers were running around, like, you know, covering and going and talking to, you know, Vivendi, this French conglomerate, which owned Universal Studios, made movies, obviously, and Blizzard, which was huge.

Speaker 0

我们当时就在帮这些交易提建议,所有事情都在发生,最后果然由动视完成了收购。

And like, you know, trying to, you know, advise on these deals that were all happening and, you know, obviously it ended up happening with Activision.

Speaker 0

真是挺搞笑的。

But, so funny.

Speaker 1

对。

Yep.

Speaker 1

没错。

Yep.

Speaker 1

挺有意思的。

It's funny.

Speaker 1

我翻看这些资料的时候,我们还在纠结要不要讲这部分内容——就是他们买了这个,又买了那个,再买了另一个。

When I was reading through this, listeners, we were deciding whether or not we were gonna sort of do this part of the show where we talk about they bought this, and then they bought that, and then they bought that.

Speaker 1

因为这就像读《旧约》时,很多人会直接跳过那些段落。

Because it's almost like that part of the anybody who's read the Old Testament, you skip over parts

Speaker 0

《旧约》里的那些部分。

of the Old Testament.

Speaker 1

某某生了某某,某某又生了某某。

So and so begat so and and so begat so.

Speaker 1

然后你就想,行了行了,知道了知道了。

And you're like, yeah, yeah, yeah, yeah.

Speaker 1

但你知道,关键是要明白,Blizzard 这个团队在创作这些游戏时,始终保持着惊人的创造力和创新力,总能敏锐地捕捉到下一个重大趋势,然后要么自己冲上去做,要么干脆直接买下来。

But, you know, it's it's important to understand sort of the foundation of, like, they'd been incredibly like, narrative to take away here is that incredibly Blizzard as a group of people creating these games stayed brilliantly creative and innovative and were able to spot what that next big thing was and either go after it themselves or sort of buy it.

Speaker 1

而且这不光是发行层面的事,更是在一次次公司人事变动中,他们作为开发工作室屡次证明了自己的实力。

And not even so much on the distribution side, but as the developer studio over and over and over again through all this, you know, corporate turnover.

Speaker 0

这确实很了不起。

It's pretty incredible.

Speaker 0

这充分体现了这些IP和系列本身的巨大价值——魔兽、星际争霸、暗黑破坏神,后来还有炉石传说和守望先锋,都是Blizzard打造出来的。

And really a testament to both the creativity and just the pure sort of IP and franchise value of these franchises, Warcraft, Starcraft, Diablo, and then later Hearthstone and Overwatch that Blizzard has created.

Speaker 0

但正如你刚才说的,他们不只是能敏锐察觉游戏行业里的技术浪潮,他们甚至自己就在掀起浪潮。

But also exactly what you were saying, like, these guys are really not just best at spotting waves that are coming, you know, in terms of tech waves relevant to the gaming world, but, like, they're actually generating waves like They're

Speaker 1

而且能牢牢抓住,把想法变成现实。

like executing on it.

Speaker 1

对。

Yeah.

Speaker 1

没错。

Yeah.

Speaker 1

是的。

Yeah.

Speaker 1

当然。

Absolutely.

Speaker 1

而且这时候我觉得有必要跟听众提一下,戴夫和我在节目开始前就聊过,游戏行业的工作方式其实和电影行业非常相似。

And it it's worth at this point mentioning to listeners, Dave and I were talking about this before the show that the way the games world work is very similar to the way that the movie world works.

Speaker 1

我觉得当这个行业还在起步阶段时,人们发现两者之间有太多相似之处,于是就照搬了电影行业的模式。

And I think it, you know, sort of borrowed the same playbook when people realized how many analogs there were as the industry was growing up.

Speaker 1

过去,有一些发行商负责市场营销、渠道分发,甚至实体光盘的印刷和项目融资。

But there are really publishers who are responsible for marketing, distribution, in the old days, physically printing the discs and capitalizing projects.

Speaker 1

而开发者则是那些真正拥有创意、动手开发游戏的工作室。

And then there's developers who are kind of the studios that actually often initially have the creative insight themselves, build the games.

Speaker 1

就像电影行业一样,有时候这两者会合二为一,有人既做创意开发,又自己负责发行;有时候它们又是分开的。

And like the movie industry, sometimes these are smashed together in one, where you have somebody doing their own kind of creative work and development and distribution, and sometimes they're they're sort of separate.

Speaker 1

而暴雪的厉害之处就在于,他们几乎所有游戏都是自己团队开发的,而且过去也常常自己操盘发行。

And the way you can think of Blizzard is a lot of their genius really is in all of the games that they are able to develop in house themselves, and they do or historically did some of their own distribution.

展开剩余字幕(还有 480 条)
Speaker 1

而我们还没怎么提到过,但你可以把动视看作主要是负责发行、推广和为这些游戏提供资金的公司。

And the way that we haven't really talked about it yet, but you can think of Activision as primarily as sort of that distributor, publisher and capital source to fund these games.

Speaker 1

各位听众。

Listeners.

Speaker 1

现在是个好时机,跟大家介绍我们节目新加入的合作伙伴——WorkOS,我们非常期待这个合作。

Now is a great time to tell you about a new friend of the show we are very excited about, WorkOS.

Speaker 0

没错。

Yes.

Speaker 0

WorkOS 是一个专为企业打造的平台,被 OpenAI、Cursor、Perplexity、Vercel、Plaid 以及成百上千家顶尖公司广泛使用。

WorkOS is the enterprise ready platform used by OpenAI, Cursor, Perplexity, Vercel, Plaid, and literally hundreds of other winning companies.

Speaker 1

那这些公司到底为什么选择 WorkOS 呢?

So what are all these companies using WorkOS for?

Speaker 1

想象一下,你是一家快速成长的初创公司。

Imagine you're a fast growing startup.

Speaker 1

你已经找到了产品与市场的契合点,越来越多的大企业客户主动找上门来。

You've got product market fit, and you're getting inbound interest from big enterprise customers.

Speaker 1

太让人兴奋了。

Very exciting.

Speaker 1

但接着他们就会发来一份安全问卷。

But then they send you their security questionnaire.

Speaker 0

对。

Yep.

Speaker 0

那问卷长达47页,里面的要求简直像一堆缩写词堆在一起。

And it's, like, 47 pages long with requirements that kinda sound like alphabet soup.

Speaker 0

你们支持SAML 2.0吗?

Do you support saml2.o?

Speaker 0

能跟你们的Okta对接吗?

Can you integrate with our Okta?

Speaker 0

你们有SCIM配置功能吗?SCIM?

Do you have SCIM provisioning, SCIM?

Speaker 0

那RBAC呢?R-B-A-C?

What about RBAC, r b a c?

Speaker 0

你心里肯定在想,这些缩写到底是什么意思,更别提怎么去实现了。

And you're thinking, I have no idea what these acronyms even mean, let alone how to implement them.

Speaker 1

关键是这么回事。

So here's the thing.

Speaker 1

这些不是可有可无的东西。

These are not nice to haves.

Speaker 1

这些是决定合作与否的关键条件。

These are deal blockers.

Speaker 1

如果没有单点登录,没有SCIM,没有RBAC,没有审计日志,企业级交易根本谈不拢,别无选择。

Without SSO, without SCIM, without RBAC, without audit logs, you simply cannot close enterprise deals, period.

Speaker 0

但这些功能一点都没让你们的核心产品变更好。

But none of these features make your core product better.

Speaker 0

它们不会让你们的啤酒更好喝——用我们在《Acquired》里常举的例子来说。

They don't make your beer taste better, to use our favorite analogy here on Acquired.

Speaker 0

所以如果你在做一个设计工具,花六个月去开发SAML认证,并不会让你的设计工具变得更强大。

So if you're building like a design tool, spending six months building SAML authentication doesn't make your design tool more powerful.

Speaker 1

这时候就轮到 WorkOS 出场了。

So this is where WorkOS comes in.

Speaker 1

他们为企业的功能打造了一个像 Stripe 一样的解决方案。

They've built Stripe for enterprise features.

Speaker 1

WorkOS 把企业认证的各种要求变成了即插即用的 API,最大限度地简化了不必要的复杂性。

WorkOS turns enterprise authentication requirements into drop in APIs, abstracting away as much unnecessary complexity as possible.

Speaker 0

所以你的团队不用再花几个月去研究 SAML 规范,几分钟就能搞定企业级单点登录。

So instead of your team spending months reading SAML specs, you can implement enterprise SSO in minutes.

Speaker 0

WorkOS 会帮你处理用户开通、权限管理、审计日志——所有企业 IT 部门要求的那些必备功能。

WorkOS handles user provisioning, permissions, audit logs, all the checkbox items that enterprise IT requires.

Speaker 1

不管你刚起步,想拿下第一个大客户,还是已经规模不小、正在全球扩张,WorkOS 都是你最快实现企业级兼容的途径。

So whether you are a seed stage company trying to land your first enterprise customer or already big and expanding globally, WorkOS is the fastest path to becoming enterprise ready.

Speaker 0

直接去 workos.com 网站,或者在他们的 Slack 里发个消息就行。

Just visit workos.com or just message their Slack support.

Speaker 0

那里真有工程师在线,回复特别快。

They have real engineers in there who answer questions fast.

Speaker 0

如果你联系他们,记得提一下是本和大卫介绍的。

And when you get in touch, just tell them Ben and David sent you.

Speaker 0

接下来我们快进一下,说到暴雪和动视的合并。

So we'll kinda accelerate here getting to the the merger with Activision.

Speaker 0

但在那之前,暴雪经历了几件大事。

But along the way, a couple big things happened for Blizzard.

Speaker 0

首先是《魔兽争霸三》在2002年发布。

First, Warcraft three comes out in 2002.

Speaker 0

这其实我前面提到过,《魔兽争霸二》自带的地图编辑器让玩家能自己制作游戏版本。

And, this is what I alluded to earlier, sort of the map editors that came with Warcraft two allowing gamers to make their own versions of the game.

Speaker 0

而《魔兽争霸三》附带的战役编辑器更强大,几乎能完全掌控游戏体验,而且一上线就直接内置了。

It was the version, the campaign editor that came with Warcraft three was even more robust and you could do, you could really have sort of full control over the experience and it shipped just right with the game.

Speaker 0

谁都能用这个功能。

Anybody could do this.

Speaker 0

于是大家开始做出更多模组,魔兽三的玩家社区迅速壮大,其中有个小伙子……

And so people started making even more mods, it got really a robust community for Warcraft three and this one guy.

Speaker 1

是的

Yeah.

Speaker 1

大卫,我先打断一下,要不我来提议个想法:我建一个《魔兽争霸三》的模组,我的基地放在左下角,然后我在右上角也建一个基地。

David, I'm gonna stop you real quick and say, why don't I propose, what if I were to build like a Warcraft three mod that, like, you can have a base sort of in the lower left hand corner, and I'll make a base for me in the the top right hand corner.

Speaker 1

而不是我们平时玩的那种传统地图

And rather than, you know, the traditional map that we're gonna play on

Speaker 0

盖建筑。

build buildings.

Speaker 1

对。

Yeah.

Speaker 1

为什么

Like, why

Speaker 0

不,为什么不

don't why don't

Speaker 1

不行。

no.

Speaker 1

不行。

No.

Speaker 1

我们不如玩个夺旗模式,直接去攻击并炸掉对方的单位?

How we about just play sort of like a capture the flag style thing where we just try and go after and blow up each other's pieces?

Speaker 0

那太棒了。

That'd be super cool.

Speaker 0

而且你知道,魔兽争霸三自带战役编辑器,直接就能做出来。

And like, you know, because then you have, you know, the campaign editor that's just bundled in with Warcraft three, you can just do that.

Speaker 0

这难道不很酷吗?

Isn't that really cool?

Speaker 1

是的。

Yeah.

Speaker 1

你觉得我能拉其他人一起来玩,然后给它起个专属名字和品牌吗?是的。

Do you think I could invite other people and sorta get them to play it with me and kinda give it my own name and brand name Yeah.

Speaker 1

而且所有

And all

Speaker 0

你可以叫它‘远古守护者’,说不定它会火起来,大家直接简称DOTA,就是D-O-T-A。

you could call it Defense of the Ancients and then maybe it would get really popular and people would call it just DOTA, it's acronym, D O T A.

Speaker 0

然后说不定它会彻底改变整个行业。

And then maybe it would just like transform the whole industry.

Speaker 1

大卫,这感觉就像暴雪,你们本该对这个项目多掌控一点。

And David it kinda feels like you Blizzard, feels like you should have maybe maintained a little bit more control over that.

Speaker 0

确实有这种感觉。

Well, it does feel that way.

Speaker 0

暴雪那边是真的想让大家自由发挥,所以咱们刚才说的那些,后来全发生了。

So Blizzard, know, they really mean it when they're giving everybody control and so, you know, everything we just described of course did happen.

Speaker 0

2003年,模组社区里有个叫Eul的人——我发音可能不对,是E-U-L——他做了一个地图,命名为‘远古守护者’。

And in 2003, a member of the mod community named Eul, I may be pronouncing that wrong, e u l, he creates a mod, a map, that he calls Defense of the Ancients.

Speaker 0

这就是现在多人在线战术竞技类游戏的起源,如今它已是游戏行业最大、或者至少是最大的细分领域之一。

And it is the multiplayer online battle arena genre, which is now if not the biggest, one of the biggest portions of the whole gaming industry.

Speaker 0

这可是《英雄联盟》《DOTA2》,甚至暴雪自己做的《风暴英雄》的源头。

I mean, this is the roots of League of Legends, of DOTA two, of Heroes of the Storm which Blizzard does itself.

Speaker 0

这一切都是从模组社区开始的。

And it all just starts in the mod community.

Speaker 1

对。

Yep.

Speaker 1

英雄联盟和DOTA 2加起来占了百分之五十以上。

It is over 50% between, League of Legends and DOTA two.

Speaker 1

对听众来说,如果你听过别人聊这些游戏,但自己从不打游戏,不妨去搜一下英雄联盟和DOTA 2的截图看看,你一定会惊讶——它们明明是两个完全不同的游戏。

And for listeners out there, if you've heard people throw around these games, but you're not a gamer yourself, if you ever wanna Google a screenshot of League of Legends and a screenshot of DOTA two and look at it, you're gonna be like, your mind's gonna be blown by that these are, number one, separate games.

Speaker 1

而且还是两家完全不同的公司做的。

Number two, made by two completely different companies.

Speaker 1

你一看图,根本分不清它们有什么区别。

Like, you look at these, and you feel like they're indistinguishable.

Speaker 1

但你真玩起来,才会慢慢发现它们的差异。

And then, obviously, you play them, and you start to understand the differences.

Speaker 1

最让我震惊的是,这种玩法这么火,结果却没统一成一个游戏,反而分裂了。

But it just mind blowing to me that the format was so popular and yet the way that it all played out, it didn't consolidate on on one single

Speaker 0

还有啊,你会震惊于暴雪根本没参与《英雄联盟》或者《DOTA2》的开发。

Well, three, your mind will be blown by Blizzard has no involvement with either League of Liberals Zero one's M.

Speaker 0

或者《DOTA2》。

Or DOTA two.

Speaker 0

他们真的是认真的。

But they really mean it.

Speaker 0

我的意思是,这些游戏所基于的IP,其实是玩家自己创造的,它们都不是最初那个《Defense of the Ancients》模组的原始IP。

I mean, was the IP that these people, you know, created, and neither of them, are the actual IP of Defense of the Ancients, the first initial mod.

Speaker 1

关于这段历史,网上有很多特别精彩的Reddit帖子,你可以去看看。

There's a long and very fascinating history that you can look at some really great Reddit threads for about this.

Speaker 1

但简单来说,事情是这样的:DOTA变得特别火。

But the short story of what sort of happened here is DOTA got really popular.

Speaker 1

它原本是《魔兽争霸3》的一个模组。

It was a Warcraft three mod.

Speaker 1

而那个模组用的是暴雪的IP。

It was Blizzard's IP.

Speaker 1

有些人想做第二个DOTA,就开始开发后来成为《英雄联盟》的游戏。不过我对时间线有点拿不准,但大概就是那时候,有一群人另起炉灶,决定要做一款类似DOTA的游戏,但去掉他们觉得DOTA那些不好的地方。

People, wanted to build a second DOTA and and started to build what became DOTA Actually, I'm not sure if I'm getting my timeline right, but, somewhere along the lines there, some people sort of spun out and, decided that they wanted to start creating their own Dota like game, but that that sort of didn't have a lot of what they believed to be the flaws of Dota.

Speaker 1

于是他们开始开发《英雄联盟》,后来干脆成立了Riot公司。

And so they started creating League of Legends and then ended up founding Right.

Speaker 1

成立了Riot公司。

Founding the company Riot.

Speaker 0

对。

Yep.

Speaker 0

不过这些我们待会儿再细说。

Well, we'll we'll come back to all of that, in a little bit.

Speaker 0

真的特别有意思。

But, super interesting.

Speaker 0

这一切都始于2003年,而暴雪那时候根本没关注这事。

Mean, is all starting in 2003, and Blizzard is completely not focused on it.

Speaker 0

他们全身心投入的是2004年要推出的《魔兽世界》,这又是一个惊人的作品——暴雪居然接连不断推出这么多改变游戏行业的大作。

They're focused on what comes out in 2004, which is World of Warcraft, which is just another and again, it's it's kinda mind blowing, like, so many huge waves in the gaming industry all come out of Blizzard.

Speaker 0

在《魔兽世界》之前,其实已经存在所谓的大型多人在线角色扮演游戏,也就是MMORPG。

World of Warcraft, there had been MMOs, quote unquote, massively multiplayer online RPGs, MMO RPGs before World of Warcraft.

Speaker 0

但这款游戏却成了一个巨大的现象级作品。

But this becomes just an enormous phenomenon.

Speaker 0

它在2004年上线,之后用户数量持续增长,最高时月活跃订阅者超过一千二百万。

And it comes out in 2004 and grows over time to over 12,000,000 monthly subscribers that are playing World of Warcraft.

Speaker 0

同时,它也彻底改变了游戏行业的商业模式。

And so to play, it also revolutionizes the business model of the game industry.

Speaker 0

玩家需要支付月费才能在线玩这款游戏。

It's actually a subscription fee to play this game online.

Speaker 0

每个月的费用在12到15美元之间。

You pay between 12 to $15 a month.

Speaker 0

在巅峰时期,拥有超过一千二百万订阅用户的《魔兽世界》,每年为暴雪带来超过十亿美元的稳定收入。

So at its peak, when it had over 12,000,000 subscribers, Blizzard was making over $1,000,000,000 a year, every year, recurring just from this game.

Speaker 0

公司此后几乎完全进入了全力支持《魔兽世界》的模式。

And the company basically goes on to full on just all World of Warcraft support mode.

Speaker 0

他们一直到2010年才推出其他游戏。

They don't release any other games until 2010.

Speaker 0

就靠这一款游戏在运营。

They're just running this one game.

Speaker 0

这可以说是游戏行业自诞生以来最成功的商业模式创新了。

I mean, it's it's the best business model innovation to happen in games, you know, since games.

Speaker 1

而且那时候基本是他们一家独大。

And they largely had it all to themselves.

Speaker 1

没错,他们确实在商业模式上创新了,但你要说价值创造和价值捕获的话——

I mean, this was a time when, yes, they had the business model innovation, but you wanna talk about value creation, value capture.

Speaker 1

他们把所有价值都拿走了。

They were capturing all of it.

Speaker 0

对。

Yep.

Speaker 0

在他们努力维护服务器、持续为游戏推出新内容的同时,这其实已经形成了一整个社区。

And while they were working hard on both supporting the servers to keep this game going and releasing new content that they were making at Blizzard for the game, it really was a community.

Speaker 0

人们玩这款游戏、年复一年地回来,根本不是因为暴雪出了什么新内容,而是因为游戏里的其他玩家,还有这个社区。

The reason people played and the reason they kept coming back year after year after year wasn't the content that Blizzard was putting out, it was the other people in the game and this community.

Speaker 0

所以真正厉害的是,他们赚的每一分钱,表面上看是投在了维持服务器运行上,但真正的内容和体验,其实都来自玩家自己。

And so really it was brilliant that all this money they were making, of course they were investing to keep the game running essentially, but the content and the experiences were coming from other people who were playing the game.

Speaker 0

太惊人了。

Wow.

Speaker 0

简直不可思议。

Totally wild.

Speaker 0

这一切都是背景,后来在2007年12月,宣布了那场合并——母公司维旺迪,那个法国巨头、搞水务的公司,居然要收购他们,我到现在还是难以置信。

So this is all the backdrop to the merger that happens gets announced in December 2007, which is that Vivendi, the parent company, the French conglomerate, the water company announced I still can't get over this.

Speaker 0

当然了。

Of course.

Speaker 0

就是那个搞水的公司。

The water company.

Speaker 0

是啊。

Yeah.

Speaker 0

堂堂一家法国水企,居然干了这事儿。

The French water company, no less.

Speaker 0

当然,我不是在贬低法国。

No offense to France, of course.

Speaker 0

我很喜欢法国。

I love France.

Speaker 0

但他们宣布要和动视合并,把旗下的游戏部门——其中绝大部分是暴雪——注入动视,估值81亿美元,合并后的新公司总估值达到189亿美元。

But they announced that they are doing a deal with Activision, which is a large publicly traded video game publisher, that they're going to contribute, merge their games division, of which the vast majority is Blizzard, into Activision, value it at $8,100,000,000, and then the total new combined company will be valued at $18,900,000,000.

Speaker 0

也就是说,动视的估值被定在了近110亿美元,比当时股价高出30%到31%。

So assigning a close to $11,000,000,000 value to Activision, which is a 30% 31% premium to where they've been trading.

Speaker 0

同时,维旺迪还要往新公司注入近20亿美元现金,并参与新股发行。

And that combined Vivendi is also going to invest close to $2,000,000,000 in cash into the combined company and then also fund a share offer.

Speaker 0

这家公司背后的商业操作太复杂了,连我自己说起来都觉得头大。

There's just so much corporate transaction history around this company like it's it's all it's it's mind numbing even to myself to say it.

Speaker 0

最终结果是,维旺迪将持有合并后公司63%的股份,剩下的37%会在公开市场交易。

The net result of which is that Vivendi is gonna own 63% of this combined company, and the other 37% is going to trade in the public markets.

Speaker 0

这样一来,结构反而更复杂了,根本没变简单。

So this makes the structure more complicated, not even not simpler.

Speaker 1

咱们先停一下,好好想想。

It's worth pausing for a minute.

Speaker 1

听众朋友们,我们已经聊了很多关于暴雪的事了。

So listeners, we've covered a ton about Blizzard.

Speaker 1

关于动视的历史和背景,我们就不细说了,但还是得简单提一提,这动视到底是个什么样的公司?

We're not gonna do the history and facts of of, Activision, but it's worth, you know, addressing real quick, who are these Activision guys?

Speaker 1

他们凭什么值这么多钱?

And, and, you know, you know, why are they worth approximately?

Speaker 1

我们到底该怎么看待这个估值?

What do we decide?

Speaker 1

110亿美元。

$11,000,000,000.

Speaker 1

110亿美元?

$11,000,000,000?

Speaker 0

动视是一家历史悠久的电子游戏发行巨头。

Activision is a long time, video game publisher conglomerate.

Speaker 0

他们拥有一些游戏工作室。

They own some studios.

Speaker 0

《吉他英雄》系列就是他们发行的,就是你们在2000年代中期买过的那些廉价塑料玩具。

The Guitar Hero games, they publish those, all those cheap pieces of plastic you bought in the mid 2 thousands.

Speaker 1

《使命召唤》、《古惑狼》。

Call it Duty Duty, Crash

Speaker 0

《天际线》——你们的孩子现在可能还在玩,还有《托尼霍克滑板》之类的。

Bandicoot, Skylanders, which, you know, your kids probably play with now, Tony Hawk, all this stuff.

Speaker 0

动视由一个叫鲍比·科蒂克的人掌管,我记得他早在上世纪八九十年代游戏业刚起步时就自己买下了这家公司。

And Activision's run by a guy named Bobby Kotick who's been I believe he actually bought the company himself in the super early days of the gaming industry in the eighties or nineties.

Speaker 0

他当了多年CEO,是个不折不扣的冷酷商人。

And he'd been CEO forever and is just a total Yep, grisly

Speaker 1

没错。

exactly.

Speaker 1

他一向以热情、果断、纯粹的资本家形象著称,很多报道都说他是玩家又恨又爱的那个人。

And he's known to be, you know, passionate, ruthless, true capitalist, someone that a lot of these articles described him as the guy that gamers love to

Speaker 0

在游戏行业那些理想主义者中间,他是个彻头彻尾的资本家。

He is a a capitalist amongst the idealists of the video game industry.

Speaker 1

事实上,Activision 在这个行业里算是元老级公司了。

And and in fact, Activision, they're really they're quite old for this industry.

Speaker 1

这家公司成立于1979年。

They're founded in 1979.

Speaker 1

它是第一家游戏发行商,也是第一个为非自家平台发行游戏的公司。

They're the first video game publisher, and they're the first people to publish games for, video game platforms that are not the platform themselves.

Speaker 1

任天堂当然自己开发了马里奥和超级马里奥。

So, you know, Nintendo obviously made Mario and Super Mario.

Speaker 1

Activision 可以说是历史上第一家第三方游戏开发商。

The the Activision, can think of as sort of the first third party game developer to ever exist.

Speaker 0

这完全是个商业模式。

Someone's business model.

Speaker 1

没错。

That's right.

Speaker 1

第三方游戏公司变成了发行商。

Third third party game became publisher.

Speaker 1

值得注意的是,我们前面提到的那些游戏系列,每一个都不是由单一团队开发的,而是Activision和多个开发工作室合作完成的,包括后续的所有续作。

And it's worth noting that all those those franchises that we lift listed off earlier have not one, but each one with a variety of of development studios that Activision worked with to create those games and create all the sequels for those So

Speaker 0

明白了。

all right.

Speaker 0

咱们总结一下吧。

Let's bring this on home.

Speaker 0

我都累坏了。

I'm exhausted already.

Speaker 0

合并发生时,暴雪预计收入为20.71亿美元,运营利润达5.2亿美元。

So when the merger happens, Blizzard is projecting in $2,007.1100000000 of revenue, $520,000,000 of operating profit.

Speaker 0

当时,《魔兽世界》的订阅用户大约有一千万人。

They have about 10,000,000 subscribers on World of Warcraft at that point.

Speaker 0

从那以后,发生了一堆事。

Since then, bunch of stuff happens.

Speaker 0

他们推出了《星际争霸2》。

They released Starcraft two.

Speaker 0

他们推出了《暗黑破坏神3》。

They released Diablo three.

Speaker 0

他们推出了《炉石传说》,其实就是《万智牌》的在线版,我当年沉迷其中,浪费了一年时间,真的。

They released Hearthstone, which is basically a, a video game online version of Magic the Gathering, which I probably lost a year of my life being addicted to and and have been Mhmm.

Speaker 0

后来我去戒了,现在彻底出来了。

Went through rehab and I'm out of it now.

Speaker 1

不是。

No.

Speaker 1

不是,大卫。

No, David.

Speaker 1

不是。

No.

Speaker 1

不是这样的。

It's not.

Speaker 1

完全不一样。

It's completely different.

Speaker 1

你干嘛这么说?

Why would you say such a thing?

Speaker 1

那不是

That's not

Speaker 0

是的。

Yeah.

Speaker 0

没错。

Right.

Speaker 0

在游戏界,大家都尊重知识产权,是吧?

Everybody respects IP in the video game world or not.

Speaker 1

没错。

Right.

Speaker 1

没错。

Right.

Speaker 1

这确实是个有意思的观点。

Well, it's an interesting point.

Speaker 1

我的意思是,我们后面会聊到科技相关的主题,但听众们,《炉石传说》本质上大量沿用了《万智牌》的游戏机制,只不过暴雪用他们最擅长的方式,以一种很像迪士尼的手法来处理IP——让玩家用自己熟悉并喜爱的《魔兽世界》角色来玩一款新游戏。

I mean, we'll talk about this in tech themes later, but listeners, Hearthstone is basically using a lot of the very same game mechanics from from Magic the Gathering, but, doing what Blizzard does best in a very Disney like way with their IP, and that's let people play a new game with the existing World of Warcraft characters that they know and love.

Speaker 1

当你想到开发《魔兽世界》这样一款游戏所需的惊人复杂度时,我觉得最初开发《炉石传说》和Unity的团队,也就十几二十个人左右。

And when you think about the incredible complexity in building a game like World of Warcraft and the I I think it's only, like, a 15 or 20 person or initially, it was, a 15 or 20 person development team that just built Hearthstone and Unity.

Speaker 1

他们实际上在开发《炉石传说》这类游戏时,成本低得几乎可以忽略不计,但利润率却高得惊人。

Like, they have, incredibly high margins on the, what are effectively the de minimis costs of of creating a game like Hearthstone.

Speaker 0

这里确实很像迪士尼的模式。

The Disney parallels are are apt here.

Speaker 0

我们稍后再回过头来聊这个。

We'll come back to that in a minute.

Speaker 0

2013年,动视暴雪最终回购了维旺迪持有的63%股份。

So 2013, Activision Blizzard ends up buying back most of the stake, the 63% stake that Vivendi owned in it.

Speaker 0

他们引入了外部资本,包括来自腾讯的投资,腾讯现在拥有拳头游戏,也就是《英雄联盟》的开发商。

They raised external capital, including from Tencent, which owns Riot Games, which makes League of Legends now.

Speaker 0

有意思。

Interesting.

Speaker 1

等等。

So wait.

Speaker 1

腾讯完全控股拳头游戏,而且

Tencent wholly owns Riot Games and

Speaker 0

我觉得目前腾讯已经持有拳头游戏的多数股权。

I believe they own make a the majority of Riot Games at this point.

Speaker 0

不是百分之百,但占多数。

Not, not 100%.

Speaker 1

但同时,腾讯在暴雪动视这边也持有一部分少数股份。

But then also have a minority share here in in Blizzard Activision.

Speaker 0

对。

Yes.

Speaker 0

是的。

They do.

Speaker 0

有意思。

Interesting.

Speaker 0

经过几次股票回购后,维旺迪现在只持有不到6%的股份,而动视暴雪其余约94%的股份是公开交易的。

And, net result of a few of those buybacks is Vivendi now owns just under 6%, and 94 ish percent of Activision Blizzard is a publicly traded company.

Speaker 0

所以呢,这档节目可不提供投资建议,但如果你想投资一家上市公司,目前基本上就两家。

So, you know, no no investment advice on this show, but if you wanna invest in a publicly traded gaming company, there are basically two.

Speaker 0

一家是艺电,另一家是动视暴雪。

There's Electronic Arts, there's Activision Blizzard.

Speaker 0

它们算是目前纯粹的电子游戏公司里最主要的两家了。

They are the main, you know, pure play gaming companies out there.

Speaker 1

对。

Yeah.

Speaker 1

这里倒是可以提一点挺有意思的事。

And this is pretty interesting to make a point on.

Speaker 1

所以呢,我不打算扯太远,但简单提一下,现在电子竞技的规模已经非常大了。

So, you know, I don't wanna take us too far forward, but as a quick flash forward, you know, esports is enormous today.

Speaker 1

每年有超过三亿人会观看别人打电子竞技比赛。

There's over 300,000,000 people a year that can watch other people play video games competitively.

Speaker 1

投资者常常在琢磨怎么在这个领域布局,但EA在电竞领域并不是主要玩家。

Investors are often trying to figure out how to make bets in this space, and EA is not a major player in esports.

Speaker 1

Riot Games主要由腾讯私有控股。

Riot Games is privately held mostly by Tencent.

Speaker 1

Valve也是私有公司,极其低调,自成一派。

Valve is privately held incredibly tight lipped and sort of their own very special company.

Speaker 1

所以对公众投资者来说,真正能接触到电竞领域的途径其实只剩下……

And so really the only way that public company investors can really

Speaker 0

那就是通过Activision Blizzard了。

Get exposure to this.

Speaker 0

你知道的,

You know,

Speaker 1

想参与这波浪潮,唯一的方式就是投资暴雪动视。

bet on this wave is, is through Blizzard Activision.

Speaker 0

我觉得这全是因为暴雪成了公司的一部分。

And and I think it, you know, it's all because of Blizzard being part of the company.

Speaker 0

要是光靠动视自己,我觉得根本不可能做到这么创新。

Like, Activision itself would never, I think, have innovated on this level of stuff.

Speaker 0

后来暴雪终于也入局了MOBA领域,就是那种《英雄联盟》《DOTA》风格的游戏。

But so Blizzard finally gets in the act on MOBAs itself, the League of Legends style, DOTA style games.

Speaker 0

他们2015年推出了《风暴英雄》,拿了一点市场份额,但还是远不如《DOTA2》和《英雄联盟》。

They released Heroes of the Storm in 2015 which gets some market share but is still less than DOTA, DOTA two, and League of Legends.

Speaker 0

但到了2016年1月,发生了两件事。

But in January, two things happened in 2016.

Speaker 0

第一,动视暴雪收购了MLG,这个Ben可能比我更了解,算是他们进一步进军电竞产业,直接切入职业联赛层面。

First, Activision Blizzard acquires Major League Gaming, which Ben probably knows more about than me, but is sort of a play at another level into esports at the actual kinda league and

Speaker 1

没错。

Right.

Speaker 1

他们其实是在赌,电子竞技未来会越来越像传统体育,不仅掌控游戏本身的IP,还要逐步掌控联赛体系和赛事转播。

It's basically making the bet that, you know, competitive video gaming is gonna start to look more and more like real sports and starting to kinda vertically integrate there and not just owning the IP of the game itself, but start to own some of the kind of league structure and broadcast of the games as And

Speaker 0

2016年他们做的第二件事,是推出了一款全新的游戏系列《守望先锋》。

the second thing that they do in 2016 is they release a totally new franchise called Overwatch.

Speaker 0

而《守望先锋》也是……

And Overwatch is also

Speaker 1

是的,大卫,你玩过吗?我……

Yeah David have you played I'm

Speaker 0

吓人。

scared.

Speaker 0

这东西简直得在这一集前面贴个警告标签,太上瘾了。

This stuff is like we should put a warning label on this episode like, this stuff is is like Highly addictive.

Speaker 0

这玩意儿就跟鸦片一样,你一旦开始玩,就再也停不下来。

Opioids, it is like if you start playing this stuff you will get addicted.

Speaker 0

它就是专门设计来让你上瘾的,一玩就陷进去,根本出不来。

It is designed to addict you and you will, you know, spiral into a vortex.

Speaker 0

所以啊,使用的时候得小心点。

So, like, you know, use with caution.

Speaker 1

而且现在越来越明显了,跟以前只注重游戏体验不同,这些游戏现在也开始注重观赛体验了。

And more and more so now, unlike, unlike the old days where they were wholly optimized for the playing experience, these games are starting to be optimized for the viewing experience as well.

Speaker 1

所以现在新出的游戏,不仅玩起来有趣,还特别适合吸引观众,也就是所谓的流量入口。

So games that are starting to come out now are, you know, not only fun to play, but are optimized for, you know, basically the top of the funnel.

Speaker 1

比如怎么让观众觉得看这种竞技比赛有意思,从而慢慢...

Like, how can we get people to enjoy watching this as a competitive sport so that they'll eventually

Speaker 0

在Twitch、YouTube这些平台上。

On Twitch and YouTube and elsewhere.

Speaker 1

对。

Yep.

Speaker 1

没错。

Exactly.

Speaker 1

所以对我们的听众来说,《守望先锋》其实是刻意设计成MOBA和第一人称射击游戏的结合体。

And so Overwatch, for our our our listeners out there, is very intentionally designed to be like a lovechild of a MOBA, but from a first person shooter perspective.

Speaker 1

是的

Yep.

Speaker 1

所以所有这些设计都太棒了。

So everything that is so cool.

Speaker 0

《英雄联盟》。

League of Legends.

Speaker 1

没错。

Exactly.

Speaker 1

你身处一个类似夺旗模式的竞技场,但视角是第一人称射击,你就在战场上,融合了这两类游戏的精华。

So you're on that very same arena style battlefield that has a very capture the flag mechanic to it, but you the camera is mounted as a sort of first person shooter, and you are on the ground, and it has the best of both games.

Speaker 1

这显然是有意抓住当下电子竞技领域的所有趋势。

So it is a very intentional attempt to capitalize capitalize on on everything everything that's that's going going on on in in the the esports world today.

Speaker 0

不只是尝试,而是真的成功了。

And not just an attempt, like a success.

Speaker 0

2016年刚推出,第一周就吸引了七百万玩家,到年底突破两千五百万,现在玩家超过三千万,收入更是突破了十亿美元。

Like it comes out in 2016, gets 7,000,000 players in the first week, 25,000,000 players by the 2016 and now it's over 30,000,000 players and already over 1,000,000,000 in revenue.

Speaker 0

更有趣的是,暴雪当初做这个决定的时候,我真希望能更了解这个行业和背后的历史。

And what's super interesting about that is Blizzard made wish I knew more about the industry and the history of how this decision got made.

Speaker 0

他们为《守望先锋》采用了混合商业模式。

They sort of go with a hybrid business model for Overwatch.

Speaker 0

《英雄联盟》和《DOTA2》这些MOBA游戏都是完全免费的。

So League of Legends and DOTA two and the other MOBAs are completely free to play.

Speaker 0

你随时可以登录,直接开玩,和所有人公平竞技,一分钱都不用花。

You can log on, you can play them, you can compete, you know, at a level playing field with everyone else without paying a dime.

Speaker 0

但如果你想买些专属的外观道具、特殊角色之类的,就得花钱购买这些附加内容。

But if you wanna get special, you know, sort of, aesthetic items for your character or special characters or whatnot, you have to pay money to get those sort of add ons.

Speaker 0

这些玩意儿其实不影响你的游戏实力,就是看着帅而已。

They don't really affect, you know, your skill at the game, but they like, you know, look cool.

Speaker 0

这种商业模式已经非常成功了。

And that's been a hugely successful business model.

Speaker 0

光靠这些外观道具,就赚了数十亿美元。

I mean, billions of dollars of money made from from these things just from sorta, you know, aesthetic add ons.

Speaker 0

但《守望先锋》不同,暴雪决定回归老路,直接向玩家收费。

But Overwatch, Blizzard decides to actually go back to their roots and charge money for the game.

Speaker 0

如果你想玩《守望先锋》,就得花40或60美元,具体看你选哪个版本。

So if you wanna play Overwatch, you gotta pay either $40 or $60 depending on the version you want to buy the game.

Speaker 0

不过他们还加入了类似《暗黑破坏神》的设计。

But then they also have sort of Diablo inspired.

Speaker 0

他们设置了战利品箱,你可以花钱购买,里面会随机开出一些道具,就像集换式卡牌游戏里的补充包,用来装扮你的角色。

They have loot boxes that you can buy that, contain items that you can essentially sort of also Magic the Gathering as sort of like, you know, booster packs you can buy for your for your characters.

Speaker 0

所以他们靠这个也赚了不少钱。

And so they make money on that too.

Speaker 0

确实如此。

And yeah.

Speaker 0

没错。

Totally.

Speaker 1

看着大家互相借鉴玩法真是有意思,老东西换个样子又成了新潮流,这种循环一直在不断重演。

It's incredible to watch everybody sort of steal from each other's mechanics here and and what's old is new again, and people sort of reinventing that that over and over again.

Speaker 1

大卫,你刚才说《守望先锋》取得了巨大成功,我查了一些数据,有几个点挺值得说的。

And, David, as you were saying that Overwatch has been phenomenally successful, I pulled up some stats that are worth mentioning, and there's a couple observations out of them.

Speaker 1

第一点是,人们对某些东西的持久热情真的很强。

The first one is that there's incredible staying power in what people care about.

Speaker 1

就像棒球之于美国,虽然现在关注度稍微下降了,但它依然是很多人童年记忆里不可或缺的一部分。

So in the very same way that baseball is the American pastime and even though attention is waning on it a little bit, it's still like a huge fiber of what people grew up with.

Speaker 1

电子竞技里也有类似的情况。

You have this in esports as well.

Speaker 1

尽管《守望先锋》卖得不错,但它在Twitch上每月的观赛时长占比只有1.9%,而这个数字和《星际争霸2》完全一样。

And so even though Overwatch has sold quite well, they're really only 1.9% of the monthly esports hours viewed on Twitch, which incredibly is exactly the same percentage as Starcraft two.

Speaker 1

你知道吗,《星际争霸2》都已经是很久以前的游戏了,可它至今依然备受推崇。

Like, that is an old old game that is still highly revered in

Speaker 0

到现在都七年了吧?

Seven years old at this point?

Speaker 1

是的。

Yeah.

Speaker 1

全球各地都有,但韩国还是特别多。

Everywhere, but still a lot in South Korea.

Speaker 1

如果你看这两款最火的游戏,我们刚才提到的MOBA类游戏,七年了的《英雄联盟》依然占据23.3%的观看时长,而《DOTA 2》则有32.2%。

And if you look at the two biggest games, we were mentioning these MOBA style games, seven year old League of Legends still commands 23.3% of the viewing hours, and and DOTA two has 32.2%.

Speaker 1

现在确实有不少新游戏都在瞄准这股潮流,但真正占主导地位的,还是那些大家玩了多年的经典,至于未来会不会下滑,现在还不清楚。

And it's like the you know, there's these these newer games that are coming out that are really tuned to take advantage of this wave, but what it still has the majority of the attention share, and it's unclear if this will wane in the future or not, is, is these games that people have sort of been playing for a

Speaker 0

已经好一阵子了。

while now.

Speaker 0

我觉得这个话题我们后面聊科技趋势时再深入,但最早是从《魔兽争霸2》《星际争霸》和《魔兽争霸3》的模组社区开始的,尤其是《魔兽世界》,暴雪彻底改变了游戏行业的玩法——不再只是卖一款软件,用户买完就完事。

Well, I think this is we'll get into this more in tech themes, but starting really with the modding community for Warcraft two and Starcraft and Warcraft three and then especially with World of Warcraft, Blizzard really brought this new approach to the video game market where it's not about just publishing a piece of software, people buying it and then that being the end.

Speaker 0

这些游戏会不断成长,内容越来越丰富,收入也持续增长,真正把初创公司那种运营模式带进了游戏行业。

It's that these games grow and get bigger and more in-depth and make more money over time And really brought very, you know, sorta startup company like business models to the game space.

Speaker 1

对。

Yep.

Speaker 1

再打个比方,跟电影行业比,这些游戏刚上线时的收入跟大片差不多,但它们的持久赚钱能力简直惊人。

And it actually to make another parallel to the movie industry, these games when they come out are making as much money as movies are when they come out, but they have an incredible tale of the of the ability to continue making money.

Speaker 1

比如《星球大战》上映,我记得票房好像是一十亿或者二十亿美元,反正是个天文数字。

So like a Star Wars comes out and it'll be I I forget if that was like a billion dollars or $2,000,000,000 or, you know, something huge.

Speaker 1

但电影在影院上映的时间就那么短短一阵子。

And then, you know, was only in theaters for so long.

Speaker 1

可拿2013年暴雪和动视推出的《使命召唤:幽灵》来说,首日零售销量就冲到了十亿美元。

But for example, like, 2013, Blizzard Activision released Call of Duty Ghosts, and on the first day, sold a billion dollars into retail.

Speaker 1

这简直太夸张了。

Like, that's insane.

Speaker 1

这可是电子游戏啊,而且之后好长一段时间还在持续赚钱。

It's for a video game, and then they're they continue to make money on it, for for quite a bit of time after

Speaker 0

对。

Yeah.

Speaker 0

到2016年底,也就是去年年底,暴雪自己一家在动视暴雪内部就创造了24亿美元的收入,这比2015年的16亿又涨了不少。

So, you know, to wrap it up in at year end 2016 at the end of last year, Blizzard, just Blizzard within Activision Blizzard did $2,400,000,000 in revenue, which by the way was up from 1.6 in 2015.

Speaker 0

增长速度真是惊人。

So the growth is insane.

Speaker 1

这么大的基数还能增长,简直不可思议。

The growth on that huge number is insane.

Speaker 0

没错。

Yep.

Speaker 0

运营利润超过十亿美元,这真让我震惊。

Did over $1,000,000,000 in operating income and this just blew my mind.

Speaker 0

Activision旗下的《使命召唤》这类游戏,加上暴雪的作品,还有《天际》系列,加在一起。

So in combined between Activision properties like Call of Duty and the like and Blizzard, you know, also Skylanders within Activision.

Speaker 0

2016年,消费者花在玩和观看动视暴雪内容上的时间大约有430亿小时,这是他们财报里说的,跟Netflix不相上下,比人们花在Snapchat上的时间多出一半以上。

In 2016, consumers spent approximately, this is a quote from their earnings release, forty three billion hours playing and watching Activision Blizzard content, which is on par with Netflix and over one and a half times the amount of time that people spend in Snapchat.

Speaker 0

如果你觉得这期节目讲的都是些游戏公司的疯狂数据,觉得这事儿挺小的,那你就想错了。

So, like, acquired listeners, if you think that, you know, this episode is like, man, this is lot of crazy games company stuff, like, is small for IOI, is acquired covering this.

Speaker 0

完全不是。

Like, nope.

Speaker 0

这家公司去年吸引的总注意力,是Snapchat的1.5倍。

This company is had one and a half times the total attention of Snapchat last year.

Speaker 1

而且它的使用方式也完全不一样。

And it's distributed in such a different way.

Speaker 1

你想想 Snapchat 总吹嘘自己用户每天用二十到二十五分钟,都是短时间的碎片化使用。

Like, when you think about Snapchat bragging about, what was it, twenty to twenty five minutes a day in Snapchat, it's these short little bursts.

Speaker 1

但你要是去问那些真正爱玩这类游戏的人,比如问他们是不是《英雄联盟》的重度玩家,很多人会说:‘不是啊。’

Like, when you talk to people that that really like to play these games, a lot of the time, you'll ask someone if they're a big, like a big League of Legends player, someone will say, no.

Speaker 1

我每天就玩两三个小时。

I only play, like, two or three hours a night.

Speaker 1

你一听就懵了:什么?

And you're like, what?

Speaker 1

可你再细问,人家会说:对,我特别上瘾。

And then you talk to people, they're like, yeah, I'm really into it.

Speaker 1

我每天大概玩六到八个小时。

Like, I play probably six, eight hours a day.

Speaker 0

是的。

Yeah.

Speaker 0

那当然还有一些职业玩家,这可是他们的正经工作。

Well, then you have professionals that, you know, literally it's their job.

Speaker 0

对。

Yep.

Speaker 0

没错。

Yep.

Speaker 0

这简直太疯狂了。

It's, it is crazy.

Speaker 0

这么一比,Facebook 看起来就像个你一个月才打开一次的App。

It makes Facebook look like, you know, some app that you, you know, open like, you know, once a month.

Speaker 1

是啊。

Yeah.

Speaker 1

这

It's

Speaker 0

确实。

true.

Speaker 0

好了,各位听众。

Alright, listeners.

Speaker 0

现在正是感谢我们一家非常喜爱的公司的好时机,这家公司对《Acquired》节目的制作至关重要,那就是Anthropic,以及他们最新的旗舰模型Claude Opus 4.6。

Now is a great time to thank one of our favorite companies and one that has become essential to how we make Acquired, Anthropic, and their newest flagship model, Claude Opus 4.6.

Speaker 1

我们在这里Acquired总部一直在大量使用它。

Which we have been making heavy use of here at Acquired HQ.

Speaker 1

我刚在西雅图租下了一处新场地,准备做Acquired的新演播室。

I actually just, leased some space for the new Acquired studio here in Seattle.

Speaker 1

哇哦。

Whoo.

Speaker 1

房东发来了一份非常简单的租赁合同,我一开始觉得,这事儿我自己就能搞定。

And when the landlord sent over a a pretty simple lease, I thought, oh, this is totally something I can review myself.

Speaker 1

我看了几眼,但接着又想,嗯……

I looked at it, but then I also thought, okay.

Speaker 1

还是找个靠谱的人帮我确认一下比较好。

I could use a sanity check.

Speaker 1

所以我把它上传给Claude,问它有没有什么我需要留意的地方,或者有没有不一致或需要提出异议的地方。

So, I uploaded it to Claude and asked if there was anything that I should be mindful of or inconsistencies or or anything I should push back on.

Speaker 1

结果Claude真找到了三个我自己完全没注意到的问题。

And Claude actually found three things that I totally missed on my own review.

Speaker 0

这太厉害了。

It's amazing.

Speaker 0

你之前跟我提过这事。

You told me about that.

Speaker 0

我在这儿也经常用它来写节目笔记。

I've actually been using a lot here for writing show notes.

Speaker 0

我写脚本的时候,动不动就写个五六十页甚至七十页,细节太多,自己都陷在里面了,根本看不清重点,所以每次写节目笔记时,特别需要有人帮我理清主线。

I end up with so much detail in my, like, fifty, sixty, 70 page script documents that I'm, like, way too close to the material, and I need a fresh set of eyes for what the big points are as I write up the show notes for each episode.

Speaker 1

我也是用它做了类似的事情。

And, I used it for something similar too.

Speaker 1

我们筹备超级碗创新峰会的时候,我让Claude回溯了我们之前的NFL节目,查了那些数据后来有没有更新,然后陪我一起核对,看看这些变化会不会影响我们原来的结论。

When we were preparing for our Super Bowl Innovation Summit, I had Claude go back through our old NFL episode and search the web for what numbers had actually changed since then, then go through it with me and figure out, if that changed any of our older conclusions.

Speaker 0

是的

Yep.

Speaker 0

正如Anthropic所说,Claude是为那些不满足于及格线的头脑打造的AI。

As Anthropic puts it, Claude is the AI for minds that don't stop at good enough.

Speaker 0

它能真正理解你的整个工作流程,和你一起思考。

It's the collaborator that actually understands your entire workflow and thinks with you.

Speaker 0

无论你是半夜调试代码,还是规划下一个商业决策,Claude都会延伸你的思维,帮你解决真正重要的问题。

Whether you're debugging code at midnight or strategizing your next business move, Claude extends your thinking to tackle the problems that matter to you.

Speaker 1

所以,无论你是推出下一个划时代的产品,还是应对需要深度思考的难题,Claude Opus 4.6都会和你一起拆解复杂性,而不是替你做决定。

So whether you are shipping the next great product or tackling problems that need deep thinking, Claude Opus four point six thinks through complexity with you, not for you.

Speaker 1

它是你聪明的思考伙伴。

It's your intelligent thinking partner.

Speaker 0

如果你准备好了迎接更大的挑战,现在就去 claude.ai/acquired 开始使用Claude吧。

So if you're ready to tackle bigger problems, get started with Claude today at claude.ai/acquired.

Speaker 0

如果你想了解他们的企业级服务,记得告诉他们是Ben和David推荐的。

And if you wanna explore their enterprise offerings, just tell them that Ben and David sent you.

Speaker 0

好的。

Alright.

Speaker 0

我们接着聊这个板块吧?

Should we, move on to category?

Speaker 1

对。

Yeah.

Speaker 1

今天我想换个方式来聊这个板块。

So I'd like to do category a little bit different today.

Speaker 1

我想先花点时间聊聊,这个并购到底是怎么回事。

I'd to do a little bit of discussion for beforehand of sort of like, you know, why did this merger happen?

Speaker 1

他们到底看中了对方什么?

Like, what did they see in each other?

Speaker 1

Activision 为什么偏偏要这么做?

And and, you know, why did Activision sort of make this play to make it happen?

Speaker 1

因为Vivendi Games,也就是暴雪那边,显然需要Activision的营销和发行能力,而Activision也看到,暴雪一款接一款地推出爆款在线游戏,这些游戏可不是那种玩一遍就完的主机游戏。

Because, you know, Vivendi Games, which Blizzard, probably wanted Activision's kind of marketing and distribution, and Activision obviously, you know, looked over and and Blizzard had hit after hit after hit of online games, games that really were, you know, they were not these sort of console games that you'd play through once and be done.

Speaker 1

我的意思是,当时我说的在线游戏,指的就是《魔兽世界》,那简直是个庞然大物,持续运转,源源不断地产生巨额收入。

I mean, it was and when I say online games, I mean World of Warcraft at that time, where it's just an incredible behemoth that kept going, kept generating revenue at an incredible scale.

Speaker 1

所以这本质上是用营销和发行能力,换来了做这类大型多人在线游戏的机会。

So it's really trading sort of marketing and distribution in exchange for the ability to do these MMORPGs.

Speaker 1

嗯,

Well, I

Speaker 0

我觉得不只是《魔兽世界》,虽然那是暴雪当时的核心,但就算从现在回看,你也能看出暴雪所有IP的潜力——当时模组社区里已经出现了《DOTA》这样的苗头,说明这些游戏都有可能像今天这样,长期变现、持续成长,而不是像传统游戏那样,玩完就完。一直以来,游戏行业总被说成是靠爆款驱动的生意。

think not just World of Warcraft, even though that was very much the focus of Blizzard, like, maybe this is retrospective history, but I think with all the Blizzard properties you could see the potential for, because it was already happening in the modding community with Dota, you could see the potential for all of them to be what they've become which is monetized over time and things that grow and don't fade which you know in the the knock on the video game industry has always been, oh it's a hits driven business.

Speaker 0

就像好莱坞那样,对吧?

Like Hollywood, right?

Speaker 0

某种程度上确实如此,游戏上线前,谁也说不准它到底能火成什么样。

And like to a certain extent it still is in that before a game comes out you don't really know how well that game is gonna do.

Speaker 0

但这个行业这些年的新变化在于,只要有了用户基础,站稳了脚跟,它就不会衰落,反而会越长越大。

But with what has happened in this innovation in the industry, once it has an audience and is working, it doesn't fade, it grows.

Speaker 0

我想,这就是动视当时在暴雪身上看到的东西。

That's I think what Activision saw, I have to imagine what Activision saw in Blizzard.

Speaker 1

是的

Yeah.

Speaker 1

对暴雪来说,这其实是一种对冲,对吧?

And for Blizzard, it's kind of a hedge, right?

Speaker 1

首先,他们再也不用再付钱给第三方公司来发行和发布游戏了。

It's the ability that, you know, number one, they don't have to pay like a separate entity anymore to actually publish and release their games.

Speaker 1

他们自己就能把所有这些事情一并搞定。

They can sort of do all of that as one entity.

Speaker 1

而且,万一新作没火,中间出现空窗期,他们还有这个资金充裕、稳当可靠的收入来源,能缓冲一下这种靠爆款驱动的业务风险。

But the other thing is that when there's a drought between titles, like if their next title didn't really hit, they have this, you know, well funded sort of, you know, cushy way to smooth out the the hits driven business.

Speaker 1

没错

Yep.

Speaker 0

而且,就像我们前面说的,暴雪能在九十年代那些疯狂的 Ownership 变动和起起落落中,始终坚持做出好游戏,这本身就是对他们创意实力的巨大肯定。

Well, and also, you know, like we said earlier in the show, think it's a huge testament to the creative energies at Blizzard that through all this nutso nineties era ownership changes and ups and downs, they kept making great.

Speaker 0

他们始终专注于自己的核心,不断推出优秀的产品。

They stayed focused on what they did and made great products.

Speaker 0

但我猜,对他们来说,能摆脱那个前法国国家水务公司,转投一家纯粹的游戏公司,肯定特别开心。

But I gotta imagine for them too, they're like, they must have been thrilled to get out from, you know, the former French national water company and be part of just a games company.

Speaker 1

对。

Yep.

Speaker 1

对。

Yep.

Speaker 1

对。

Yep.

Speaker 1

好吧。

Alright.

Speaker 1

那我来试着给这次收购归个类,我觉得这属于一条业务线。

So I'll take a stab at acquisition core category and call this a business line.

Speaker 1

Activision 之前确实自己搞游戏开发,也有些内部工作室,但规模和成功程度都远不如暴雪。

This is one that, you know, Activision was kind of in the business of doing their own game development with some studios in in house, but none nearly as successful as the scale of Blizzard.

Speaker 1

而且确实,合并之后有不少协同效应,这个我们待会儿再聊。

And really, yeah, there's some synergies in in combining, and we can get to that later.

Speaker 1

但我真觉得他们看中的关键点是:天啊。

But I really think that the big thing they saw here is, holy crap.

Speaker 1

这是一条能赚钱的业务线,而暴雪独有的核心优势让它能持续运转下去。

This is a revenue generating business line, and the secret sauce within Blizzard allows it to happen over and

Speaker 0

我觉得最有力的证明就是,如果你看动视暴雪作为上市公司在财报里划分的业务板块,他们把暴雪单独列为了一个独立的业务单元。

Well, I think the proof's in the pudding in that if you look at the reporting segments of Activision Blizzard as a public company in their financial results, they report Blizzard as a business line as a separate segment.

Speaker 0

没错,确实如此。

So that's true.

Speaker 0

不过我也想不起我们当初把迪士尼那一系列收购归到哪个类别了。

I think there is also an element though of I forget what category we assign to all of our Disney series of acquisitions.

Speaker 0

但这里确实也有点像迪士尼的风格。

But there's definitely a Disney element here too.

Speaker 1

是的。

Yeah.

Speaker 1

感觉就像迪士尼收购皮克斯一样。

It feels like Disney buying Pixar.

Speaker 1

对吧?

Right?

Speaker 0

没错。

Exactly.

Speaker 0

这些IP本身就有价值,现在又围绕它们拍电影、做周边商品,就像迪士尼当年围绕米老鼠这些IP慢慢建立起整个生态一样,动视暴雪的这些IP现在也开始走同样的路了。

It's like these are franchises that there is value both to the core games themselves, but now they're doing movies around these and, you know, merch and other you know, just like the Disney flywheel got created around Disney IP, you know, being Mickey and and others over time and all the movies, you know, a similar thing is starting to happen around these franchises at Activision Blizzard.

Speaker 1

是的。

Yeah.

Speaker 1

完全正确。

Absolutely.

Speaker 0

好吧。

All right.

Speaker 0

不然会怎么样呢?

What would have happened otherwise?

Speaker 0

我觉得我们刚才已经稍微聊过这个了。

I feel like we talked about that, you know, sort of a little bit just now.

Speaker 0

我很难想象暴雪当时作为维旺迪的一部分会感到开心。

And I can't imagine that Blizzard was super happy, you know, being part of Vivendi.

Speaker 1

没错。

Right.

Speaker 1

确实如此。

Right.

Speaker 0

而且,他们本来也会继续做自己的游戏和产品。

And and yeah, they would have continued, you know, creating and doing their thing.

Speaker 0

但现在回头看,九十年代到两千年初那些游戏和产品创新带来的成果,如今才真正被动视暴雪充分利用起来,发展出这么多新的业务。

But seeing all of the, you know, it almost feels like the fruits of the labor that resulted from all the game and product driven innovations throughout the nineties and kinda two thousands are really being harvested now by Activision Blizzard in terms of businesses that they're building on top of them.

Speaker 0

对。

Mhmm.

Speaker 0

要是还在维旺迪旗下,恐怕很难做到这些。

And that probably would have been hard within Vivendi.

Speaker 1

是的。

Yeah.

Speaker 1

这里有个问题。

And here's the question.

Speaker 1

我是从两个角度来看的。

I this is coming at it from both sides.

Speaker 1

一方面,从暴雪这边说,你觉得如果没有鲍比·科蒂克,他们还会推出《守望先锋》这样的游戏吗?

One, on the Blizzard side, you know, would they have produced something like Overwatch without Bobby Kotick?

Speaker 1

我的意思是,我们会不会看到更多这种完全以商业为导向、优先考虑利润的游戏,而不是那种……

Like, would would we see, you know, these very aggressive, you know, business first games rather than sort of, like

Speaker 0

是的。

Yeah.

Speaker 1

而且我说的是,

Creative And I mean,

Speaker 0

别搞错了。

make no mistake.

Speaker 0

这确实很激进。

It is aggressive.

Speaker 0

他们是两边都赚钱,你知道的。

Like, they are monetizing both ways, you know.

Speaker 0

没错。

Yep.

Speaker 0

你得先付钱买游戏,之后还得不断花小钱买内购。

You pay for it upfront and you have micro transactions over time.

Speaker 1

对。

Yep.

Speaker 1

而且他们特别积极地在打造整个生态体系。

And they're aggressive about building the ecosystem around it.

Speaker 1

听说想加入《守望先锋联赛》当一支战队,入场费大概要两千万美元。

I mean, the buy in to have an Overwatch team in the Overwatch League, the the rumors are that it's like a $20,000,000 buy in per team.

Speaker 1

天哪。

Wow.

Speaker 1

他们把这款游戏和电竞战队的加盟机会包装成下一个大趋势,说错过就傻了,正因如此,价格才高得离谱。

They're building up this game and and the ability to buy a franchise in, you know, in the competitive world of esports as being, like, the next big thing, and you'd be a fool to miss out, and it's extremely expensive because of that.

Speaker 1

我觉得,要不是有动视这一部分,恐怕不会有现在的《守望先锋》,也不会有动视暴雪如今的这种风格。

And I think that, you know, this is of what would have happened otherwise, I don't think we would see Overwatch and I don't think we would see a lot of the character of Blizzard Activision as it is today without that Activision component.

Speaker 0

对。

Yep.

Speaker 0

这倒挺有意思的。

It might be interesting.

Speaker 0

再说,我对这个行业了解不够深,不好乱猜,但像Valve和Riot,咱们以前聊过,他们在游戏圈里做的事可不少。

And again, I don't think I know enough about the industry to really speculate here, but, you know, Valve and Riot Valve obviously, you know, does many things within gaming as we've talked about in episodes past.

Speaker 0

他们靠着《DOTA 2》和《英雄联盟》,已经成长为规模庞大、影响力极强的公司了。

But with DOTA two that they control and then Riot with League of Legends, they've become huge companies and so powerful.

Speaker 0

但要是暴雪当初没被并入动视,变成一家独立专注游戏的公司,说不定Valve和Riot会更强势,而暴雪根本不会出现在这个格局里。

But had Blizzard not been, you know, kinda put into its own sorta independent gaming focused company with Activision, maybe Valve and Riot would be even more powerful, you know, and Blizzard wouldn't be even part of the picture.

Speaker 1

是啊。

Yeah.

Speaker 1

这观点挺有意思。

That's interesting.

Speaker 1

这挺有意思的。

That's interesting.

Speaker 1

你觉得如果动视没收购或合并暴雪,他们会做什么?

What do you think Activision would have done if they didn't buy or merge with Blizzard?

Speaker 1

因为他们真的错过了MOBA这一波浪潮。

Because they they really missed MOBAs.

Speaker 1

我是说,他们错失了这么大的机会。

I mean, they missed this enormous wave.

Speaker 1

这简直就像微软错过了移动互联网。

It's almost like Microsoft missing mobile.

Speaker 0

是的。

Yeah.

Speaker 0

确实如此。

Really, they they did.

Speaker 0

而且我不是说,这种现象在行业浪潮中特别有意思——旧的游戏模式其实也没消失。

I mean, and it's not to say that I think this is also a dynamic that happens with these waves that I think is super interesting is that the old paradigm of video games didn't go away either.

Speaker 0

而这一切都是动视创造出来的。

And Activision's created that.

Speaker 0

比如《使命召唤》,就像你说的,能赚几十亿美元。

Like Call of Duty, you know, like you're saying, makes billions of dollars.

Speaker 0

但这种方式其实是个低效的商业模式,因为你得投上几亿美金做内容,跟拍电影一样。

But it just makes it in a way that is a inferior business model because it's like you invest hundreds of millions of dollars in creating the content just like movies Mhmm.

Speaker 0

然后发布出去,在一段时间内赚钱,之后就慢慢过气了。

And then you release it and then you monetize it for, you know, a window and then it fades.

Speaker 0

所以他们其实也照样能混得不错,对吧?

So like they still would have done fine, right?

Speaker 0

但他们就会错过暴雪带来的那种增长、创新,还有更优的商业模式。

But all the growth and the innovation and the better business model that Blizzard has, they would have missed out on.

Speaker 1

没错。

Yep.

Speaker 1

还有另外两点我想提一下,是我自己也还没想清楚的问题。

And then two other things that I wanna point out that I think are questions that I don't have answers for.

Speaker 1

各位听众,如果你对游戏行业有所了解,欢迎加入 acquired.fm 的 Slack 群组。

And listeners, if you if you know about the video games industry, join us at acquired.fm in the Slack.

Speaker 1

我们非常期待听到你们对这些问题的看法。

We would love to hear your answers to these.

Speaker 1

至于暴雪和动视,就像我们在先锋广场实验室做事时说的那样,如果长时间投入一个项目却没把它做成公司,就会出现一种代价高昂的‘死亡项目’,比如他们搞了很久的《泰坦》,本来指望它成为下一个爆款。

But Blizzard Activision, you know, had a as we as we put it at Pioneer Square Labs, when we work on something for a long time and don't create a company out of it, a very expensive kill called Titan, where they worked on this game for a long time, and it was supposed to be the next big thing.

Speaker 1

结果呢,这个项目被砍掉了。

And, you know, it was it was killed.

Speaker 1

我想问的是,如果当时只有暴雪,他们会坚持下去,哪怕困难重重也要把它做出来吗?

And the question is, in my mind, if it were just Blizzard, like, would they have believed in it and persevered through it and shipped it anyway?

Speaker 1

还是说,这个耗资巨大的项目会一直烧钱,最终真的能面世吗?

Or, you know, would the expensive project have have just would they have continued to pour money onto it and would it have seen the light of day?

Speaker 1

这个我也不确定。

I don't know.

Speaker 1

但我猜测,这更多是动视的风格,而不是暴雪的做派。

But I speculate that that has more to do with Activision than Blizzard.

Speaker 1

还有另一件事我想提一下,下一个备受期待的作品本该是《暗黑破坏神3》,结果却彻底失败了。

And then the the other thing I wanna point out is the next big thing was also supposed to be Diablo three, and that was a total flop.

Speaker 1

确实如此。

And Yep.

Speaker 1

我还想补充一点。

I'd also update

Speaker 0

不过我不觉得它算失败。

Well, I don't know if it was a flop.

Speaker 0

我的意思是,它应该还是盈利的,只是没达到其他系列那样的高度。

I mean, it was I think it was successful, but just not to the degree of these other franchises.

Speaker 1

没错。

Yeah.

Speaker 1

现在门槛太高了,如果你不是那种顶级IP,根本没人会在意。

And I mean, the stakes are high are so high now that if you're not like one of these other franchises, you just don't matter.

Speaker 0

对。

Yep.

Speaker 1

对吧?

Right?

Speaker 1

像这种行业,前期投入巨大,但一旦成功,收入也极其可观。

Like, in these businesses that have incredibly high capital requirements and then incredibly, high revenues after that.

Speaker 0

是的。

Yep.

Speaker 0

是的。

Yep.

Speaker 0

我觉得它不太适合电竞和观赛这种模式,而其他那些系列在这方面做得特别成功。

I mean, no doubt it's, well, I think it's less well adapted to the, you know, esports and viewing model, that these other franchises, you know, have been so successful with.

Speaker 0

所以它的潜力相对有限。

So it's just it it just has less potential.

Speaker 0

不过我觉得暴雪还是把《暗黑破坏神》当成核心IP,挺值得期待他们会怎么发展它。

But but, you know, I think Blizzard views Diablo as a core franchise and, you know, it'll be super interesting to see what directions they take it in.

Speaker 0

你看最初的《暗黑破坏神》,其实开创了围绕装备的经济体系,很多人特别喜欢在线交易物品。

You know, I I see huge potential like the original Diablo, you know, sort of created this idea of an economy around items and, like, people love, you know, trading stuff online.

Speaker 0

所以我觉得这方面未来潜力巨大。

So I see huge potential for that going forward.

Speaker 1

对。

Yep.

Speaker 1

说得好。

Great point.

Speaker 1

科技主题?

Tech themes?

Speaker 0

科技主题。

Tech themes.

Speaker 0

天啊。

Oh man.

Speaker 0

老样子了。

Per usual.

Speaker 0

我觉得我们已经聊得挺多了。

I think we've covered a lot of them.

Speaker 1

是的。

Yeah.

Speaker 0

你知道吗,我觉得我们这档节目已经聊过很多了,但有一个特别重要的想法,就是打造一个平台,让各种用户都能自由发挥、创造和表达。

You know, I think for me there's we've talked about a lot on this show already but one that I think is super powerful is just this idea of creating, enabling, building and then creating, enabling a platform for users of all types of it to then be creative themselves.

Speaker 0

如果你能在某个领域把这个做得很好,围绕你的产品建立起一个市场,而且这个市场是激发全新创意和创业精神的,那就能在任何行业里培育出一个庞大的生态系统。

And if you can execute that well in whatever domain and essentially create a marketplace around what you're doing, but a marketplace where you're enabling new types of creativity and really entrepreneurialism, that's how you can grow just an enormous ecosystem in any type of business.

Speaker 0

具体来说,我指的是暴雪发布的模组引擎、战役编辑器和地图编辑器。

And and so specifically, I'm talking about the the the modding engine and the campaign and maps editors that Blizzard released.

Speaker 0

这直接催生了一个如今价值数百亿美元的产业,涵盖电子竞技和MOBA游戏。

I mean, it literally created this, you know, industry that is tens of billions of dollars now in in combined in esports and MOBAs.

Speaker 0

我还想到其他例子,比如苹果在某种程度上也是这样。

And I think about in other, you know, I think Apple was like this in a way.

Speaker 0

就像软件行业的发展,其实很大程度上是得益于苹果提供的支持。

Like, you know, the industry that was created around software, you know, was really Apple enabling.

Speaker 0

再比如面向对象编程,它让人们能开发应用并发布到iOS平台;还有像Square或Stripe这样的公司,让普通人也能轻松开店做生意。

And then next, you know, in object oriented programming enabling people to, you know, build things and release it on the platform or iOS or, you know, even sorta like Square in a way, enabling people to go into business and be merchants or Stripe.

Speaker 1

对。

Yep.

Speaker 1

是的。

Yeah.

Speaker 1

我也这么觉得。

Think so.

Speaker 1

我们一直提到的另一个重点,是暴雪最近推出的《魔兽》电影所体现的IP飞轮效应。

Another big one that we keep touching on is is really this concept of sort of the IP flywheel that Blizzard released the Warcraft movie recently.

Speaker 1

挺值得期待的,看看他们能不能把游戏里的IP成功延伸到线下体验、电影、电视剧和周边玩具这些领域。

And it'll be interesting to see, you know, how well they're able to parlay the IP from these games into, you know, physical locations, into cinema, into TV shows, into toys.

Speaker 1

现在当然还远赶不上迪士尼的规模,但我很好奇,暴雪、动视和拳头这些公司,通过游戏塑造的角色和故事,能不能像迪士尼那样,让观众对这些英雄和角色产生如此深厚的认同感,并以此构建完整的商业生态。

You know, it's nowhere near the level that Disney is now, but it's an open question to me if the sort of storyline and character development and affinity for these characters that Blizzard Activision and that Riot and, you know, these games are doing for the, you know, the heroes and characters and champions in these games, if they'll be able to really parlay that the same way that Disney has with, you know, the the characters in their universe.

Speaker 0

是的。

Yeah.

Speaker 0

你已经能看到一些迹象了,比如MLG被收购,这跟迪士尼收购各种资产、构建自己的飞轮体系很相似。

Well, and you can start to see the pieces falling into place with, the Major League Gaming acquisition and the analogies to Disney and all of the assets Disney owns that are part of its flywheel.

Speaker 0

我就在想ESPN这个例子。

You know, and I'm thinking in particular of ESPN.

Speaker 0

我觉得暴雪和动视暴雪面临的挑战是,他们并不拥有Twitch,对吧?

You know, the the challenge I think for Blizzard is and Activision Blizzard is is they don't own Twitch, right?

Speaker 0

亚马逊拥有Twitch,那Twitch是不是相当于这里的ESPN?

Amazon owns Twitch and is Twitch the ESPN here?

Speaker 0

我觉得情况肯定不太一样,毕竟这是两个不同的世界。

And I think that obviously the dynamics will be slightly different as it's a different world.

Speaker 0

但就像我们之前提到的,他们在MOBA领域起步太晚了——虽然为这个类型打下了基础,却直到太晚才加入。

But as we've pointed out throughout the show with as they sorta were late to the game with MOBAs, know, sorta laid the groundwork for the MOBA genre to emerge but then didn't participate in until too late.

Speaker 0

目前暴雪的这个飞轮体系里,还缺了好几个关键环节。

There's several elements of the flywheel that are kinda missing, are holes in the chain for for Blizzard right now.

Speaker 0

所以很值得看看,他们是打算自己慢慢搭建这些环节吗?

So it'll be interesting to see like, do they continue trying to build them in house?

Speaker 0

还是说,他们会直接收购?

Do they buy things?

Speaker 0

我不觉得他们会再收购其他公司,这完全在情理之中。

I wouldn't be surprised at all to see more acquisitions coming down the pipeline for for Blizzard.

Speaker 1

是的。

Yeah.

Speaker 1

值得一提的是,听众朋友们,他们还收购了King公司,就是做《糖果传奇》的那家。

It's worth noting listeners, they also bought King Yeah.

Speaker 1

没错。

Right.

Speaker 1

他们买下《糖果传奇》花了多少钱?

Of Candy Crush for what?

Speaker 1

那可是

That's

Speaker 0

将近

like close to

Speaker 1

59亿美元。

$5,900,000,000.

关于 Bayt 播客

Bayt 提供中文+原文双语音频和字幕,帮助你打破语言障碍,轻松听懂全球优质播客。

继续浏览更多播客