By the way, I didn't see this being discussed here.
https://www.mmorpg.com/world-of-warc...ght-1000013602
What does an executive producer do?
JH: I get to be the caretaker of the World of Warcraft franchise. So literally all things that we do, all decisions that we make, whether it’s new things we want to go about or old things we want to resurrect, I get to weigh in on all of that. But more importantly, I get to work with the entire team. As a Production Director, you’re pretty centered on the development team alone, which is still significant. As Executive Producer, you’re responsible for the brand, the franchise, new projects that we take on, the scope of what we do for WoW. I get to make decisions about who gets to make things, who gets to pursue things. I get to weigh in on how we present the game, how we market the game.
My job is to represent the player experience to see that we at Blizzard are making decisions that are in the best interests of our players and that we’re always taking the long-term view on that. It’s easy as individuals to want to do something, to add something or subtract something from the game to meet the needs of what we feel capable of doing now or if it’s something within our charter. But somebody has to step outside that and listen to all the different and competing ideas and weave the thread of what’s the right thing for our players. It’s something I learned from J (Brack) and something he, in turn, learned from Mike Morhaime, that if you take that long view, that you’ll always prevail.
Having to compete with Blizzard? Some companies that didn’t always take that long-term view or that care for their players -- it’s the timing of the game. We’ve been here for 15 years. I’ve worked on games that attempt to compete with what Blizzard does and, while we all remember them, we’re not all playing them today. And the big reason is just that: There were people given these responsibilities who knew they had to be responsible to the players first and everything else second.
Being a nearly 15-year-old game, it seems as if it would be difficult to attract new players. What are your plans to grow the community with a new influx of players and to entice returning players? What plans are there for retaining players longitudinally?
WoW has evolved over 15 years. We’re continuously upgrading graphics in the game, improving the look of the game, updating gameplay mechanics themselves to be more sophisticated and so that’s an important aspect. We have to keep adapting because our players are adapting.
When we first came out with WoW, there was no social media. The idea that you come together and you meet people online and you do a thing together was new and cool and it still is. But as WoW has developed, some really awesome games have also been developed -- some awesome RPGs, some cool games that are on the fringes of what WoW does, and so it’s challenged us to always make our game better. We invest pretty heavily in WoW. It’s not a game that we are putting in any kind of sunset mode -- if anything, it’s been the opposite. We’ve continued to build more and more.
All that being said, we need to have new players coming in, young players coming in. One of our greatest opportunities is with families. I just go from my own experience. My youngest son and I started playing when he was 13. The Lich King had just come out and it was this incredible bonding experience for us. For anyone who has raised a kid up until 13, that’s the transition point where they want some independence, they want to do their own thing and they can start to move away from their parents. That’s healthy and natural but in an era where kids are using technology and forms of entertainment that are foreign to their parents, it creates a division between them. I’m so thankful we had WoW to play together. We still play today. It’s something we have together.
I think that’s a great place to start. For parents who love the game and see how fun it is -- WoW is, at its core, about meeting people online, playing and doing things together, it’s not heavily competitive. There’s a lot of content about cooperative play and each of us taking on a role. So we can start there.
We are doing things today to make the game more fun for new players. That’s stuff that we’ll be talking more about later on in the year. It’s a lot of discussions now, there’s some development going on, but I think until such time as we’ve got things that we’re really happy with, we’re not going to make any announcements.
What are the biggest challenges being an executive producer on a game as huge as WoW? What are the biggest rewards?
JH: One case in point: When I came onto the WoW team for the second time (after working on Diablo console and Reaper of Souls), we were just about to ship Warlords of Draenor and as we got into it, we released 6.2, we didn’t really have much planned in terms of content updates for about a year. I kind of freaked out. I mean, as a player, I’m like, “What? Raid Hellfire (Citadel) and...that’s it?” I mean, I understand why. We had a lot cooking for Legion but it just struck me as, “This is bad.”