blizzard’s Near Miss: The Battle.net That Could Have Been Steam
Steam’s dominance in the PC gaming market is undeniable. It’s become synonymous with PC game distribution, a fact that makes the story of Blizzard entertainment’s near-miss all the more intriguing.Could the gaming giant have created its own Steam years before Valve’s platform took off?
Blizzard, creators of iconic franchises like Diablo and Overwatch, already possessed a robust online platform: Battle.net. By the second quarter of 2023, Battle.net boasted 26 million monthly active users.While a significant number,this pales in comparison to Steam’s 132 million monthly users reported in 2021. The difference is stark, highlighting a potential missed opportunity.
Years before Steam’s official launch on September 12, 2003, a proposal emerged within Blizzard. According to reports, programmer Patrick Wyatt and others pitched the idea of transforming Battle.net into a digital storefront for a wider variety of PC games. This wasn’t a completely novel concept; early Blizzard games like Diablo were already distributed through Battle.net, demonstrating the feasibility of such a platform.
Mike O’Brien, the engineer behind the original Battle.net, reportedly supported Wyatt’s vision. However, the proposal was ultimately rejected by Blizzard’s leadership at the time. This decision, in hindsight, appears to have been a pivotal moment in the history of PC gaming.
Simultaneously occurring, Valve launched Steam in 2003, initially as a distribution channel for Counter-Strike updates. While its early days weren’t without controversy—the requirement for Half-Life 2 players to use the platform sparked debate—Steam’s evolution into the dominant force it is indeed today is a testament to its adaptability and foresight.
For years, Blizzard remained absent from the Steam platform. however, in a significant shift in 2023, Blizzard released Overwatch 2 on Steam, signaling a potential change in strategy. This move suggests a willingness to bridge the gap between gaming communities and perhaps expand its reach through Steam’s vast user base.
The “what if” scenario surrounding Blizzard’s decision remains a fascinating discussion point within the gaming industry. had they embraced the vision of Wyatt and O’Brien, the landscape of PC gaming could be drastically different today. Further details can be found here.
Could Battle.net have been the Steam of Today?
david Miller, Senior editor of world-today-news.com, speaks with Dr. Emily Carter, Professor of Game Industry History at the University of California, Berkeley, about Blizzard’s near miss in the online gaming realm.
David: Dr. Carter, thank you for joining us today. The recent article about Blizzard’s potential to create a Steam-like platform years before Valve really caught my eye. What are your thoughts on this “what-if” scenario?
Dr. Carter: It’s a captivating story, David. Blizzard already had Battle.net, a robust platform that was clearly ahead of its time. The infrastructure was there,adn as the article mentions,they were already experimenting with digital distribution through Battle.net for games like Diablo. The idea that they could have expanded this into a full-fledged storefront like Steam is certainly intriguing.
David: The article mentions a proposal by programmer Patrick Wyatt and support from engineer Mike O’Brien. do you have any insight into why Blizzard’s leadership ultimately rejected this vision?
Dr. Carter: It’s hard to say definitively without insider facts,but we can speculate. At the time, blizzard was renowned for its single-player focused experiences like Warcraft and Diablo. Expanding into a digital storefront might have seemed like a risky departure from their core strengths. They might have been hesitant to invest in developing a platform that would compete with established publishers and distributors.
David: It’s fascinating to think about how things might have changed if they had gone down that path.
Dr. Carter: Absolutely. Steam’s dominance is undeniable, but perhaps a platform like Battle.net, backed by Blizzard’s reputation and game libary, could have presented a serious challenge.
David: We’ve seen Blizzard recently releasing Overwatch 2 on Steam. What do you think this move signifies?
Dr. Carter: I think it signals a recognition of Steam’s massive player base and the potential benefits of reaching that audience. It also, perhaps, indicates a willingness to be more receptive to platforms beyond their own.It’s a significant shift in strategy for them.
David: Do you think this move could foreshadow a broader collaboration between Blizzard and Steam in the future?
Dr.Carter: It’s certainly possible. The gaming landscape is constantly evolving, and companies are always looking for ways to expand and reach new users. I wouldn’t be surprised to see Blizzard further embrace platforms like Steam in the coming years.
David: Thank you so much for sharing your insightful thoughts,Dr. Carter. This truly is a captivating what-if scenario in the history of gaming.
Dr. Carter: It was my pleasure, David. Thanks for having me.