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Before Steam? Blizzard’s Forgotten Game Store

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.

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