Millennium Gaming

George Broussard and Scott Miller
Louis Castle and Brett Sperry
Justin Chin
Richard Garriott
Ron Gilbert
Andy Hollis
Jane Jensen
Norm Koger
Doug Littlejohns
Sid Meier
Peter Molyneux
Michael Morhaime
Ray Muzyka & Greg Zeschuk
Gabe Newell
Chris Roberts
Tim Schafer
Bruce Shelley
John Smedley
Warren Spector
Will Wright
Michael Morhaime
Blizzard

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Everyone says it - quality over quantity. Few deliver on the promise, but one of those few is Michael Morhaime, the 30-year old president of Blizzard Entertainment, a company he co-founded in 1991 with Alan Adham and Frank Pearce. Thanks to games such as Warcraft and Diablo, Blizzard has become one of the leading developers in the PC arena, a title they hope to keep into the new millennium with games such as Diablo II and Warcraft III. Whether it's hacking-and-slashing through a dimly-lit dungeon or fighting a furious real-time battle with orcs, Blizzard has provided gamers across the world with tremendous experiences.

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EXCLUSIVE: Warcraft III Orc Concept Art
1. If there were one moment from gaming you'd put in a time capsule to represent the 20th century of interactive entertainment, what moment would it be and why?

Michael: I still remember the very first game of Warcraft: Orcs and Humans that was played over a network. It was truly a groundbreaking day at Blizzard, since we were trying out this part of the game for the first time. After about 20 minutes of heated battle, both of the players ran out of their offices, their eyes gleaming with excitement and yelling at the top of their lungs:

"That was so cool!"
"Yeah it was. I beat you pretty bad!"
"What do you mean, you beat me? You're the one that lost."

We were all a little confused at first. As it turned out, we realized that we hadn't incorporated the code to handle network synching yet, and the two computers had slipped out of sync almost immediately, thereby making each guy the winner on his own system. We were pretty concerned and confused at first, but the programmers laugh about it now.

We knew that we still had some work ahead of ourselves, but that was my first exposure to how fun real-time strategy would be in a multiplayer setting as well as to some of the complexities in doing it right.

Next: Michael Morhaime (cont.)