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Other video games, like Half-Life and Fallout, painted a grim, dystopian picture—in contrast, Titan would feel bright and optimistic, perhaps attracting people who wouldn’t normally play Blizzard games. “We were really excited about appealing to a broad audience,” Thavirat said. “Gamers, non-gamers, young, old, men, women, everything in between.”
Play Nice: The Rise, Fall, and Future Of Blizzard Entertainment
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