To mollify Kotick and Tippl, Blizzard began expanding a process called long-range planning. Each development team was asked to assemble a presentation deck that mapped out the next three to five years for their franchise, including content, features, and potential monetization plans. “There was a tremendous amount of resistance to that,” said Hunt. Some teams, preoccupied with their short-term needs, simply made things up, stuffing their presentations with imaginary goals to release new expansions or launch on consoles.

