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Subject: 
Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Fri, 14 Apr 2000 05:35:31 GMT
Viewed: 
1610 times
  

I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Imagine having your own army of dozens or hundreds of little Lego soldiers
scurrying around your screen, preparing to attack your buddies who are
playing against you over the Internet?  Send some guys to go scout the
territory, station some more sentries around your castles, build a few more
catapults, add another blacksmith shop to one of your castles, enlarge your
stables, move your king to a safer location, etc. etc.

The economics of the game could be based on harvesting timber (for weapons
and buildings) and metals (for more exotic weapons and buildings).

You could have maybe three types of forces (the equivalents of species in
Warcraft and Starcraft) -- Crusaders, Forestmen, and Fright Knights, all
with different types of units and buildings.  The Crusaders would be strong
and good fighters, the forestmen would be good at stealth and marksmanship,
the Fright Knights good at magic and dragon taming, etc.

Anyone other ideas?

--


Paul Davidson

   
         
     
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Fri, 14 Apr 2000 06:14:13 GMT
Viewed: 
1572 times
  

In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Have you seen the Lego conversion for Myth II?  It's over at

http://www.myther.com/articles/leggo/

The economics of the game could be based on harvesting timber (for weapons
and buildings) and metals (for more exotic weapons and buildings).

You would also have to mine and smelt ABS plastic to make more minifigs.


- Mike Rayhawk


--------------------------------------------------
    Check out the Official BrikWars Home Page at
   http://www.teleport.com/~rayhawks/brikwars.htm
--------------------------------------------------

   
         
     
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Fri, 14 Apr 2000 13:07:29 GMT
Viewed: 
1591 times
  

In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Imagine having your own army of dozens or hundreds of little Lego soldiers
scurrying around your screen, preparing to attack your buddies who are
playing against you over the Internet?  Send some guys to go scout the
territory, station some more sentries around your castles, build a few more
catapults, add another blacksmith shop to one of your castles, enlarge your
stables, move your king to a safer location, etc. etc.

The economics of the game could be based on harvesting timber (for weapons
and buildings) and metals (for more exotic weapons and buildings).

You could have maybe three types of forces (the equivalents of species in
Warcraft and Starcraft) -- Crusaders, Forestmen, and Fright Knights, all
with different types of units and buildings.  The Crusaders would be strong
and good fighters, the forestmen would be good at stealth and marksmanship,
the Fright Knights good at magic and dragon taming, etc.

Anyone other ideas?

Wow, think of the possibilities!  You could have different people forming
clans with their groups of people.  There could be stronger units available as
you progressed through the game, such as huge dragons bearing it's force's
insignia.  Great Idea Paul!

Wilson

   
         
     
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Fri, 14 Apr 2000 15:12:07 GMT
Viewed: 
2378 times
  

In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Blizzard moved from Irvine, California?


Imagine having your own army of dozens or hundreds of little Lego soldiers
scurrying around your screen, preparing to attack your buddies who are
playing against you over the Internet?  Send some guys to go scout the
territory, station some more sentries around your castles, build a few more
catapults, add another blacksmith shop to one of your castles, enlarge your
stables, move your king to a safer location, etc. etc.

The economics of the game could be based on harvesting timber (for weapons
and buildings) and metals (for more exotic weapons and buildings).

You could have maybe three types of forces (the equivalents of species in
Warcraft and Starcraft) -- Crusaders, Forestmen, and Fright Knights, all
with different types of units and buildings.  The Crusaders would be strong
and good fighters, the forestmen would be good at stealth and marksmanship,
the Fright Knights good at magic and dragon taming, etc.

Anyone other ideas?


I like the idea, but better to pitch it to whomever has the Lego software
rights than to Blizzard.  I imagine the actual depiction of Lego violence would
freak Lego - no matter how appropriate to the subject matter it may be - so I
wouldn't hold my breath.

Bruce
Bruce

    
          
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Sun, 16 Apr 2000 00:06:56 GMT
Viewed: 
2126 times
  

You could just make a war2 TC like they did with myth... Its not hard at all.

     
           
       
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Mon, 17 Apr 2000 14:53:20 GMT
Viewed: 
2199 times
  

In lugnet.castle, Pearson Castner writes:
You could just make a war2 TC like they did with myth... Its not hard at all.


It's always easier when you are simply copying something else rather than
creating something original, but as to making a good computer game not being
hard at all...

Bruce
(trying very hard not to stop laughing)  :-)

      
            
       
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Mon, 17 Apr 2000 15:01:39 GMT
Viewed: 
2188 times
  

In lugnet.castle, Bruce Schlickbernd writes:

(trying very hard not to stop laughing)

Hmmmm, this would doom me forever.  Just kinda ignore the "not".  :-)

Bruce

     
           
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 00:26:26 GMT
Viewed: 
2239 times
  

The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.  These guys
invented the 3D shooter engine that was copied by many others.  Once software
engine is created, it is simple to adjust the graphics, maps and weapons to
suit your theme.  The same is true with Warcraft.  Blizzard invented the
engine (technically Dune invented it, Blizzard just perfected it), and many
others copied it (command and conquer, Age of Empires, etc.).  So for TLG to
produce the game would require the expense of licencing the engine, and the
work to adjust the game specifics (graphics, characters, maps, etc.)

I know this is a very simple explanation for a very involved process but my
point is that this would be easier than you might think.

Scott

In lugnet.castle, Pearson Castner writes:
You could just make a war2 TC like they did with myth... Its not hard at all.

     
           
       
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 05:02:21 GMT
Viewed: 
2346 times
  

In lugnet.castle, Scott P. Costello writes:
The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.

Wolfenstein was created by....ummmmm....dang....that was so long ago even I
forget.  I mean the ORIGINAL Castle Wolfenstein (Apple ][).  Top down
graphics, not first person.  But yes, the engine by IDG has been copied many
times.


  These guys
invented the 3D shooter engine that was copied by many others.  Once software
engine is created, it is simple to adjust the graphics, maps and weapons to
suit your theme.  The same is true with Warcraft.  Blizzard invented the
engine (technically Dune invented it, Blizzard just perfected it), and many
others copied it (command and conquer, Age of Empires, etc.).

Command & Conquer was by the people who created Dune, they just sanded off the
serial numbers to avoid royalties.  :-)



  So for TLG to
produce the game would require the expense of licencing the engine, and the
work to adjust the game specifics (graphics, characters, maps, etc.)

Licensing of engines is extremely rare - why make it easier for someone to
compete with your product?  It was usually done to in the past simply to avoid
lawsuits on similiar products.


I know this is a very simple explanation for a very involved process but my
point is that this would be easier than you might think.

Idunno, I've worked on a lot of computer games in my time - nothing is ever
easy.


Scott

In lugnet.castle, Pearson Castner writes:
You could just make a war2 TC like they did with myth... Its not hard at all.

      
            
        
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 15:49:51 GMT
Viewed: 
2352 times
  

In lugnet.fun.gaming, Bruce Schlickbernd writes:
In lugnet.castle, Scott P. Costello writes:
The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.

Wolfenstein was created by....ummmmm....dang....that was so long ago even I
forget.  I mean the ORIGINAL Castle Wolfenstein (Apple ][).  Top down
graphics, not first person.  But yes, the engine by IDG has been copied many
times.

yah yah!  I remember copying it (shhh, i was young) sector by sector, since my
poor apple][+'s 48k memory couldn't do more than that... :)

yay locksmith *grin*

:)

Dan

PS.  Hope my age isn't showing ;)

      
            
       
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 17:41:55 GMT
Viewed: 
2374 times
  

In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Scott P. Costello writes:
The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.

Wolfenstein was created by....ummmmm....dang....that was so long ago even I
forget.  I mean the ORIGINAL Castle Wolfenstein (Apple ][).  Top down
graphics, not first person.  But yes, the engine by IDG has been copied many
times.

Castle Wolfenstein was created by Silas S. Warner in 1981 for Muse Software.
Muse later created Beyond Castle Wolfenstein in 1984.

So for TLG to
produce the game would require the expense of licencing the engine, and the
work to adjust the game specifics (graphics, characters, maps, etc.)

Licensing of engines is extremely rare - why make it easier for someone to
compete with your product?  It was usually done to in the past simply to avoid
lawsuits on similiar products.

Actually, the licensing of engines is very common!  Why make it easier for
someone to compete with your product?  For the big wad of money you get in
return!  The Quake 2 engine has been used for Kingpin, Daikatana, and some
little game called Half Life.  Countless developers have signed up to use the
Quake 3 engine.  The Unreal engine alone has been licensed for use with Duke
Nukem Forever, Deus Ex, The Wheel of Time, Klingon Honor Guard, X-Com Alliance,
Werewolf the Apocalypse, TNN Outdoors Pro Hunter, Navy Seals, a sequel to Abe's
Oddworld, Hired Guns, Star Trek: Deep Space Nine, and Aeon Flux!  Those are
just the ones that have been publicly announced (I know for a fact that there
are more).

I know this is a very simple explanation for a very involved process but my
point is that this would be easier than you might think.

Idunno, I've worked on a lot of computer games in my time - nothing is ever
easy.

Truer words were never said, but it's a wonderful feeling when your work comes
together and you wind up with something that is truly fun to play and
enjoyable.

Tony

      
            
        
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 18:07:40 GMT
Viewed: 
2391 times
  

In lugnet.castle, Tony A. Rowe writes:
In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Scott P. Costello writes:
The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.

Wolfenstein was created by....ummmmm....dang....that was so long ago even I
forget.  I mean the ORIGINAL Castle Wolfenstein (Apple ][).  Top down
graphics, not first person.  But yes, the engine by IDG has been copied many
times.

Castle Wolfenstein was created by Silas S. Warner in 1981 for Muse Software.
Muse later created Beyond Castle Wolfenstein in 1984.


Ahhhh, my brain kept trying to come up with something starting with an S and I
kept drawing blanks on the company name.  Going down the wrong path.

So for TLG to
produce the game would require the expense of licencing the engine, and the
work to adjust the game specifics (graphics, characters, maps, etc.)

Licensing of engines is extremely rare - why make it easier for someone to
compete with your product?  It was usually done to in the past simply to • avoid
lawsuits on similiar products.

Actually, the licensing of engines is very common!  Why make it easier for
someone to compete with your product? For the big wad of money you get in
return!  The Quake 2 engine has been used for Kingpin, Daikatana, and some
little game called Half Life.  Countless developers have signed up to use the
Quake 3 engine.  The Unreal engine alone has been licensed for use with Duke
Nukem Forever, Deus Ex, The Wheel of Time, Klingon Honor Guard, X-Com • Alliance,
Werewolf the Apocalypse, TNN Outdoors Pro Hunter, Navy Seals, a sequel to • Abe's
Oddworld, Hired Guns, Star Trek: Deep Space Nine, and Aeon Flux!  Those are
just the ones that have been publicly announced (I know for a fact that there
are more).

I stand corrected - for one particular product, it would seem.  :-)

But then, I haven't paid as close attention the last few years, so things may
well have changed.


I know this is a very simple explanation for a very involved process but my
point is that this would be easier than you might think.

Idunno, I've worked on a lot of computer games in my time - nothing is ever
easy.

Truer words were never said, but it's a wonderful feeling when your work comes
together and you wind up with something that is truly fun to play and
enjoyable.

Tony

Enjoy it while you can - while people are still playing Monopoly, computer
games are like sand castles, they get washed away with the tides of time and
technology very quickly.  :-(

Thanks for the comments and corrections!

Bruce

      
            
       
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.off-topic.fun
Date: 
Wed, 19 Apr 2000 20:29:06 GMT
Viewed: 
1547 times
  

[directed to lugnet.off-topic.fun, 'cause this has nothing to do with LEGO]

In lugnet.dear-lego, Tony Rowe wrote:

Actually, the licensing of engines is very common!  Why make it easier for
someone to compete with your product?  For the big wad of money you get in
return!  The Quake 2 engine has been used for Kingpin, Daikatana, and some
little game called Half Life.  Countless developers have signed up to use the
Quake 3 engine.  The Unreal engine alone has been licensed for use with Duke
Nukem Forever, Deus Ex, The Wheel of Time, Klingon Honor Guard, X-Com Alliance,
Werewolf the Apocalypse, TNN Outdoors Pro Hunter, Navy Seals, a sequel to Abe's
Oddworld, Hired Guns, Star Trek: Deep Space Nine, and Aeon Flux!  Those are
just the ones that have been publicly announced (I know for a fact that there
are more).

Heck, I got the distinct impression that Unreal The Engine was developed
specifically for licensing, and Unreal The Game was made to show off the engine.

Steve

     
           
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 17:27:26 GMT
Highlighted: 
(details)
Viewed: 
2269 times
  

In lugnet.castle, Scott P. Costello writes:
The way this works is a creative company invents a gaming engine and several
others copy it.  Classic example Wolfenstein/Doom invented by Idg.  These guys
invented the 3D shooter engine that was copied by many others.  Once software
engine is created, it is simple to adjust the graphics, maps and weapons to
suit your theme.

This is partly true, but I would like to clear up some of your nomenclature.

You could say that Id created the First Person Shooter (FPS) genre of games
when they created Wolfenstein 3D.

This is different from an engine, as an engine is a computer program (or group
of programs) that handle all the low-level stuff that a video game does, such
as handling player input (from keyboard, mouse, joystick, whatever),
calculating if some object has collided with some other object, displaying
images to the screen, tracking player and enemy stats, and so on.

An engine has to have data to get the look of the game that is wanted.  Data
is textures (pictures and images, used for floors, ceilings, walls, computer
consoles, water, skins, weapons, the sky, etc...), meshes (3D models of
enemies, weapons, trees, etc., if the game is truly 3D (like Quake)), sprites
(2D models of stuff if a game is not truly 3D (like Doom or Warcraft)), and
other stuff like stats (weapon ranges, enemy hit points, lighting
information, etc.) and maps (the layout of a game level).

A single engine can be used with different data to make several different (but
usually similar) games.  Both Klingon Honor Guard and Wheel of Time use the
same engine as the game Unreal.  The three games are similar in controls and
general gameplay, but each game is distinct and different.  The three games all
use different data.

As another example, my company developed a new game engine when they created
The Lost World for PlayStation.  The engine was able to "fake" 3D pretty well,
but our engineers continued to work on it and refine it.  The same engine
(though much improved) was used for Small Soldiers and T'ai Fu, both very
different games from Lost World (both were true 3D... Small Soldiers was
somewhat like Tomb Raider or MDK and T'ai Fu was somewhat like Super Mario 64
(with a fixed camera)).  That same engine was even further refined to create a
First Person Shooter, Medal of Honor.

So as you see, a single engine can even be used to make games from several
different genres.  I've worked with the Unreal engine enough to know that it is
very flexible and can be used to create games of many different genres.  It
doesn't seem that anyone has bothered to do so, sticking with the current
popularity of the FPS.

I know this is a very simple explanation for a very involved process but my
point is that this would be easier than you might think.

Scott

And now you have a complex explanation as well!  I hope this information
helps clear things up for everyone.

Tony

    
          
     
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Mon, 17 Apr 2000 22:54:57 GMT
Viewed: 
2363 times
  

In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Blizzard moved from Irvine, California?
WHAT!!!!!!!  It was in Irvine????
I live there! When was it there?


Imagine having your own army of dozens or hundreds of little Lego soldiers
scurrying around your screen, preparing to attack your buddies who are
playing against you over the Internet?  Send some guys to go scout the
territory, station some more sentries around your castles, build a few more
catapults, add another blacksmith shop to one of your castles, enlarge your
stables, move your king to a safer location, etc. etc.

The economics of the game could be based on harvesting timber (for weapons
and buildings) and metals (for more exotic weapons and buildings).

You could have maybe three types of forces (the equivalents of species in
Warcraft and Starcraft) -- Crusaders, Forestmen, and Fright Knights, all
with different types of units and buildings.  The Crusaders would be strong
and good fighters, the forestmen would be good at stealth and marksmanship,
the Fright Knights good at magic and dragon taming, etc.

Anyone other ideas?


I like the idea, but better to pitch it to whomever has the Lego software
rights than to Blizzard.  I imagine the actual depiction of Lego violence • would
freak Lego - no matter how appropriate to the subject matter it may be - so I
wouldn't hold my breath.

Bruce
Bruce

Alex
Alex

    
          
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Mon, 17 Apr 2000 23:52:33 GMT
Viewed: 
2328 times
  

Maybe they're there now.  They were in Canada before (where they started).

--


Paul Davidson


Alex <legowiz@yahoo.com> wrote in message news:Ft6nnL.89v@lugnet.com...
In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would • take,
and decided that having a Lego version of Warcraft (that wonderful • Blizzard
game, go Canada!) would rock.

Blizzard moved from Irvine, California?
WHAT!!!!!!!  It was in Irvine????
I live there! When was it there?

     
           
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 04:40:51 GMT
Viewed: 
2411 times
  

In lugnet.castle, Paul Davidson writes:
Maybe they're there now.  They were in Canada before (where they started).


Blizzard (originally Silicon and Synapse, then Brainstorm, now Blizzard) was
founded by Alan Adham (Allen?  I forget).  Much of his early contract work was
for the company he lived near, Interplay Productions.  Interplay has been in
Orange County (Southern California) for its entire existence - the latest city
being Irvine for almost a decade.  Blizzard has never been in Canada to my
knowledge.

Bruce

     
           
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 17:53:30 GMT
Viewed: 
2499 times
  

In lugnet.castle, Bruce Schlickbernd writes:
Blizzard (originally Silicon and Synapse, then Brainstorm, now Blizzard) was
founded by Alan Adham (Allen?  I forget).  Much of his early contract work was
for the company he lived near, Interplay Productions.  Interplay has been in
Orange County (Southern California) for its entire existence - the latest city
being Irvine for almost a decade.  Blizzard has never been in Canada to my
knowledge.

Didn't know they were ever called Brainstorm.  Silicon & Synapse (after
creating great games like The Lost Vikings and Rock & Roll Racing) had decided
to change their name, mostly because no-one could pronounce synapse.  They
decided to change their name to a common word known to most gamers that
everyone (so they thought) could pronounce: Chaos (maybe this was just after
Brainstorm?).  They got tired of getting phone calls for "Chows" and "Kows" and
decided to change the name again.  This time, it would be another word every
gamer should be able to pronounce: Ogre.  After their first phone call referred
to them as "Ahg-gray" they knew they needed another name.  It was winter, and
there was a headline on the newspaper that day saying something like "Blizzard
Kills 23" referring to a terrible snowstorm.  They clipped out the headline,
stuck on the front office window, and they were Blizzard from then on.

The owners of Blizzard (and most of the employees) are big fans of the
miniatures game, Warhammer.  As you can probably tell, they were hugely
influenced by it in the creation of Warcraft.

Tony

     
           
      
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 18:29:16 GMT
Viewed: 
2586 times
  

In lugnet.castle, Tony A. Rowe writes:
In lugnet.castle, Bruce Schlickbernd writes:
Blizzard (originally Silicon and Synapse, then Brainstorm, now Blizzard) was
founded by Alan Adham (Allen?  I forget).  Much of his early contract work • was
for the company he lived near, Interplay Productions.  Interplay has been in
Orange County (Southern California) for its entire existence - the latest • city
being Irvine for almost a decade.  Blizzard has never been in Canada to my
knowledge.

Didn't know they were ever called Brainstorm.  Silicon & Synapse (after
creating great games like The Lost Vikings and Rock & Roll Racing) had decided
to change their name, mostly because no-one could pronounce synapse.  They
decided to change their name to a common word known to most gamers that
everyone (so they thought) could pronounce: Chaos (maybe this was just after
Brainstorm?).  They got tired of getting phone calls for "Chows" and "Kows" • and
decided to change the name again.  This time, it would be another word every
gamer should be able to pronounce: Ogre.  After their first phone call • referred
to them as "Ahg-gray" they knew they needed another name.  It was winter, and
there was a headline on the newspaper that day saying something like "Blizzard
Kills 23" referring to a terrible snowstorm.  They clipped out the headline,
stuck on the front office window, and they were Blizzard from then on.

The owners of Blizzard (and most of the employees) are big fans of the
miniatures game, Warhammer.  As you can probably tell, they were hugely
influenced by it in the creation of Warcraft.

Tony

Chaos.  Yes, I seem to remember that one, too.  People don't understand how to
pronounce the greek CH sound in this country sometimes.

The guy from company X is coming today, someone would say, and it would be
Allen Adham.  "But wasn't your company named...?"  And he would have to
patiently explain to me that well, that name had a problem and it was now
company Y.  More than once, I assure you.  :-)

Never saw any of 'em with Warhammer, but Allen bought a lot of Magic cards
from me a few years back.

Bruce

     
           
      
Subject: 
RE: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 20:28:59 GMT
Viewed: 
2626 times
  

In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Tony A. Rowe writes:
The owners of Blizzard (and most of the employees) are big fans of the
miniatures game, Warhammer.  As you can probably tell, they were hugely
influenced by it in the creation of Warcraft.

Never saw any of 'em with Warhammer, but Allen bought a lot of Magic cards
from me a few years back.

After conferring with a couple of friends who worked at Blizzard, I need to
correct what I said.  Most of the employees were fans of the game Warhammer,
and many also were really into the game Necromunda.  The artists who worked on
Warcraft were heavily influenced by Warhammer (which is where the influence on
Warcraft bled in).  Allen was not necessarily a big player.

Also, Blizzard has never been out of Irvine.  They did buy another studio (who
was working on the proto-Diablo at the time) in Northern California (I think)
and named that Blizzard North.

Tony

     
           
      
Subject: 
Getting off-topic (was Re: Lego Warcraft would be soooo cool...)
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Followup-To: 
lugnet.off-topic.fun
Date: 
Wed, 19 Apr 2000 17:32:31 GMT
Reply-To: 
mattdm@mattdm.^spamcake^org
Highlighted: 
(details)
Viewed: 
3740 times
  

Hey guys -- time to maybe move this discussion?

--
Matthew Miller                      --->                  mattdm@mattdm.org
Quotes 'R' Us                     --->               http://quotes-r-us.org/
Boston University Linux             --->                http://linux.bu.edu/

    
          
     
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Tue, 18 Apr 2000 04:44:51 GMT
Viewed: 
2222 times
  

In lugnet.castle, Alex Roode writes:
In lugnet.castle, Bruce Schlickbernd writes:
In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Blizzard moved from Irvine, California?
WHAT!!!!!!!  It was in Irvine????
I live there! When was it there?


Always.  Still is (my question was rhetorical).

Bruce

   
         
   
Subject: 
Re: Lego Warcraft would be soooo cool...
Newsgroups: 
lugnet.castle, lugnet.gaming, lugnet.dear-lego
Date: 
Fri, 14 Apr 2000 16:37:06 GMT
Viewed: 
1614 times
  

In lugnet.castle, Paul Davidson writes:
I was thinking about the effort a large scale castle minifig war would take,
and decided that having a Lego version of Warcraft (that wonderful Blizzard
game, go Canada!) would rock.

Eh?  I know a few guys who used to work for Blizzard (on Diablo, Warcraft II,
and the ill-fated Warcraft Adventures) and they will be surprised to know that
they went to work in the wrong country!

=]  Tony

 

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