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sequels. This has led to criticism that Activision’s approach is too dependent on exploiting and reexploiting<br />

franchises. But Mr Kotick vigorously denies that his company fails to innovate. “A small segment<br />

of very vocal gamers say everything has to be new and different every year,” he says. “Actually, people<br />

are happy with existing franchises, provided you innovate within <strong>the</strong>m.” The trick, once again, is to strike<br />

a balance: between <strong>the</strong> familiarity of a trusted brand and “innovative and inspiring” new features.<br />

Mr Kotick’s greatest coup was <strong>the</strong> merger of Activision with <strong>the</strong> gaming arm of Vivendi, a French media<br />

conglomerate, completed last year. Vivendi’s main gaming asset was Blizzard, <strong>the</strong> firm behind “World of<br />

Warcraft”, a wildly popular online fantasy game played by 12m paying subscribers. Although <strong>the</strong> deal gave<br />

Vivendi a 54% stake in <strong>the</strong> merged firm, Activision’s management team was kept in place to run it. Mr<br />

Kotick had wanted to get his hands on “World of Warcraft” for some time, because its subscription-based<br />

model provides regular income, in contrast to <strong>the</strong> sporadic, release-driven proceeds from games sold in<br />

shops. More than half of Activision Blizzard’s operating profit now comes from subscriptions, he says:<br />

“‘World of Warcraft’ is <strong>the</strong> most stable form of profitable revenue in <strong>the</strong> industry.”<br />

Let’s get physical<br />

As <strong>the</strong> industry moves towards a greater reliance on subscriptions and online gaming, Mr Kotick’s firm is<br />

on <strong>the</strong> right side of <strong>the</strong> trend. “Guitar Hero”, meanwhile, was an early example of “physical gaming”, in<br />

which players use special controllers to get closer to <strong>the</strong> on-screen action—ano<strong>the</strong>r big industry trend,<br />

encouraged by <strong>the</strong> success of Nintendo’s Wii console, with its motion-sensitive controls. Activision was<br />

quick to recognise that <strong>the</strong> Wii would broaden <strong>the</strong> appeal of gaming, and it is now <strong>the</strong> biggest producer of<br />

games for <strong>the</strong> Wii after Nintendo itself. “We are seeing new audiences emerge because of <strong>the</strong> physical<br />

nature of <strong>the</strong> experience,” says Mr Kotick. His firm’s latest entries in <strong>the</strong> physical-gaming arena are “DJ<br />

Hero”, a music game in which <strong>the</strong> player handles a turntable, ra<strong>the</strong>r than a guitar, and a new version of<br />

“Tony Hawk” with a motion-sensitive skateboard control.<br />

So what games does Mr Kotick like to play at home? These days, he admits, he only indulges in <strong>the</strong> odd<br />

bout of “Guitar Hero” with his children. When he used to play more games, he says, he would find himself<br />

trying to tweak his firm’s products to accord more closely to his own tastes. Such decisions are best left to<br />

product managers, he insists, who combine <strong>the</strong>ir own judgment with feedback from focus groups. The<br />

trick is knowing which bits of feedback to ignore. “That’s <strong>the</strong> delicate balance,” he says. Mr Kotick looks<br />

ra<strong>the</strong>r incongruous as he proudly shows off his firm’s new skateboard controller, putting it down on <strong>the</strong><br />

floor and grinning as he wobbles to and fro. As he knows better than anyone, success in video-gaming is<br />

all about balance.<br />

Copyright © 2009 The Economist Newspaper and The Economist Group. All rights reserved.<br />

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