Posts Tagged ‘World of Warcraft’

Battle.net + Facebook = Blizzard luv

Friday, May 7th, 2010

Facebook means a lot of different things to a lot of different people. To some, it’s a pure social network. To others it’s a multimedia sharing space, while others see it as a “quick-play” casual gaming platform. And up until now, social/casual games were/are all the rage on Facebook. Well all of that is about to change; at least from one angle.

starcraft2fb505x-largeAnnounced yesterday, Blizzard Entertainment revealed a bit more of their strategy surrounding the revival of Battle.net, and perhaps why they’ve forced all users of Blizzard products to be registered here. Beginning with the (projected) July 27th launch date of the long awaited StarCraft II: Wings of Liberty, players will have a Facebook opt-in option. What this means is that players on Blizzard products (e.g. WoW, StarCraft, Diablo) will have the option of connecting to their friends who also have Battle.net accounts.

“Step one in our relationship is to have this Friends Importation,” says Battle.net project director Greg Canessa. “Really what you are going to do once you buy StarCraft II and you take it home and install it and log onto Battle.net for the first time, you’ll be able to essentially hit a button and bring all your Facebook friends that are also on Battle.net into Battle.net and create (Real ID) relationships.”

As with all forms of progress, there are obvious up and down sides to this move. On the up side, I’m quite certain there’s bound to be the “Oh no way, you play WoW too?”, as I discovered a few summers’ back when chatting with an old college buddy (on Facebook chat, none the less). On the other side of the coin, this move essentially eliminates gaming anonymity. Certainly, one of the draws, especially of MMORPG’s and RTS’s on the scale that Blizzard is creating IS that fantasy of being something pixilated that you are not in real life. For example, yes Humans (Alliance) are the most populated of all World of Warcraft races, but if players wanted to be something they already are, then why the other racial options? Why the Horde for that matter?

Either way you look at it, this is a huge nod from one of the largest and most influential gaming companies in the world towards to convergence of social networking and social gaming.

“We’re pleased to be working with Facebook to integrate their platform with Battle.net to enhance the social-entertainment experience for our players,” said Paul Sams, chief operating officer of Blizzard Entertainment. “This new functionality will make it easier than ever to connect with friends on Battle.net and play StarCraft II and future Blizzard Entertainment games together.”

Looking down the road, let’s just put it out there right now: Blizzard may just have found a way to appease the “hardcore” gaming fans who will never lay down a cent for a microtransaction, and are very happy with their monthly subscription, while at the same time, opening up a number of inroads to those that enjoy the social gaming/microtransaction model. Remember, Blizzard’s mystical pony raked in a boatload of cash, clearly indicating that players are willing to fork over even more than their monthly subscription fee. My prediction is that Blizz will launch the service, build it up, and then begin releasing social ‘missions’ based on current titles. A WoW fishing championship for example, or a StarCraft Assault on XYZ…share with your friends, etc…

 

Blizzard announces AH services – hints at Premium Accounts

Wednesday, February 3rd, 2010

Blizzard announced a new service yesterday that will allow World of Warcraft users to access and manage their Auction House items while outside the game. The interaction builds upon the success of Blizz’s Armory and associated iPhone and iPod Touch apps. Blizzard official forum moderator Bornakk posted the initial details to the North American forum:

…This is a fairly complex service to develop, due in large part to its unprecedented integration with the game, so we don’t have an exact release date yet. It’s important to note here that certain elements of the service will be premium-based, which we’ll go into more detail on once the service functionality is finalized. As with all of the services we offer, we plan to integrate the Auction House and Armory in a way that won’t disrupt the gameplay experience, and we won’t release it until it meets the quality standards that we’ve set for our other features and services. You may be seeing bits and pieces of the Auction House service pop up in the test builds we use for the public test realms as we go through the process of internal testing. …

blizzard-logo-whiteOutside of virtual currency earned in-game through quest or dungeon run rewards, Blizzard’s in-game Auction House is widely regarded as one of the best ways to make money within the game. By opening up this service to external use, Blizzard is giving users tools not unlike what daily traders on Wall Street have access to. With this external management tool, I wouldn’t be surprised to see a number of enterprising players buying and selling around the clock.

There are two things to highlight about this feature.

  1. How will this external access to virtual currency trading, buying, and selling effect the overall in-game economy?
  2. What’s this about the service being ‘premium-based’

Granted, allowing external access to the virtual market is nothing new, and browser based management of sales can be found in a number of online game, but none that compare in size, scale, and overall numbers as World of Warcraft. And again, external access is nothing more than a whole lot of players all hitting the auction house all at the same time. However, giving players around the world a method to constantly monitor their auctions around the clock could result in some very interesting results. Will this buy/sell/trade effect price rates? There are already a number of players that apply real-world financial practices in place in the in-game auction house, and now they’ll have access to even more real-life tools, with which they may further apply out-of-game financial principles.

And now for that interesting pig in a blanket. If this is Blizzard’s attempt to subtly introduce the community to the idea of a Premium Service; it hasn’t gone unnoticed. To my knowledge, this is the first appearance of the idea. Blizzard has long been one of the last remaining stalwarts of the ‘subscription’ based model. However the company hasn’t ruled out microtransactions completely, and have already implemented a few via in-game special pets. And while it’s too early to clearly know what Blizzard has up their sleeve(s), the ‘Premium Based’ service might be an early foray into expanding the ‘subscription’ model. I.e. those with ‘premium’ features may have the option to simply buy an item that they’re after with RMT’s. Alternatively, Blizzard could play the option that Premium players would have access to all game features, areas, etc., while others might have to make microtransaction payments to access the same services. Again, at this point this is only conjecture.

Blizzard released it’s newest expansion pack, “Wrath of the Lich King” back in November of 2008, and have started to tease their upcoming expansion pack, “Cataclysm”, which currently has no release date. It should be quite interesting to see if, how, where, and with what Blizzard may or may not option in some form of microtransactions.

 

The 9 reports a 94% drop in revenues post WoW

Thursday, November 26th, 2009

Shanghai, China based MMO operator and developer The 9, formerly holders of the Chinese license to operate World of Warcraft recently reported a whopping 94 percent drop in third quarter revenues YOY.

intro_03Third quarter revenues for the 9 came in at $3.7 million, a 91 percent drop from from second quarter revenues, $42.2 million. At the same time, only one year prior, The 9 was posting a revenue take of $59.8 million. If there’s any question not only about Activision/Blizzard’s dominance with World of Warcraft, but also how much revenue the Chinese market is generating, not only with WoW, but online gaming in general – this report from The 9 should put things into perspective.

Having lost out on the regional contract back in June to competitor NetEase, The 9 executives are still optimistic about future prospects, as their games catalogue contains a healthy mix of decent titles including FIFA Online 2, Soul of the Ultimate Nation, and Granado Espada. Since the loss of World of Warcraft, this catalogue has seen a 55 percent increase in activity in Q3 when compared to the numbers one year prior.

The 9 is quick to point out that these titles attracted around 3.4 million active users in Q3, up from 3.2 million active users in Q2. The leader in this increase has been Soul of the Ultimate Nation. This increase in activity was spurred on by a new content upgrade, as well as a theft-proof security system. FIFA Online 2 and Atlantica both saw increases in activity, as well as a web based card game Jiu Zhou Zhan Ji.

“Although our revenue loss cannot be recovered within a short period of time, we are glad to see that our research and development capabilities continue to strengthen as a result of our investments,” said The9′s CEO and chairman Jun Zhu. “Our proprietary games have shown substantive progress and a strong potential to be well received by Chinese game players.”

 

Blizzard moves one step closer to microtransactions

Thursday, November 5th, 2009

Blizzard’s worldwide leader in the MMORPG genre, World of Warcraft took one step closer to microtransactions yesterday when they announced the availability of two unique pet companions. These two companions are available for real world money purchase exclusively at the Blizzard World of Warcraft Pet Store.

wow-pets

This new move however isn’t the first real money transaction service we’ve seen been made available by Blizzard. Prior to yesterday’s announcement, the franchise had offered paid realm (server) transfers, name changes, character re-customization, and the newly implemented race and faction change, as well as hinted at ‘some type’ of microtransactions. Add purchasable in-game pets to the roster, and we’re now one step closer to a fully fledged microtransaction revenue generating title. Note, not a free-to-play, microtransaction supported model, but one that utilizes microtransactions as an additional form of income.

As noted with the previous paid services available, and Blizzard’s increasing amount of awarded in-game pets (it seems as though every special holiday event has some type of awarded companion), this move to offering a special paid companion seems like a logical step – but how will the community react? Traditionally, World of Warcraft (WoW) has been the last bastion of the traditional subscription based form of online gaming.

Perhaps anticipating a backlash, and surely studying what others in the free-to-play field are doing and have learned, the official FAQ highlights that the pets will not offer any battle or gameplay benefits, as they are strictly cosmetic enhancements, therein combating the pay-to-pwn theory.

The new introduction is in part a piece from a much larger project Blizzard is working on – converting all accounts to a one singular account; one at battle.net. This conversion to a ‘one account management center’ can only be seen as a way for Blizzard to cross promote it’s products. The deadline for converting accounts is November 12th, and if players convert before this deadline, they receive a special companion pet – for free. Seeding this idea of various pets, again awarded from special holiday events and/or an account conversion has been a brilliant pre-release strategy, getting users into a cosmetic status mindset, and then releasing additional companions available only via a microtransaction purchase. With that said, players that do want to purchase these two new pets may do so only after their WoW account has been converted to a Battle.net account.

At $10 a piece, these exclusive pets may not be viewed as a “micro”transaction, but they do introduce RMT’s into a game that has long stayed away from anything outside server, name, and gender, race and looks options.

The two new pets available are the “Pandaren Monk”, a panda vaguely resembling a Kung Fu Panda character. All Monks purchased between now and years end will have half of the purchase price donated to the Make-a-Wish foundation.

The other (and in my opinion, the one that most players will opt for) is “Lil’ K.T., the Littlest Lich,” a miniature version of the Naxxramas dungeon boss Kel’Thuzad which Blizzard states “has a diabolical laugh” and shoots ice.

So while this move to purchasable in-game pets certainly doesn’t signal a move on Blizzard’s part to make their successful World of Warcraft a free-to-play game anytime soon, it does put them one step closer to incorporating more and more Real Money Transaction based purchases into a traditionally, pay for your play time and you’re done, style play.

 

Lucky number 7 for GDC Austin

Wednesday, September 16th, 2009

It’s time again for the annual Games Developers Conference in the great state of Texas. Officially kicking off yesterday, the 7th annual GDC features a number of perennial standbys, but also adds a few new panels this year including sessions centered around Independent Game Development and iPhone Gaming. Featuring over 130 talks, panels, keynotes, and roundtable discussions, presented by over 200 leading industry figures, and 80+ exhibitors, this year’s Austin GDC is shaping up to be a showdown in the Lone Star state.

GDC Austin 09 LogoThree main keynotes are expected, with SOE President John Smedley kicking things off with his talk today. Titled, “From Dragons and Daggers to Kart Racing, Cooking and Concerts…It’s a Whole New MMO World,” Smedley is expected to not only address that rapidly changing landscape of today’s modern MMO, but also make official registered users numbers from SOE’s white-hot kid/tween hit Free Realms. The under 13 MMO has recently surpassed the ‘unofficial, industry certified, you’ve got a hit’ benchmark of 5 million registered users. While a number of industry analysts projected the 5 million milestone to find a home at Sony sometime in July, Smedley says that the actual time was sometime in August. However, no matter how you look at it, Smedley and the entire SOE team dedicated to Free Realms are doing an outstanding job marketing and delivering a free-to-play product to one of the toughest market segments on the planet.

Thursday will see J. Allen Brack and Frank Pearce, Production Director and Co-Founder & EVP of Product Development, respectively, of Blizzard Entertainment. The two will deliver their keynote, “The Universe of World of Warcraft.” In this talk, the duo are expected to address the challenges not only in design and implementation, but how maintaining a player based and achieving sustain success requires a collective effort from all departments outside the development team. The two will share important lessons learned by one of the world’s largest MMO producers, and how other developers can learn from their miscues.

Rounding out this year’s Austin GDC will be Sebastien de Halleux, COO and co-founder of Playfish. Delivering his keynote, “A New Social Era for Games: How Your Friends Are Chaging the Way the World Plays Games,” Mr. de Halleux will share his insights into how and why Playfish’s innovative social games were created and how they’re attracting millions of players every month. The talk in particular should be of high interest to those in the free-to-play market, as de Halleux will address the current shift in the gaming industry and how it effects monetization and distribution. If these juicy bits of insider information into one of the most successful free-to-play gaming companies around wasn’t enough for you, de Halleux will also discuss how social emotions can be tapped to drive catalog-free distribution, how to make free-to-play titles profitable, and why your friends hold the keys to success in this new social era.

“GDC Austin 2009 is a must attend event for aspiring game developers to learn the craft from seasoned experts in the field, and a place for veteran developers to engage in the future of connected game development” says Izora de Lillard, Event Director at Think Services. “Beyond that, GDC Austin is a great opportunity for the game development community to come together and learn more about the developers and the titles that will define the future of connected games.”

Naturally, fatfoogoo will be in attendance, if you’d like to talk to Martin Herdina, our CEO, drop him a line at martin [at] fatfoogoo [dot] com

 

Combat Arms Europe counts 800k, RuneScape 105 million!

Thursday, September 3rd, 2009

Both Nexon and Jagex have recently released some impressive registered users numbers. Both free-to-play titles, Nexon’s Combat Arms is now counting approximately 800,000 registered users, while Jagex’s RuneScape has been recognized by Guinness World Records as the world’s most popular free-to-play title, with over 105 million registered users over the title’s lifespan.

Combat Arms saw a December ’08 open beta and February ’09 official Europe release date, and has recently surpassed the 800,000 registered user mark. Nexon Europe reports that their average CCU (concurrent users) number hovers around 12,000 player mark, clearly indicating that Combat Arms is one of the fastest growing and most successful free-to-play first person shooter games in Europe.

“We are thrilled by the figures and results that we see with Combat Arms Europe” said Sung Jin Kim, Director of NEXON Europe. “We receive great feedbacks from our players who love the great mix of fast-paced FPS and socialization features within the game. We are dedicated to providing an interactive and exciting gaming experience to all players at every level, and look forward to bringing far more new action through the updates we have in queue, and, consequently, to continuing with Combat Arms Europe’s great success.”

As with all Nexon offerings, Combat Arms is free-to-play, and is supported via in-game microtransaction based purchases. Titled the “Black Market” users can exchange real-world money for Nexon credits to purchase additional gear, items, clothing, etc. in order to customize their gaming experience.

And while 800,000 users for a title that’s not yet one year out on the marketplace is quite impressive, on the other end of the scale, information surfaced yesterday regarding Jagex’s RuneScape registered users numbers. According to the Guinness World Records, RuneScape is the world’s largest free game with 105 million registered users.

runescape-no-5In fairness, these numbers account for Runescape’s entire product runtime, some 9+ years. However, even if we’re looking at 9 years, that’s still on average 11.6 million users per year signing up. If that ‘somewhere around 12 million’ number is jumping out at you, yes, that’s the current estimate of active WoW players globally. And again, while this number is cumulative, according to Jagex’s CEO Mark Gerhard, approximately 10 million of those registered users are regularly logging in.

When pressed on the numbers, and asked if RuneScape is making more money than the industry yardstick, World of Warcraft, Gerhard comments that Jagex isn’t really measuring success based on financial returns. “The company is very strong financially, and it is thanks to RuneScape, but for us it’s all about active players. It doesn’t matter to us really if they’re free or paying for the expansion – as long as it’s going North we really don’t care.”
Looking to capitalize on RuneScape’s success, Jagex isn’t resting on their laurels. Currently in development at the Cambridge, England studio is MechScape, and sci-fi browser based MMO.

 

PopCap appoints Robert Chamberlain to CFO post

Tuesday, August 18th, 2009

One of the biggest names in casual gaming, PopCap, announced yesterday that they’ve appointed Mr. Robert Chamberlain to the position of Chief Financial Officer. Having served similar roles in a myriad of companies including, F5 networks, Onyx Software and Watchguard Technologies, Chamberlain brings over 30 years of financial experience, 20 of which are in the technology sector, to the table at PopCap. Chamberlain’s track record is nothing short of stellar, demonstrating sound financial guidance and has arranged a number of IPO’s as well as company sales. Chamberlain will arrive at his new office on August 31st, and will replace temporary CFO Karla Horwitz, a partner with Tatum Executives. Ms. Horwitz has built and grown the PopCap finance team for the past 17 months.

popcap_logo_rgb“We’re thrilled to have a seasoned financial veteran like Bob joining our management team and overseeing finances,” said Dave Roberts, CEO at PopCap. “He’ll oversee a sizable team of finance and accounting professionals while also providing critical expertise to our overall expansion plans. As we mature into a sizable corporation, it will be invaluable to have him guiding our financial future in every key respect.”

Most recently, Chamberlain has served as CFO at Watchguard Technologies, Inc., where he lead a team of 62 across various company departments including finance and accounting, manufacturing, IT, HR, facilities and legal services. Previously, Chamberlain successfully managed an IPO for F5 networks, guided PhotoDisc through a merger with Getty Images, and negotiated the sale of ElseWare Corporation to Hewlett-Packard.

“PopCap’s something of an anomaly in the software business – and a rarity in the technology sector as a whole,” Chamberlain said. “Profitable from day one while growing to nearly 250 fulltime employees in ten years while never taking outside funding, which is a major accomplishment. Best of all, the company has tremendous potential, in terms of geographic, platform and channel growth – and I’m excited to be a part of it.”

Remember, PopCap is one of the rare games companies today that seems to have their fingers in just about every pot. Their flagship product, Bejeweled is a mesmerizing; some might say addicting title that has sold over 25 million units across all platforms. It’s even been incorporated into World of Warcraft as a mini-game. Based in Seattle, PopCap games are based on the premise that games should be fun and easy to learn. Their timeless series of games have been downloaded over 1 billion times, and show no signs of slowing. And as far as cross platform is concerned, PopCap is the only casual games developer with a leading market share across all major sales channels, including Web portals, retail stores, consoles, mobile phones and MP3 players.

 

SOE Prez John Smedley to deliver keynote at GDC Austin

Friday, August 7th, 2009

If you were in search of this years “The One” gaming convention, look no further. It seems like the gathering in the Lone Star State is shaping up to be a veritable industry ‘who’s who’. Yesterday, GDC Austin officials announced the SOE President John Smedley will deliver a keynote speech detailing the success and lessons learned regarding the recently launched runaway tween success, Free Realms.

john-smedleyHis address, “From Dragons and Daggers to Kart Racing, Cooking and Concerts … It’s a Whole New MMO World,” will detail how Free Realms has worked well for SOE, expanding the title’s base of players and how they engage with each other in online worlds. Smedley is also expected to “inform attendees about the challenges and lessons learned when creating a full-blown MMO for younger audiences,” and complete with research and insights. Ooo…pie charts?

This keynote is a so-to-speak homecoming for Free Realms, as the title was first officially announced at the GDC Austin in 2007. Fast forward to an April 2009 launch, and SOE has seen over 1 million registered users pass through their doors in only 10 days. According to a recent Comic-Con panel, Sony has recently past the 5 million user mark, with no signs of slowing anytime soon in sight.

If a keynote by the man behind EverQuest I and II and Free Realms wasn’t enough to get your feet moving in the right direction, remember, GDC Austin has also confirmed Blizzard co-founder Frank Pearce and World of Warcraft production director J. Allen Brack to discuss the operating challenges and lessons in the talk “The Universe of World of Warcraft.” An naturally, one of our personal favorites, Rebel Monkey CTO Jeffery Kesselman will be on hand and discussing how CampFu “combined open source technologies to build an industrial strength platform for unified multi-player casual game-play and social web experiences” in his talk, “The Monkey Wrench: Design and Architecture of an Online Environment.”

The GDC Austin event takes place at the Austin Convention Center in Austin, Texas September 15-18. This conference is the major focus of a larger gathering also featuring four two-day summits including the Game Writers, Game Audio, iPhone Games and Independent Games Summits. To find out more, visit the official GDC Austin website.

 

Gamers hang on one man’s words: microtransactions in WoW?

Monday, July 6th, 2009

Proving that the world’s insatiable desire for more and more WoW is still alive and thriving, Blizzard’s WoW Game Director Tom Chilton’s words regarding the possible inclusion in the world’s most popular MMO certainly lit up the blogosphere in less time than it takes to reach level 2.

blizzard-logoThe microtransactions comment aside, VideoGamer.com’s interview with Chilton provides a treasure chest of asides and tid-bits about the possibility of new races and classes that could make their way into future expansion, those areas of the map that you just can’t seem to find access to, and even alien visitors to Azeroth. Pretty much your standard fair when interviewing someone of Chilton’s caliber and position within the Blizzard world.

However, there’s one question asked towards the end of the interview that’s got just about everyone AND their grandmother a-buzzin’: Will WoW always be subscription based? Could it ever have a microtransaction/free-to-play model?

I certainly think it’s possible that we could do some kind of micro-transaction stuff. Whether or not World of Warcraft ever goes the direction of, I guess like Anarchy Online has gone the direction of going free-to-play with micro-transactions. Whether we ever shift to a free-to-play model is really too hard to say at this point. Anything I say now could easily five years from now end up seeming like, oh my gosh, that was an incredibly dumb thing to say, how naive!

Ok, now before the OMGWTF? comments start spewing forth, let’s take a look at that again. Chilton is merely saying that Blizzard COULD do SOME KIND of microtransaction stuff. He’s clearly not committing to anything here, but also not crossing the theory off completely. Personally, I don’t see Blizzard ever abandoning the subscription model with WoW, as it’s become a mega-industry in it’s own right. Every time you purchase a time card, there’s someone that’s contracted to make those cards. There’s a data and security department dedicated solely to making sure that those ‘one time use only’ chains of numbers are/were actually paid for, and are used for legitimate purposes. I also don’t believe that WoW will be headed towards a free-to-play business model any time before the long awaited, and highly sought after ‘WoW Killer’ finally comes to market. And my guess is that said WoW Killer will be brought to you by none other than Blizzard themselves.

Having said that, there are also a number of things happening inside WoW right now that are clear movements towards a microtransaction based frame of mind. The customize your character haircut could easily be converted to a microtransaction purchase. If you want to move your character to another server, Blizzard charges you a fee for this convenience; a microtransaction of sorts. Likewise, if you want to change your name for whatever the reason may be, again, a small fee is required by Blizzard. Not what you’d normally file under the term ‘microtransaction’ but if viewed in the right light, can be seen as one.

So is the world’s most popular MMORPG, World of Warcraft going free-to-play, microtransaction supported? No. Does this mean that Blizzard is ruling out the possibility of microtransaction-esque purchases? According to Tom Chilton, No.

 

Blizzard takes one step closer to casual gaming?

Tuesday, May 12th, 2009

One of the most respected and well know names in casual gaming, Greg Canessa is calling it a day as Vice President of Video Game Platforms with PopCap.  Prior to his current position, Canessa was the man in charge who launched a thousand ships with the business model he rolled out for Microsoft’s XBLA service.  He left this position and joined PopCap in February of 2007, and is now moving on again – this time to the 800-pound gorilla in the room, aka Blizzard.

wow_bejeweledAt this point, I think we’re pretty justified in letting the wild speculation run free.  Granted, Blizzard has been showing more and more interest in casual gaming over the past few months, with not only PopCap’s Bejeweled showing up on gamers’ radar’s back in September, but just a few weeks ago, Blizzard also tossed PopCap’s Peggle into the World of Warcraft mini-games selection.  Three guesses, the first two don’t count on who was spearheading this project?

So what’s really the dilly Blizz?  While Kotaku broke the news, Joystiq raises some very interesting points, and questions whether or not Canessa has nabbed one of the open positions Blizzard is currently advertising in the “Unannounced” section, or perhaps the elusive “Next-Gen MMO” category?  According to Joystiq’s inside source, Canessa will be working on an “unannounced project in the online space”.

wow_peggleAnother point to keep in mind here is that Blizzard’s COO Paul Sams has repeatedly made statements about the company’s interest in starting up an entirely new franchise.  Could Canessa’s appointment be the first signal in Blizzard’s interest in starting up a casual gaming platform?  Maybe browser based gaming?  Maybe social networking based play?  iPhone/mobile gaming?  Again, the speculation doors have been flung wide open by Blizzard’s highest profile move in this direction to date.

If Blizzard has in fact brought in Canessa for the purpose of fleshing out a casual games division, does this mean that they’re also interested in having a look at microtransactions?  While the producer of the #1 game worldwide certainly doesn’t need any more money, they might be foolish to not at least visit and review the concept.  With relative newcomer (in relation to Blizzard) casual game publisher Zynga reportedly pulling down nine figure revenues from microtransactions, just have a think for a moment what Blizzard and their mighty army of employees could tackle?

I’m quite certain Canessa’s departure is a blow for PopCap, but that’s not to say they don’t have a thriving business going as it is, and I’ll be interested to see where they take things from here.  On the flipside, PopCap now has a former high-level executive inside the mighty Blizzard citadel.  More PopCap casual titles to be implemented within WoW?  Plants vs. Orcs?  Zombies vs. Night Elves?  Let’s hold fire and wait and see.