Two Ways to Run a Game Studio
There are two ways to think about a game like World of Warcraft, and they pull in opposite directions more often than anyone likes to admit.
The first is that you are building a world. The job is to make a place worth living in, and if you do that well enough, people will pay to keep visiting. The money is a consequence. The second is that you are running a revenue line. The job is to grow a number, and the world is the machine you use to grow it. The money is the point.
Most studios believe they are doing the first one. The trouble is that the second one is measurable, and the first one is not, so over a long enough timeline the measurable thing tends to win. That is the story of what happened to World of Warcraft, and it is worth telling carefully, because Riot is now building an MMO of its own and the same fork in the road is waiting for it.
Start with what Blizzard was selling in 2004. Not a battle pass. A world.


What Actually Changed in 2008
The popular version of this story is "Activision bought Blizzard and ruined it." That version is wrong, and the real one matters more.
Blizzard did not get sold to Activision in 2008. It had already been corporate-owned for over a decade, passed down a chain of holding companies to the French conglomerate Vivendi, which had owned it since 2001. What happened in July 2008 was a merger: Activision, a separate public company, combined with Vivendi Games, and Vivendi ended up holding roughly 52 percent of the result. Blizzard's owner did not really change. What changed was who ran the combined company, and what that company now had to answer to.
Who ran it was Bobby Kotick, Activision's CEO. And what it answered to was a public stock market that wanted a bigger number every three months. You do not have to guess at the culture that came with him, because he described it himself, to investors, at a Deutsche Bank conference in 2009:
"The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games."
He meant it as a boast about discipline, not a confession, and in fairness the full context is a finance talk about cost control. He went on: "You have studio heads who five years ago didn't know the difference between a balance sheet and a bed sheet who are now arguing allocations in our CFO's office pretty regularly. We have a real culture of thrift." A year earlier, explaining which games were worth keeping, he had said the ones that survive are the ones with "the potential to be exploited every year across every platform" on the way to becoming "$100 million-plus franchises."
Read those quotes as a developer rather than a shareholder and they land very differently. A studio head arguing allocations in the CFO's office is a studio head who now has a number to hit. That is the actual mechanism this whole piece is about. Nobody has to be a villain. You just have to move the thing that gets measured, and design starts bending toward it on its own.
Here is the part people get wrong about the timeline, and it is worth getting right. The best-loved expansion in the game's history, Wrath of the Lich King, shipped in November 2008, months after the merger closed. But it was designed before it. It is the last great artifact of old Blizzard, released into the new company.


The first expansion designed start to finish inside Activision Blizzard was Cataclysm, in December 2010. It is a fitting one. It literally tore the old world apart to rebuild it, and it is the moment the monetization and the chores both start to accelerate.


The Store Opens
Give Blizzard its due first: the paid store did not start with the merger, and its worst instincts never fully took over. A paid character transfer cost twenty-five dollars back in 2006, two years before Kotick ran anything. Convenience services were always part of the model.
What changed after 2008 was the pace, and the ambition, of selling things that were not services at all.
2006
Paid character transfer, $25
The first paid service, two years before the merger. Convenience, not power. This part was always there.
Nov 2009
The pet store opens
Two collectible pets at $10 each. One, the Pandaren Monk, sent half its sales to Make-A-Wish and raised over $1.1 million.
Apr 2010
The Celestial Steed, $25
The first mount sold for cash. It was widely reported at the time to have jammed the store with demand on day one.
2009 on
Faction and race changes, $30 and $25
Rewriting your character became a line item.
Apr 2015
The WoW Token, $20
Buy gold with real money, or a month of game time with gold. Money and in-game wealth became openly convertible.
The Celestial Steed is the one everyone remembers, a twenty-five dollar cosmetic horse that reportedly overwhelmed the store the day it launched in 2010. You will also see it claimed that the horse "made more money than StarCraft II." Do not repeat that one. It traces to a single former employee years later, who got the price wrong, and it does not survive contact with StarCraft II's actual sales. The real point does not need the exaggeration. Blizzard learned in an afternoon that a good-looking pixel horse could out-earn months of design work, and no studio un-learns a lesson like that.
Here is the honest ledger, though, because it cuts against the easy narrative. In twenty years, WoW never started selling power. The Token is the closest it comes, and it launders gold rather than handing you a bigger sword. Compared to what its own company would later do to Diablo, WoW's store stayed almost quaint. Hold onto that. It matters for the ending.
The Treadmill
The store is the obvious tell. The subtle one is the chores, because chores do not cost you money. They cost you the thing the money is really buying, which is your time and your habit of logging in.
Daily quests arrived early, in 2007, and like the paid transfer they predate Activision's control. That is worth saying plainly, because the point is not that Blizzard invented the treadmill in 2008. The point is what happened to it afterward. It grew.
Mists of Pandaria in 2012 is where it got loud. The old cap on daily quests came off, and reputations that mattered got locked behind grinding a checklist of factions every single day. Golden Lotus fed into the Shado-Pan and the August Celestials, and a lot of players who had signed up to explore a world found themselves clocking in to it instead. The backlash was sharp enough that Blizzard walked parts of it back mid-expansion, and years later Ion Hazzikostas admitted the design had "felt like too much."
The shape kept returning in new clothes. Warlords of Draenor built you a personal Garrison that critics fairly described as a mobile game bolted inside the MMO, a set of timed missions you tapped through between the parts you actually came for. Shadowlands added the weekly Great Vault, which quietly reframed the whole week: miss your runs and you miss your shot at the reward.
None of this is evil, and some of it is genuinely fun. But notice the direction every one of these systems pushes. They all convert "I play when I want to" into "I log in so I do not fall behind." That is a subscription metric wearing a quest icon. It is the single most reliable way to grow the number, and it is exactly the kind of design that looks great on a dashboard and slowly wears a player down.
When the Number Becomes the Point
You can watch the priorities change in the one figure Blizzard used to publish with pride.
WoW passed 10 million subscribers in early 2008 and peaked at a reported 12 million in October 2010, right around Cataclysm. Then it slid. By early 2015 it was 7.1 million, then 5.6 million, and when it hit 5.5 million in the third quarter of that year, Blizzard did something telling.
It stopped reporting the number. On the Q3 2015 earnings call, Activision Blizzard announced it would no longer disclose WoW subscriber counts, saying the figure was no longer "the best measure" of the game's health, and shifted to talking about monthly active users across its whole portfolio instead. When the honest number gets uncomfortable, you change which number you show. That is not a design decision. That is an investor-relations decision, and by 2015 the two had become hard to tell apart.
If you want the clearest single snapshot of what "grow the number" does to the people who build the thing, look at February 12, 2019. On the same day Activision Blizzard reported record annual revenue of 7.5 billion dollars, it laid off around 800 employees. Record year, mass layoffs, one press cycle. The stock market liked it. That is the machine working as designed, and it is very hard to build a generous, patient, world-first game inside a machine that rewards that.
The journalist Jason Schreier spent a book on this, 2024's "Play Nice," built on hundreds of interviews with people who were there. His through-line is the same as this article's: a collision between shareholder capitalism and the slow, expensive craft Blizzard was built on. The cancellation of the ambitious Titan project in 2013 gave the finance side its opening, and consumer-goods discipline moved in. You can draw a straight line from there to Diablo Immortal in 2022, a game whose monetization got so aggressive that outside estimates put the cost of maxing a single character in the tens of thousands of dollars, and that got banned outright in Belgium and the Netherlands. Different studio inside the same company, same logic taken to its conclusion.
The Honest Counterargument
If I stopped here I would be selling you a cleaner story than the truth. So here is the case against my own argument, made as strongly as I can make it.
Subscription MMOs peaked as a category around 2010 and declined everywhere, not just at Blizzard. Free-to-play, mobile, MOBAs, and battle royales ate the hours that used to go into one big world. WoW's curve looks a lot like the genre's curve. You do not need a corporate villain to explain a tide going out.
Blizzard also kept making genuinely great things after 2008. Legion in 2016 is on most players' shortlist of the best the game has ever been. Dragonflight and The War Within were widely reviewed as a real return to form. If metrics-driven greed had truly hollowed out the studio, those expansions would not exist, and they plainly do.
And the restraint is real. For all the store's growth, retail WoW never crossed the line into selling power. It sold cosmetics, convenience, and time. The company that made Diablo Immortal kept its flagship comparatively clean, which suggests the people making WoW were still fighting the good fight from the inside, and often winning.
So the fair version is narrower than the angry version. It is not that Activision bought Blizzard and made it evil. It is that a public company with a culture of thrift and a quarterly scoreboard applied steady pressure toward the measurable, and over fifteen years that pressure showed up as more store, more chores, and a subscriber number that got hidden the moment it turned ugly. Great games got made anyway, by people pushing back. That tension, and not a conspiracy, is the actual thing to watch for.
What Riot Must Protect

Which brings us to the studio building the next big world. Riot is not Blizzard, and the differences cut both ways.
The good news is that Riot's track record is the one thing it has genuinely earned. League of Legends has been free-to-play since 2009, funded almost entirely by cosmetics, and the "we do not sell power" line has actually held for fifteen years. That is not a promise. It is a decade and a half of behavior, which is worth far more. When people ask us how Riot can keep its MMO clean, the honest answer starts here: they already know how, because they have done it.
You can hear the world-first instinct in how Riot talks about its own work. When a 2024 report called the roughly 250-million-dollar Arcane a financial miss, co-founder Marc Merrill pushed back with a line that inverts the entire logic this article has been tracing: "These people think we make things like Arcane to sell skins, when in reality we sell skins to make things like Arcane." Whether or not that holds up against a bad quarter, it is exactly the sentence Blizzard slowly stopped being able to say. The world is the point. The store is how it gets paid for, and Arcane is the proof that Riot still knows which way round that goes.


The complication is that Riot is not independent. It is wholly owned by Tencent, which took majority control back in 2011 and bought the rest in 2015. It is worth being precise, because this is exactly the kind of fact that grows folklore. There is no reported instance of Tencent dictating a Riot monetization decision, and the best-sourced accounts actually run the other way, with Riot refusing Tencent on League mobile for years. But the ownership is real, the board is real, and pretending otherwise would be the same naivety this article just spent two thousand words warning about.
And Riot is not innocent lately, either. The last two years brought a 500-dollar Ahri skin and an Exalted "gacha" system that Riot itself called a "luxury good." When Riot pulled a free reward path at the start of 2025, players revolted, and the reversal is the tell worth remembering.
Within about seven weeks, Riot put the free rewards back and cut champion prices by half on top of it, writing: "We didn't fully grasp how much this mattered to you, and that led us to make changes that missed the mark." That is what a healthy version of this looks like. Not a company that never pushes too far, but one where the players still have enough leverage to push back, and a studio that still folds when they do. Trust is not a promise a company makes. It is an account it keeps topping up, and one it can overdraw.
On the MMO specifically, Riot has said almost nothing, and that is the correct amount to trust: nothing. The only real monetization comment on record came from the original director, Greg Street, back in 2022, and it was careful to the point of saying almost nothing at all: "We aren't ready to talk about that, but we will almost certainly be consistent with Riot's other games where it's our hope that players spend money because they want to not because they feel like they have to." He also said the game would not be "pay-to-win or pay-to-power." Hold both of those loosely. Street left Riot in 2023, and the entire game was reset in 2024, so those words describe a version that no longer exists. Nobody at Riot has promised you anything about this MMO, and you should not let anyone tell you otherwise.
So here is the thing to actually watch, the tell that matters more than any roadmap or reveal. It is not the box price or the subscription question. It is whether the systems reward you for wanting to log in, or punish you for not. Blizzard did not fall because it charged for a horse. It drifted because, quarter by quarter, the measurable thing kept winning the argument against the beautiful one. Riot knows how to build a world. The only question that matters is whether it will still be allowed to, three years and twelve earnings calls from now.
Do you trust Riot to keep its MMO focused on the world instead of the metrics?




