Blizzard Entertainment has reputation. Its name symbolizes success in the most grandeur of ways. The three main Blizzard franchies, Diablo, Starcraft, and Warcraft have been widely successful all in their own regards. When the ice finally broke on a new project called "Titan," speculation ran wild. Most of it was soon met with some confirmation, that Titan was meant to be appeal to a broader audience along with it being an entirely new franchise. Rumors still fly; some say that the game is actually a spin-off from one of the existing franchises. It's clear Blizzard is trying to develop something that will redefine MMORPGs as we know it. The main elements are the suggestions that the game will be free, appeal to more people, and contain in-game optional monetization methods. Yet, when thought about carefully, this recipe isn't something unheard of. Many games have attempted to make the game free to play with some kind of incentive to spend money, with one of the most recent success stories in this department being League of Legends. Still, the latter game has problems attracting a true broad audience. Many males do play the game but the amount of females drop drastically. The appeal to a general audience suggests something else, or at least a product similar to Nexon's Maplestory. Blizzard's Titan just might be something very familiar to people who have played Maplestory. It was an MMORPG, there's no doubt about that, but it was also a game of socialization. There was little pressure to truly "finish" any of the quests or to even grind through levels. People played the game for its simple chat functions, its quirky yet lovable characters, and a world that allowed easy access to friends who simply wanted to see one another. The result was a game played by both genders, which is something Blizzard is aiming for and is largely absent from contemporary MMOs. Players bought a virtual currency called "NX Cash" that allowed a character multiple forms of customization and even gameplay changes. Items were not necessarily cheap and often "expired" after 90 days. It kept players constantly buying into their ploy. Eventually, many people end up spending more money than they would in a normal subscription-based game. Combat was largely filled with huge numbers and did not ask for intricate resource or combo systems. The hardcore player was not forgotten, with many people creating their own guilds that competed for server first boss completes, record speed kills, and even ran the economy. Players could even become a businessman by buying low and selling high, and as individual shops were in abundance, the economy often ran through what the end-game content required.
This is exactly what Blizzard wants. Titan will be simple and easy to pickup. It will not have any hint of hardcore gaming on the cover of the game, though the content will surely be there for gamers looking for a true challenge. Socialization will be the main factor and engine for Titan. In order for this to work, Blizzard needs to attract both genders, as females can bring out a side of males only they can reach and vice-versa. Making a game free will bring hordes of players who don't really lose anything by just trying the game. Once this happens, word begins to spread amongst friends, and with the prevalence of social media, Titan, if well-developed, will become the game to beat. With Blizzard's reputation, it will not be hard to bring media attention to its product. It's hard to pinpoint the exact details about Titan but Blizzard has dropped enough hints to suggest how it may run.
Still, the game is risky. Blizzard's most recent games have all been labeled disappointing, at least when compared to their predecessors. If Titan fails in its vision, along with the continued downfall of their most beloved franchises, Blizzard may be a company no longer. Time will tell.