Microsoft announced plans to acquire Activision Blizzard today, making it the company's largest acquisition ever--not just in gaming, but across all industries. The proposed $70 billion deal will mean Microsoft owns the rights to some of the biggest franchises in gaming, including Call of Duty and World of Warcraft. But following Activision's stewardship of annualization and tumult over harassment, what kind of studio culture is Microsoft buying?
When Microsoft bought studios like Obsidian or Double Fine, it was easy to understand the types of expertise and culture the company was buying. As an elevator pitch, you could say that Obsidian is known for mechanically complex RPGs, and Double Fine is known for its quirky humor. You can understand right away how these fold into the Microsoft umbrella to complement and round out their existing corporate and creative structures.
Microsoft's previously largest gaming acquisition, Bethesda, was similarly clear across its slate of studios. Purchasing Bethesda Game Studios netted Microsoft one of the industry's most renowned RPG studios, behind hits like Fallout and The Elder Scrolls. Owning Arkane gave Microsoft a critically acclaimed studio known for immersive sims. Buying Id Software meant it owned legacy shooter franchises like Doom and Wolfenstein.
By comparison, look at Activision's studios. What is the defining quality of an Infinity Ward or Beenox or Raven game? What makes their cultures unique and creatively interesting?
The answer to most of these is simply, «Call of Duty.» Activision's all-in strategy on the franchise shooter has sapped its studios of some of their individuality. The franchise is reliably a high-production value roller coaster ride, but that's hardly
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