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255. ID Software.

  November 7.

  Blizzard Eai was founded by three UCLA graduates, Michael Morhaime, Aln Adham, and Frank Pearce, as Sili & Synapse in February 1991. It underwent several name ges during that period, but the goal was clear: to develop puter games, especially those based oime strategy.

  In January 1994, they were acquired by Davidson & Associates. Was this a na?ve move? This pany specializes in educatioertai software, with a strong track record in its creation. It was attrag attention from firms that saw the new field of education teology as a viable business option.

  The acquisition was driven by two simple reasons: Blizzard had geed nearly 40 million in software sales.

  This led them to i in what they sidered relevant. They hoped to sign on studios and resell them as their value increased. They just hadn't expected a iation to e about so soon, only seven months after acquiring Blizzard.

  Steve Parks arrived wearing his cssic hat and a light gray summer suit to battle the intense California heat. Blizzard's headquarters wasn't particurly impressive, especially in its early stages.

  Just sending him here indicated how much Billy valued the pany they were about to acquire.

  -Good afternoon. I'm Steve Parks, here for a meeting with Bob and Jan Davidson, - said Steve, looking fortable with his luggage, taining everything he needed for the meeting. What was in the suitcase? Only Steve Parks knew.

  He was greeted with the utmost attention, aowledging the significe of the pany that seemed to be at the forefront of the digital tent battle. Doom was a teical marvel that surpassed anything created so far, setting a high bar in the industry.

  Five people entered an anizational single file, as expected, perhaps refleg the pany's anizational structure.

  -Mr. Parks, you're quite punctual, - said Bob Davidson.

  Steve Parks smiled as the iation begaood up and introduced himself: - I'm Steve Parks, Director of Sales at Lux Animation, and currently the iator in charge of acquiring Blizzard. -

  There was doubt in the room, apparent in the emotions of those present.

  -Mr. Parks, you're quite optimistic. When we agreed to this meeting, it was only as a sign of respect for a friendly pany in the market, - said Bob Davidson.

  -I don't doubt it. But my offer is so irresistible that if I don't ge my mind, I'll have to tell my boss that it's impossible to seal the deal with the pany, and it's better to allocate resources elsewhere, - said Steve Parks.

  His statement caught their attention. He opened his portfolio, revealing numerous manuals from uies across the Uates, Engnd, France, and Spain. At least Bob and Jan were familiar with 18 uies sidered among the best in the try.

  -What's this? - asked Bob, who seemed to be leading the iation.

  -You're in the educational software business. you tell me what you see here? - Steve Parks asked rhetorically.

  -Uies, - replied Bob.

  -Exactly, uies. It turns out that my pany works with all these uies. Lux Animation, as the parent pany, owns ID Software, which you gentlemen might be familiar with," he said, nodding. "We also own Autodesk, with different programs donated for practical teag, such as AutoCAD, Pixar Studios, and the Engine, among other sedary products reserved for these uies. We have tracts with all of them, maintaining good retionships and listening to suggestions. For instance, if educational software es into our hands, it's not difficult to approach these esteemed uies that have agreements with at least 120 colleges and uies. I wonder, what be would a pany selling educational software derive from this retionship? - asked Steve Parks.

  Principio del formurio

  Even the absent-minded Michael Morhaime, Allen Adham, and Frank Pearderstood the significe of this iation opening.

  -I see, it's undoubtedly irresistible for an educational software pany,- said Bob Davidson.

  He had it, and Steve Parks knew he just o push the right buttons.

  -That's right, uies are a field that opens up possibilities, not just for sales, but also for feedback. But business is moving fast, with more people reizing the importance of teology every day, - said Steve Parks.

  Bob Davidson, rec from that time bomb, remarked, "There's no doubt that Mr. Parks is knowledgeable on the subject."

  -I am. Here's my offer: 7 million, a pertage of the profits from the games developed during their time in the pany, and a reendation to uies on the front list. If they iate in December, they could gain a good market share, - said Steve Parks.

  What followed ure annoyand protocol. They expihat they would wait for some time and sider the offer, which was discussed in finer detail over the hirty minutes. As they bid farewell, Steve Parks hahree bnk sheets of paper to Michael Morhaime, Allen Adham, and Frank Pearce. It only meant ohing: shared co-presidents. And then he left without further ado.

  Richard Boll found himself in a different sario.

  The iations, transitioning Raven Software and Paralx Software into sales, were somewhat simpler in the case of Raven. Their alliah ID Software was a given, as they were hoping to partner with a major puting pany. Founded in 1990, they had some flicts with ID Software, but all they wanted was money, at least 8 million, which was iated down to 5.4 million, along with a juicy tract to bee the director of the pany.

  They had used the basigines of Doom for Shadow Caster aic. With an expanding library of innovative games, they were ambitious and possessed a certain talent for video games. Paralx was still tempted, but the bidding war was between Interpy Games and ID Software, depending on who could be more ving.

  -It all sounds very nice, but what leverage do aralx Software, have if ID Software wants to push us aside? We have a healthy retionship with Interpy, and their proposals are not formidable at all, - said Mike Kus, founder of Paralx Software.

  Mike Kus, along with Matt Toschlog, had founded a pany. Both were Car and Driver programmers and had some success in the market.

  -ID Software has broader s, with demands, but I do not doubt that Interpy demands quality for their stant work. Although it may not seem like it, our tentacles are massive, and our designs are prosperous. We receive offers for purchases or even mergers daily. You have programming talent and have worked oain games that are frankly incredible. We propose opening an ID Software branch here in Illinois, with you as members of the core team. Success lies in trimming the game portfolio, releasing good games without fog on the red numbers, - said Richard Boll.

  -Opening an ID Software branch here in Illinois? Do we know if that's possible? Do they have a pn in pce? - said Matt Toschlog, who detested the creation process and the ws of a pany, always hindering his creative system with buts and obstacles.

  -Our hiring process involves trag based on the number of projects, acceptable bes, and financial support. We'll be pg orders for certain games, but you also work on your director do not doubt mergers daily times for the pany. When you see the pany's test game, which will be distributed in November, very few will uand the adva, - boasted Richard Boll, referring to Tomb Raider.

  The tract was clear: creative freedom fames created by the branch, bonuses fames, the teology the pany provided - including 3D engines, and 2D engines, along with the test proposal freat 3D engine, and the pn to unch a digital game distribution ptform (Lux Games), akin to Steam's proprietary gaming ptform.

  -You would open up the game eo Paralx, - asked.

  -I would open them up to ID Software: Paralx, - said Richard Boll.

  The 900,000 for the pany was a small price as it was merely the hiring of a team of nine programmers. The iment was beginning, in Paralx and Raven.

  -This was told to me by Billy Carson, the creator and pioneer of ID Software, like many panies. What is the most important thing about video games? What makes people pay to py them? Why will people be crazy about video games in the wenty years? There's only one answer: because it's fun! If you want to make games at ID Software, you must know that. What makes a video game fun? - said Alexa Riley, sileng the voices. The world of video games was beginning to take shape.

  The world was beginning to move, and another pany w on 3D creation. Is it perhaps a monopoly?

  ...

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