Saturday, March 24, 2018

Chris Metzen - A Paragon of the Gaming Industry




                Chris Metzen can easily be described as a paragon, a model of excellence. From his humble beginnings as an artist and animator for a small company which was, at the time, called Chaos Studios, Metzen assumed he’d been hired by a graphic design studio rather than a video game developer. Despite the misunderstanding, he carried on anyway, and this position sparked his meteoric rise to become one of the golden standards of what video game developers should aspire to be: a true paragon worthy of the title.
In his own words, his responsibility was “coming up with the worlds our games take place in” (About Creativity). He undersells, however, the gravity and impact that his work has on his own games at Blizzard Entertainment, the company that Chaos Studios would become, and the impact his work has had on the gaming industry as a whole. But humility and simplicity have always been Metzen’s trademarks; he has always believed that the true success of his work and his company has been a result of the community they serve. This is the reason he deserves such high accolade for the contributions he has made to the art.
                Metzen applied to Chaos Studios in 1993 with the aforementioned desire to be a graphic designer, as this was a time when video game development was still struggling to find a foothold in the world of marketable media outside of specialized locations such as arcades. His earliest work for the company was working on a game called Justice League Task Force, for which he provided artwork and character animation. Amusingly, this game has been called one of the worst games in the company’s history due to animation errors, poor controls and overall shoddy design. He began a new project for the studio in 1994 and began working on Warcraft: Orcs and Humans, which would become the predecessor to the Warcraft series. His work consisted of artwork, illustrations and material for the game’s packaged documentation. In 1995, however, Metzen was assigned to Warcraft II: Tides of Darkness, for which he took a greater production role by designing various scenarios and missions in addition to artwork. This paved the way for his first fictional universe creation in 1996, when he co-created the setting of Diablo with Bill Roper. This would become his breakout title, the game that introduced the world to the wonderful creations that Chris Metzen was capable of producing.
                One of the most inspiring things about Chris Metzen is his philosophy when it comes to approaching the creative process. Metzen likens artists to “sponges,” and talks of his tendency to take in all sorts of information and sensory details, digesting it, processing it, enjoying it and returning it to the world with his own spin (About Creativity). He speaks of a love for Star Wars and Dragonlance books. He believes the key to a compelling story is “paring an idea down to its most naked truth” (About Creativity).
This philosophy makes him stand out among his peers. It can be far too easy to write a story one thinks the audience will enjoy, or to try to break a mold and be original solely for the sake of originality. Or to make something topical or satirical, taking the easy path to relatability. Metzen believes that there is a deeper well from which to draw, taking more significant, primal or visceral themes that resonate with us as a species, and using those to craft his universes and stories.
He has taken this philosophy forward, challenging younger and newer creators to do the same. He inspires everyone he speaks to but carries an air of humility about him that one would not expect considering his rock-star status in the industry. His eyes well with tears when he speaks to fans as they regale him with tales of his work having helped them through life’s challenges. He chokes up during presentations on stage when he speaks about the impact his experience in the industry has had on himself and others. He wears the same emotion upon his sleeve that he channels to create his art; a feature that gives his philosophy and claims thereof all the more credibility.
                In September of 2016, Chris Metzen retired from Blizzard Entertainment. In his wake, the company erected a marvelous statue of him, described as “…heavily inspired by the iconic Walt Disney and Mickey Mouse statue. In this statue, Metzen wears an Alliance hoodie, holds Winston’s hand, and is surrounded by medallions representing all of the Blizzard franchises.” (Wowhead) At the young age of 42, he parted ways with a company he’d been a part of since he was 19 years old. Upon retiring, Metzen claimed in an emotional farewell letter on the Battle.net forums, the online web forum hosted and maintained by Blizzard Entertainment, that he would be focusing on “the one thing that matters most to me in all the world—my family.”
After everything he’d created, the celebrity he’d obtained, the legacy he’d established, he walked away from all of it to spend more time with his family. Many of us have plans of what we’d like to do when we strike oil. Many of us have dreams of grandeur, the foolproof plan, or a way to the top that no one else had ever considered. Metzen reached that summit, but decided that once that goal had been achieved, his family came first. There’s no greater inspiration than a man who has the wisdom and fortitude to know when enough is enough and devote his time to things that truly matter to him. In his wake lies a bounty of rich, immersive and expansive stories, but his future is his own to stride. There can be no greater example of what success in this industry looks like.
                The fault in this profile is that “paragon” is too insufficient of a word. There are many words that could comparably be used: exemplar, standard, or definition. They all fall short, as none fully grasp the gravity by which Chris Metzen has defined success in the gaming industry. This is a man who has taken the pain, the joy, the best and the worst that life has to offer, and channeled those things into memorable, immersive and unforgettable stories that are enjoyed and beloved by millions of people across the globe. This is a man who started his career path thinking he was applying for a graphic design job, unaware that he was not only embarking on a career in video game development, but he would influence and change the way the development process operates. This is a man, when faced with the pinnacle of his success, chose to accept what he’d earned and focus on his family as opposed to chasing more limelight. “Paragon” is too weak a word to describe the magnificent example that Chris Metzen has shown to be. But it’s the best word we have, so it will have to do. While his departure is felt heavily, if there’s one thing Chris Metzen’s stories have taught us, it’s that there is always hope for a better future ahead. While one chapter has ended, there is no doubt that this paragon of modern gaming has more to offer in the future.



Works Cited:


 “An Interview with Blizzard's Chris Metzen, Part 1.” About Creativity, 27 Feb. 2015,        http://about-creativity.com/an_interview_with_chris_metzen_part_1/. Accessed 12 Mar. 2018.



“Chris Metzen.” Wikipedia, Wikimedia Foundation, 5 Mar. 2018, en.wikipedia.org/wiki/Chris Metzen. Accessed 12 Mar. 2018.


“Chris Metzen Statue Revealed at Blizzard HQ” Wowhead, 12 Mar. 2017, http://www.wowhead.com/news=261138/chris-metzen-statue-revealed-at-blizzard-hq. Accessed 17 Mar. 2018.


D'Anastasio, Cecilia. “Chris Metzen On Leaving Blizzard: 'I Started Having Panic Attacks'.” Kotaku, Kotaku.com, 17 Nov. 2016, http://kotaku.com/chris-metzen-on-leaving-blizzard-i-started-having-pani-1789047653. Accessed 12 Mar. 2018.