---
title: 'Abandoned by Blizzard - The Tragedy of Heroes of the Storm'
source: 'https://youtube.com/watch?v=-7vS2WF3iyA'
video_id: '-7vS2WF3iyA'
date: 2026-08-02
duration_sec: 1176
---

# Abandoned by Blizzard - The Tragedy of Heroes of the Storm

> Source: [Abandoned by Blizzard - The Tragedy of Heroes of the Storm](https://youtube.com/watch?v=-7vS2WF3iyA)

## Summary

This video explores the rise and fall of Heroes of the Storm, Blizzard's entry into the MOBA genre. It traces the game's development from a StarCraft 2 mod to a standalone title, its innovative design choices, and the factors that led to its eventual abandonment, including market competition, legal disputes, and shifting company priorities.

### Key Points

- **Origin of MOBA and Blizzard's announcement** [00:10] — The MOBA genre originated from Defense of the Ancients, a mod for Warcraft 3. Blizzard announced its own MOBA at BlizzCon 2010, initially called Blizzard DOTA, later renamed due to legal issues.
- **Development begins after StarCraft 2** [03:16] — After shipping StarCraft 2 in July 2010, Blizzard developers brainstormed a new project for BlizzCon. They decided to build a MOBA using StarCraft 2's tools, inspired by an arcade machine with Blizzard characters.
- **Design philosophy and legal dispute** [05:01] — Blizzard aimed for an easy-to-learn, difficult-to-master MOBA with fast-paced action. A legal dispute with Valve over the Dota trademark led to a settlement, forcing Blizzard to rename the game to Blizzard All-Stars.
- **Removal of Item Shop and team brawler concept** [06:56] — Blizzard removed the traditional Item Shop to reduce toxicity and differentiate the game. They introduced shared experience points and shorter matches (~20 minutes), rejecting the MOBA label in favor of 'team brawler'.
- **Rebranding to Heroes of the Storm** [08:20] — In 2013, the game was renamed Heroes of the Storm. It received resources from the canceled Titan MMO, and by 2014, over nine million people signed up for the open beta.
- **Launch and initial reception** [09:24] — The game launched on June 2, 2015, with 30+ heroes and 7 battlegrounds. Critics praised its accessibility, but some criticized hero building and balancing.
- **Esports and 2016 updates** [10:25] — The Heroes Global Championship launched with a $4 million prize pool. Despite updates, the game failed to dethrone League of Legends and Dota 2.
- **Heroes 2.0 overhaul** [11:27] — The 2.0 update in April 2017 revamped progression, removed level caps, reduced grind time, and introduced loot chests with cosmetics, aiming to attract lapsed and new players.
- **Loot box regulations and downsizing** [13:11] — In 2018, Belgium ruled loot boxes as gambling, forcing Blizzard to remove paid loot boxes. In December 2018, Blizzard downsized the Heroes team and canceled the Esports circuit, sparking community backlash.
- **Too little, too late** [17:13] — Former CEO Mike Morhaime admitted the game arrived too late. Blizzard missed the opportunity to capitalize on Dota's popularity early, and despite innovations, the game couldn't compete.

### Conclusion

Heroes of the Storm serves as a cautionary tale of missed opportunities and market timing. Despite innovative design and a dedicated fanbase, Blizzard's late entry into the MOBA market and subsequent resource reallocation led to its eventual abandonment.

## Transcript

The genre&nbsp;&nbsp;that encompasses games such as Dota and League&nbsp;of Legends sprouted from Defense of the Ancients,&nbsp;&nbsp; a fan-developed mod designed within the&nbsp; framework of Warcraft 3. It seemed fitting,&nbsp;&nbsp;
then, that Warcraft creator Blizzard Entertainment&nbsp; would announce a multiplayer online battle arena,&nbsp;&nbsp; or MOBA, of its own during BlizzCon 2010. A fully-fledged MOBA, the project bore many&nbsp;&nbsp;
names and assumed multiple forms throughout its&nbsp; relatively brief lifecycle. It first appeared&nbsp;&nbsp; manifested as Blizzard DOTA, then adopted the&nbsp; title of Blizzard All-Stars due to a legal&nbsp;&nbsp; dispute, before the developer settled on Heroes&nbsp; of the Storm. But the name arguably mattered&nbsp;&nbsp;
little overall, especially since players had made&nbsp; their preferences known by the time Blizzard tried&nbsp;&nbsp; cutting itself a piece of the battle arena pie. A couple delays and a production overhaul&nbsp;&nbsp; meant Heroes of the Storm wouldn t arrive until&nbsp; roughly five years after stealing the spotlight&nbsp;&nbsp;
at BlizzCon in 2010. When its servers finally&nbsp; came online, Valve and Riot Games had cornered&nbsp;&nbsp; the market with Dota and League of Legends,&nbsp; respectively, leaving barely any room for another&nbsp;&nbsp; property to muscle its way inside. Still, Blizzard&nbsp; made an attempt, and succeeded to some degree. &nbsp;
Heroes of the Storm challenged the&nbsp; familiar design paradigms of battle arenas,&nbsp;&nbsp; which allowed the Warcraft studio to carve out a&nbsp; unique space. Professional and collegiate-level&nbsp;&nbsp; Esports leagues even spawned from the endeavor,&nbsp; yet Heroes never quite reached the heights of its&nbsp;&nbsp;
competitors. As a result, the game s few successes&nbsp; did nothing to stave off its early trip to the&nbsp;&nbsp; graveyard of discontinued online services. This is the tragedy of Heroes of the Storm. &nbsp;
After approximately seven years of development,&nbsp; Blizzard shipped StarCraft 2 in July 2010,&nbsp;&nbsp; but a time of celebration and relaxation&nbsp; morphed into brainstorming sessions for a&nbsp;&nbsp; brand-new project. As Heroes of the Storm Game&nbsp; Director Dustin Browder explained to Polygon,&nbsp;&nbsp;
some developers followed up the StarCraft 2&nbsp; release with questions about what the team&nbsp;&nbsp; would showcase during that October s BlizzCon.&nbsp; Arguments that such discussions should wait fell&nbsp;&nbsp; by the wayside, dismissed when those who favored&nbsp; the idea contended that fans paid good money for&nbsp;&nbsp;
quality entertainment at the annual convention.&nbsp; Despite the limited time frame, members of the&nbsp;&nbsp; StarCraft crew accepted the challenge. Given internal concerns as to whether&nbsp;&nbsp; the modding community would utilize the StarCraft&nbsp; sequel s robust toolset, Blizzard decided to build&nbsp;&nbsp;
its next adventure with those selfsame tools. The&nbsp; beginnings of Blizzard DOTA blossomed from there,&nbsp;&nbsp; its content inspired by an in-house arcade&nbsp; machine packed with emulated games. Notably,&nbsp;&nbsp; the artwork wrapped around the cabinet depicted&nbsp; characters and imagery from Blizzard-owned&nbsp;&nbsp;
properties. The vision for Blizzard DOTA&nbsp; followed this concept to the next logical&nbsp;&nbsp; step a MOBA wherein iconic Diablo, StarCraft,&nbsp; and Warcraft characters could battle each other&nbsp;&nbsp; on maps modeled after the digital worlds from&nbsp; which they originated. A BlizzCon 2010 audience&nbsp;&nbsp;
watched a presentation of the game s earlier&nbsp; version and seemed enthused by the premise. &nbsp; Because it was initially conceived as a free&nbsp; StarCraft 2 add-on, Blizzard DOTA s production&nbsp;&nbsp; team around the time of its reveal included&nbsp; only two designers and a few artists who&nbsp;&nbsp;
developed it intermittently. Player enthusiasm&nbsp; and work on StarCraft 2 s Heart of the Swarm&nbsp;&nbsp; expansion ultimately forced the company to&nbsp; postpone the Dota endeavor altogether. &nbsp; Blizzard DOTA returned to the BlizzCon&nbsp; stage in 2011, wearing a fresh coat of&nbsp;&nbsp;
paint separating it from competing MOBAs.&nbsp; For starters, as opposed to implementing a&nbsp;&nbsp; demanding learning curve, Blizzard fostered an&nbsp; easy-to-learn, difficult-to-master philosophy,&nbsp;&nbsp; with gameplay elements emphasizing aggression and&nbsp; fast-paced action. The experience, once again,&nbsp;&nbsp;
intrigued BlizzCon audiences, though this&nbsp; particular event would mark the game s last public&nbsp;&nbsp; appearance under the name Blizzard DOTA. A legal&nbsp; dispute with Valve over the Dota trademark ended&nbsp;&nbsp; in a settlement allowing the Half-Life maker to&nbsp; use the title commercially for its next project,&nbsp;&nbsp;
Dota 2. Meanwhile, the terms of the agreement&nbsp; limited Blizzard s rights to user-created&nbsp;&nbsp; content in Warcraft 3 and StarCraft 2, thus&nbsp; heralding the age of Blizzard All-Stars. &nbsp;
Details concerning the settlement went public&nbsp; in May 2012, a period in which Dustin Browder&nbsp;&nbsp; claimed other seeds of change began to take&nbsp; root for Blizzard All-Stars. Most importantly,&nbsp;&nbsp; this represented the juncture wherein&nbsp; developers started devising ways of monetizing&nbsp;&nbsp;
the MOBA while maintaining its attachment to&nbsp; StarCraft 2. But the Blizzard Strike Team,&nbsp;&nbsp; staffers who tested games outside of their&nbsp; assigned projects, wanted more for All-Stars,&nbsp;&nbsp; believing the online experience demanded a&nbsp; release wholly independent of StarCraft. Blizzard&nbsp;&nbsp;
All-Stars accordingly evolved from an unpaid&nbsp; add-on to a standalone free-to-play title. &nbsp; The transition heralded a few more alterations to&nbsp; Blizzard s initial plans for All-Stars. Though the&nbsp;&nbsp; StarCraft 2 engine powered the MOBA, a Strike Team&nbsp; member s insistence that it looked too much like&nbsp;&nbsp;
another StarCraft mod culminated in somewhat of an&nbsp; art overhaul. Higher quality standards were placed&nbsp;&nbsp; on the free-to-play project, as well; in turn, the&nbsp; size of the All-Stars crew ballooned exponentially&nbsp;&nbsp;
once Heart of the Swarm shipped in May 2013.&nbsp; Given the then unceasing popularity of League&nbsp;&nbsp; of Legends and the anticipation surrounding&nbsp; Dota 2, Blizzard felt compelled to entice&nbsp;&nbsp; prospective players with a unique offering. In pursuit of such ends, developers eventually&nbsp;&nbsp;
jettisoned the All-Stars Item Shop, a system&nbsp; in League of Legends and Dota 2 featuring items&nbsp;&nbsp; that players utilized for buffing their&nbsp; characters. The decision required some&nbsp;&nbsp; convincing for other staffers who believed&nbsp; the Item Shop too critical an element of the&nbsp;&nbsp;
genre. But discussions about the shop in Dota&nbsp; encouraging toxic behavior amongst the player&nbsp;&nbsp; base helped seal the deal All-Stars would forego&nbsp; the inclusion of a traditional Item Shop, despite&nbsp;&nbsp; the years spent testing that very system. As the crew reconsidered other core tenets&nbsp;&nbsp;
of the genre, even more adjustments to&nbsp; the formula took hold. Blizzard developed&nbsp;&nbsp; a system whereby in-game teammates shared&nbsp; experience points, for example. In addition,&nbsp;&nbsp; matches lasted around 20 minutes, engendering&nbsp; aggressive play styles. The Warcraft creator,&nbsp;&nbsp;
thus, rejected the MOBA label, instead deeming its&nbsp; Dota-esque title a team brawler. Fans ate it up,&nbsp;&nbsp; itching for any fresh details the development&nbsp; house could provide. Blizzard All-Stars would&nbsp;&nbsp;
undergo yet another transitory period before the&nbsp; wider public could enter the Nexus, however. &nbsp;
Weeks ahead of BlizzCon 2013, Blizzard debuted the&nbsp; crossover title s new name in an animated trailer&nbsp;&nbsp; produced by Jon Burton from CarbotAnimations.&nbsp; The game formerly known as Blizzard All-Stars&nbsp;&nbsp;
suddenly bore the Heroes of the Storm title.&nbsp; Such news came in the months following publisher&nbsp;&nbsp; Activision Blizzard s earnings report for the&nbsp; second quarter of 2013, wherein Blizzard s then&nbsp;&nbsp; CEO and President, Mike Morhaime, divulged that&nbsp; resources from the since-canceled Titan MMO had&nbsp;&nbsp;
shifted to internal projects the MOBA included. Most signs pointed to another Blizzard success&nbsp;&nbsp; story, and the studio couldn t have asked for&nbsp; better public interest-related figures on the&nbsp;&nbsp; back of generally positive reception from alpha&nbsp; testing and BlizzCon 2014. According to Activision&nbsp;&nbsp;
Blizzard s fourth quarter statistics for 2014,&nbsp; more than nine million people had signed up to&nbsp;&nbsp; participate in the team brawler s open beta a&nbsp; presumed harbinger of good things to come. &nbsp; The full game hit PC on June 2, 2015, complete&nbsp; with 30-plus playable Heroes and seven different&nbsp;&nbsp;
battlegrounds. Blizzard promised to&nbsp; support Heroes of the Storm long-term,&nbsp;&nbsp; its post-release plans centered around a trickling&nbsp; of iconic heroes, maps, and other additive content&nbsp;&nbsp; offerings. It scored well at launch in terms of&nbsp; critic reviews, with many applauding Blizzard&nbsp;&nbsp;
for expertly weaving together an experience&nbsp; that felt both deep and relatively simple.&nbsp;&nbsp; Some dubbed the title a good entry into an&nbsp; overly complicated genre, due in part to&nbsp;&nbsp; Blizzard trimming away the fat to let players dive&nbsp; right into the fast-paced fun. Not everyone felt&nbsp;&nbsp;
similarly moved, however. Perceived flaws in the&nbsp; hero building, leveling, and gameplay balancing&nbsp;&nbsp; departments divided critics and players alike. But these troubles did little to slow the title&nbsp;&nbsp; s post-launch momentum on the production side of&nbsp; things. By the end of 2015, Heroes of the Storm&nbsp;&nbsp;
had received a treasure trove of updates, ranging&nbsp; from new maps such as the Diablo-themed Infernal&nbsp;&nbsp; Shrines to extra Heroes including Warcraft s&nbsp; Rexxar and the two-player-controlled Cho gall. &nbsp;
2016 proved an especially busy year for the&nbsp; Blizzard-branded MOBA. Most importantly,&nbsp;&nbsp; the Heroes of the Storm Global Championship&nbsp; Circuit kicked off, its prize pool of $4&nbsp;&nbsp; million setting the stage for one of the biggest&nbsp; years in Esports history. Another set of Heroes,&nbsp;&nbsp;
battlegrounds, and modes entered the Nexus,&nbsp; too, along with a Season 1 update in June that&nbsp;&nbsp; opened the door for a revamped ranking system,&nbsp; matchmaking improvements, and new rewards for&nbsp;&nbsp; Hero and Team players. But while Heroes of the&nbsp; Storm s first full year of availability enjoyed&nbsp;&nbsp;
numerous victories, the game never managed&nbsp; to dethrone League of Legends and Dota 2. &nbsp; Game Director Dustin Browder exited&nbsp; Heroes of the Storm in December 2016,&nbsp;&nbsp;
Technical Director Alan Dabiri assumed Browder&nbsp; s responsibilities, charged with shepherding&nbsp;&nbsp; the online title through an all-new era&nbsp; later known as Heroes of the Storm 2.0. &nbsp;
The 2.0 update, which arrived in April&nbsp; 2017, introduced a significant overhaul&nbsp;&nbsp; to many of the MOBA s core systems. For one,&nbsp; Blizzard reworked progression and rewards,&nbsp;&nbsp; notably removing the level cap for hero and&nbsp; player levels. The patch also decreased the grind&nbsp;&nbsp;
commitment between levels; whereas the old system&nbsp; required 10 to 20 hours to level up, Production&nbsp;&nbsp; Director Ka o Milker claimed similar progression&nbsp; would take a mere two to three hours under 2.0. &nbsp;
Additional types of cosmetic items entered&nbsp; the mix through Overwatch-style loot chests,&nbsp;&nbsp; namely in the form of Announcer voice packs, Hero&nbsp; voice lines, sprays, and banners. This shift meant&nbsp;&nbsp;
cosmetics previously locked behind a paywall were&nbsp; easier to obtain, thereby lowering the barrier to&nbsp;&nbsp; entry. Evidently, Blizzard aimed to reconstruct&nbsp; the battle arena for lapsed players, regulars, and&nbsp;&nbsp;
newcomers, with Milker telling PC Gamer that 2.0 s&nbsp; improvements represented a step towards turning a&nbsp;&nbsp; great game into a great free-to-play game. Update 2.0 constituted but one of the many&nbsp;&nbsp;
noteworthy additions to Heroes of the Storm in&nbsp; 2017. Overwatch s D.VA joined the fight in May;&nbsp;&nbsp; Blizzard unleashed StarCraft character Stukov&nbsp; not too long thereafter; and the Overwatch-themed&nbsp;&nbsp;
Volskaya Foundry became a playable battleground&nbsp; that September. All told, 2017 seemed the most&nbsp;&nbsp; transformative for the MOBA but if its second full&nbsp; year saw Blizzard build upon existing foundations,&nbsp;&nbsp;
the ensuing third year denoted the beginnings of&nbsp; said foundations being razed from the ground. &nbsp;
The drama surrounding microtransactions&nbsp; in the 2017 releases of Middle-earth:&nbsp;&nbsp; Shadow of War and Star Wars: Battlefront&nbsp; II opened the floodgates in many respects,&nbsp;&nbsp; such that governments around the world began&nbsp; paying closer attention to in-game purchases.&nbsp;&nbsp;
Gambling sat at the forefront of the issue,&nbsp; encouraging legislators in countries like Belgium&nbsp;&nbsp; to take swift action. After much deliberation,&nbsp; then, the Belgium Gaming Commission ruled that&nbsp;&nbsp; loot boxes violated gambling regulations.&nbsp; To conduct business in the region, Blizzard&nbsp;&nbsp;
had no choice but to excise paid loot boxes from&nbsp; Heroes of the Storm and Overwatch in August 2018. &nbsp; The MOBA suffered yet another blow in December,&nbsp; just two months after President and Co-Founder&nbsp;&nbsp;
Mike Morhaime resigned and was succeeded by&nbsp; Warcraft executive J. Allen Brack. In a December&nbsp;&nbsp; blog post, Brack and Chief Development Officer Ray&nbsp; Gresko announced a downsizing for the Heroes of&nbsp;&nbsp;
the Storm group, which relocated numerous staffers&nbsp; to other internal projects. The choice came down&nbsp;&nbsp; to the proliferation of resources since Blizzard&nbsp; wanted the rest of its live titles and unannounced&nbsp;&nbsp; endeavors to receive ample development support.&nbsp; Still, Brack and Gresko assured players that,&nbsp;&nbsp;
though the cadence would change, the crew&nbsp; planned to continue rolling out new content. &nbsp; A statement from Ka o Milker similarly&nbsp; attempted to set minds at ease,&nbsp;&nbsp; as the Production Director insisted that not&nbsp; all was lost. Akin to the community, though,&nbsp;&nbsp;
he lamented the turn of events, expressing&nbsp; disappointment in the knowledge that Heroes&nbsp;&nbsp; hit its stride in 2018 but would have to endure&nbsp; the reshaping of previously laid plans for 2019. &nbsp;
To the chagrin of many Blizzard faithful,&nbsp; the diminished resources were just the tip&nbsp;&nbsp; of the iceberg. The firm also terminated the&nbsp; title s Esports circuit, immediately inciting&nbsp;&nbsp; fury amongst pro and collegiate competitors. One&nbsp; professional player, Lauber, said he spent months&nbsp;&nbsp;
training with new squadmates and even emailed&nbsp; Blizzard about the 2019 league, yet never heard&nbsp;&nbsp; anything about a cancelation beforehand. Kala, the&nbsp; Tempo Storm coach, highlighted the misfortune of&nbsp;&nbsp; people building their livelihoods around Heroes&nbsp; only to become blindsided by the sudden news.&nbsp;&nbsp;
The coach further claimed to have spoken with&nbsp; developers at BlizzCon 2018, who told him the&nbsp;&nbsp; Global Championship would return the next year. Naturally, internet speculation spread like&nbsp;&nbsp; wildfire in the absence of firm details as&nbsp; to why Blizzard pumped the brakes. Popular&nbsp;&nbsp;
theories posited that Brack either pulled the&nbsp; Esports plug or received word from Activision&nbsp;&nbsp; brass to enact cost-cutting measures. Blizzard&nbsp; s strategy would be called into question again&nbsp;&nbsp; with the deployment of a March 2019 update&nbsp; that removed the option to purchase randomized&nbsp;&nbsp;
loot boxes with real money. The studio relayed&nbsp; the news via patch notes without explanation,&nbsp;&nbsp; though reason indicated pressure from gambling&nbsp; regulators constituted the motivating factor. &nbsp; In general, 2019 proved a rough year for Blizzard&nbsp; all-around. The Blitzchung ruling and controversy,&nbsp;&nbsp;
in particular, marred the company s reputation.&nbsp; Three high-profile exits further depleted the&nbsp;&nbsp; public s faith in leadership. Heroes of the Storm&nbsp; s former Game Director, Dustin Browder, departed&nbsp;&nbsp; the development house, along with Hearthstone s&nbsp; Director and Production Director Eric Dodds and&nbsp;&nbsp;
Jason Chayes. Oddly, the company didn't publicly&nbsp; acknowledge these veteran resignations until&nbsp;&nbsp; months after all three had already stepped away. Amid the dwindling public support, Blizzard&nbsp;&nbsp; occasionally delivered fresh Heroes of the&nbsp; Storm content to sate the lingering player&nbsp;&nbsp;
base. It even received free unlocks for every&nbsp; character for a limited time in early 2020,&nbsp;&nbsp; a small sign of life for the MOBA that developers&nbsp; had all but abandoned. These methods were not&nbsp;&nbsp; enough to revive it. Consequently, the death&nbsp; knell rang in July 2022 upon the announcement&nbsp;&nbsp;
of ceased development efforts. In line with&nbsp; other longstanding games such as StarCraft 2,&nbsp;&nbsp; Blizzard promised balance adjustments, bug fixes,&nbsp; and free hero rotations would persist unabated. &nbsp;
stratosphere naturally inundated the web.&nbsp; Mike Morhaime offered an explanation in&nbsp;&nbsp; the months following his resignation. During a&nbsp; roundtable at Gamelab Barcelona in June 2019,&nbsp;&nbsp;
the former CEO argued the Heroes team made a great&nbsp; game; the problem was that it arrived too late."&nbsp;&nbsp; Morhaime said the crew recognized the brilliance&nbsp; of the Defense of the Ancients mod at the time&nbsp;&nbsp;
but didn t want to disrupt the community s&nbsp; stellar work. Instead, Blizzard prioritized&nbsp;&nbsp; the Warcraft IP s expansion, which Morhaime&nbsp; deemed the right call, yet maintained that,&nbsp;&nbsp; in retrospect, had the studio properly read&nbsp; the tea leaves, Dota s swell in popularity&nbsp;&nbsp;
would ve signaled to executives the need for a&nbsp; small group devoted to a comparable project. &nbsp; Despite attempts at innovating the Dota formula,&nbsp; Blizzard sidestepping a golden opportunity to get&nbsp;&nbsp; in on the ground floor arguably hurt its chances&nbsp; of success the most. Heroes of the Storm, thus,&nbsp;&nbsp;
exemplifies a classic case of too little&nbsp; too late, the kind of lesson the industry&nbsp;&nbsp; would do well to remember. Except&nbsp; the unending churn of live-service&nbsp;&nbsp; games suggests the title formerly known as&nbsp; Blizzard DOTA won t be the last of its kind.
