List of Blizzard Entertainment games
Since the release of "Warcraft", "Diablo", and "StarCraft" (1998), Blizzard has focused almost exclusively on the "Warcraft", "Diablo", and "StarCraft" series. The sole exception has been the company's latest title, "Overwatch" (2016). All of Blizzard's games released since 2004 still receive expansions and updates, especially the long-running massively multiplayer online role-playing game "World of Warcraft" (2004). With over 100 million lifetime accounts as of 2014 and US$9 billion in revenue as of 2017, "World of Warcraft" is one of the best-selling computer games and highest-grossing video games of all time. Blizzard Entertainment has developed 19 games since 1991 as of 2018, in addition to developing 8 ports between 1992 and 1993; 11 of those games are in the "Warcraft", "Diablo", and "StarCraft" series.
Virtual economy
The release of Blizzard Entertainment's World of Warcraft in 2004 and its subsequent huge success across the globe has forced both MMORPGs and their secondary markets into mainstream consciousness, and many new market places have opened up during this time. A search for WoW Gold on Google will show a multitude of sites (more than 90 sponsored results ) from which Gold can be purchased. Real money commerce in a virtual market has grown to become a multibillion-dollar industry. In 2001, EverQuest players Brock Pierce and Alan Debonneville founded "Internet Gaming Entertainment Ltd (IGE)", a company that offered not only the virtual commodities in exchange for real money but also provided professional customer service. "IGE" had a trained staff that would handle financial issues, customer inquiries and technical support to ensure that gamers are satisfied with each real money purchase. It also took advantage of the global reach of synthetic worlds by setting up a shop in Hong Kong where a small army of technically savvy but low wage workers could field orders, load up avatars, retrieve store goods and deliver them wherever necessary. This lucrative market has opened a whole new type of economy where the border between the real and the virtual is obscure.