There are 37 designers responsible for creating classes, professions, events, a library of more than 70,000 spells, and a population of nearly 40,000 non-player characters.As if there weren't enough to deal with, Pearce said Blizzard handles the localization of the game in-house. It's crucial for the game, since World of Warcraft is played in English by fewer than half the game's players. He added that the team doesn't do any partial localizations, and adding another language to the game is a commitment to provide ongoing support to that for as long as the game is running.Despite selling more than 20,000 $125 tickets and massive merchandise sales, the wow gold publisher loses money during each of its annual confabs.This year, more than 20,000 people gathered at the Anaheim Convention Center for BlizzCon, the annual expo celebrating the Diablo, Stacraft, and Warcraft franchises. Given that Blizzard Entertainment charges $125 per ticket to the event--where it sells hundreds of thousands of dollars of merchandise--and sold pay-per-view rights to DirecTV, one would expect it to be profitable for the company.Today at the 2009 Austin Game Developers Conference, Blizzard Entertainment cofounder and executive vice president of product development Frank Pearce revealed that his company still doesn't make a profit on the expo. "BlizzCon is operated at a substantial loss for the company," said Pearce. "It's a huge marketing opportunity, so that's the benefit we get out of that.But in terms of any kind of financial gain, it actually is a loss for us."
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