Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493
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Jeff Kaplan recounts his transformative journey from an early enthusiast of text-based adventures like *Zork* to becoming a central figure in the gaming industry, crediting id Software's shift to 3D first-person shooters with creating immersive worlds that changed everything. Before finding stability at Blizzard, he struggled deeply with depression and alcoholism after failing as a published writer, eventually discovering solace and purpose through thousands of hours spent playing *EverQuest*, where he rose from an unaffiliated rogue to lead the top guild on his server. This experience not only honed his skills in motivation and leadership within anonymous yet emotionally connected communities but also led Ariel, a former colleague, to share his work with Blizzard's studio in Irvine, opening the door for him to join the team behind *World of Warcraft*. Upon joining, Kaplan embraced his identity as a gamer under the mentorship of founders like Allan Adams and designers such as Scott Mercer, finding a collaborative environment that valued every employee equally regardless of rank, which stood in stark contrast to the unhealthy hierarchies he had previously encountered.
The development of *World of Warcraft* was marked by intense crunch culture where Kaplan worked up to 30-hour shifts driven initially by passion rather than coercion, though he later acknowledged that forced overtime became immoral when executives maintained standard hours while demanding others stay late. A pivotal design decision involved splitting players into warring factions, a move Kaplan eventually supported after Allan Adams retired, allowing the team to create a directed gameplay loop that guided players through zones organically without forcing social interaction, thereby surpassing *EverQuest*'s grind-based leveling system. Despite facing server instability and player exoduses shortly after launch which demoralized teams like those behind *WildStar*, Kaplan reflected on how creating joy for millions provided a sense of fulfillment even amidst the exhaustion caused by poor food options and technical challenges during that legendary era at Blizzard.
Following years leading ambitious but ultimately failed projects like *Titan* and *Crossworlds*, which burned hundreds of millions due to leadership hubris and scattered execution, Kaplan distilled his vision into the focused success of *Overwatch*. However, external pressures regarding revenue targets led him to leave the company after a breaking point with the CFO in 2019/2020, prompting him to start his own studio, Kinugyama, alongside former colleague Tim Ford. Their new project, *The Legend of California*, aims to return to pure creative joy by developing a multiplayer survival-crafting game set on an alternate-history island during the Gold Rush, utilizing handcrafted voxel worlds and dynamic point-of-interest placement rather than traditional levels. Kaplan advocates for this independent path as he remains skeptical of current AI integration in gaming due to ethical concerns over unauthorized use of creative work, asserting that human spirit is irreplaceable while urging developers to own their craft and avoid handing control to corporate entities before it becomes necessary.
Read the full video transcript
There's three types of fun. Fun for the
player, fun for the designer, and fun
for the computer.
>> Is it PvP?
>> It's all PvP. In fact, Rust is the most
PvP thing in all of PvP.
>> Well, [clears throat] I don't know what
that means, [laughter] but
Rust players know what that means. My
whole career and my family are thanks to
EverQuest. So, I think I won the game.
[laughter]
And we're we're idiots. We're reading
the forums and the forums are just
flaming us all the time like there's lag
on this server and can't log into that
server. And that's that was our
perspective of what was happening. And
when I showed up at that show, it one of
the most emotional things in my life. It
was nothing but an outpouring of love. I
had believed I would never work any
place but Blizzard. I loved it. It was a
part of who I was. Um, and I felt I was
a part of it. And I literally thought I
would retire from a place. I never
thought the day would come. And, uh,
that was it. How painful was it to say
goodbye.
It broke me. Now, meanwhile, as far as
the outside world is concerned, you've
disappeared off the face of the earth,
but you are actually working on a game.
The following is a conversation with
Jeff Kaplan, a legendary game designer
of World of Warcraft and Overwatch,
which are two of the biggest, most
influential games ever made.
He is genuinely one of the most amazing
human beings I've ever met. In the many
conversations I was fortunate enough to
have with him, including while playing
video games, he was always kind,
thoughtful, hilarious, and still and
forever a legit gamer through and
through. Of course, he's always quick to
celebrate the incredible teams of
creative minds he has gotten the chance
to work with over the years, and they
are truly incredible. Blizzard has
created some of the greatest games ever
made. Games that to me personally have
brought me thousands of hours of fun,
meaning
happiness from Warcraft to Starcraft to
Diablo, WoW, Overwatch, and more. So for
that, a big thank you to Jeff, to the
entire Blizzard team, and to every
creative mind in the video game industry
giving their heart and soul to build
video game worlds that we fans get a
chance to enjoy. This was a super fun,
inspiring whirlwind conversation, pun
intended, with one of the most beloved
gamers and game designers ever, full of
memes, lulls, wisdom, emotional roller
coaster moments, and of course, Blizzard
video game lore.
Jeff left Blizzard in 2021 and has been
secretly working on a new video game
called The Legend of California that I
got a chance to play with Jeff. It is
incredibly beautiful. Set in the 1800s
gold rush era of California, it's an
openw world online multiplayer game,
part adventure and action, part
survival. sometimes creating a feeling
of loneliness and desperation and
sometimes just awe watching the sun rise
over a beautiful landscape. It's unlike
any game that Jeff has ever worked on
and it's a game that I genuinely can't
wait to play with all of you. You can
wishlist it on Steam, join the alpha
later in March, I think, and early
access is on the way. This is the Lex
Freedman podcast. to support it. Please
check out our sponsors in the
description where you can also find
links to contact me, ask questions, give
feedback, and so on. And now, dear
friends, here's Jeff Kaplan.
You were first a legendary video game
player, in particular in EverQuest
before you ever became a legendary video
game designer on uh World of Warcraft
and on Overwatch,
which I think is a wild journey to go
through from gamer to designer. But
first, let's go way back. When did you
first fall in love with video games?
>> I was lucky. I was born in that golden
era of coin op.
>> So I literally remember the first time
seeing Pac-Man. I was with my uncle
Ronnie and he just kept feeding me
quarters. I think he wanted to play but
was too scared to. So he, you know, his
little nephew, he was just give him
quarters to play Pac-Man.
Um, I remember being at my brother's
graduation in Philadelphia. They had an
Asteroids machine in the lobby. That was
one of the first coin op machines I had
played as well. And my brother and I
would we would try to get the high score
and we'd finally get it, but we had to
go to bed early cuz we were little kids.
And then in the morning, somebody else
had like beat our high score. And then,
you know, I grew up in Southern
California
in the 80s. I was born in 72. So, you
know, I was a kid with that skateboard
BMX culture where we'd ride two towns
over. We knew all the pizza parlors and
liquor stores and arcades and we just
lived in that coin op phase. That was
that was where the love started. And
then you started to see things like
Pong. You go over to a friend's house,
they'd have Pong. And it was just
mindblowing. like we're playing this
thing on the TV and it was so much fun.
Um, Atari was a big thing at that time
as well, but the big one for me was
actually in television because my dad
was an executive recruiter and one of
his clients was Mattel and he said,
"Hey, I they gave me this thing and he
would get discounts or free games and my
brothers and I just loved in television.
like we would just play it endlessly and
the comparison was always like is this
game close to what's in the arcades.
>> Mhm.
>> And it was just such a golden era. Um,
and I think the the big moment where it
really blew open and kind of hit the
next level was when the NES came out.
And that like NES with Super Mario
>> was kind of gaming at the next level at
that point. And I have like warm fuzzy
memories even thinking about it to this
day. I I remember we played Super Mario
for weeks. my brothers and I and then I
had a friend come over and he showed me
all the secret stuff
>> in super that I didn't know existed at
the time and it's it was like suddenly
the world opened up more and games could
be more
um and then there was like a big PC
gaming push that hit me. My parents ran
their own business. Like I said, my dad
was an executive recruiter and they
bought an IBM. And this is like when it
was DOSs before MS DOSs existed.
>> And I was so disappointed because like
other kids had the AmIGGA or the
Commodore, which you know, they they
were better for gaming than the IBM at
the time. And uh my mom, she really
encouraged my brother and I. Uh she
bought us Zork,
you know, it was just InfoCcom word
games and where your imagination would
take you. Like Zork holds a place in my
heart I think few games will ever touch.
>> It's a textbased game. textbased game,
you know, you just type in go west, open
mailbox, you know, and um
>> it's that power of imagination. It's why
the book is always better than the
movie, you know.
>> Yeah. So, you're starting to see these
creations of worlds that you can
navigate.
>> Yes.
>> You can step into this world and you can
lose yourself in that world.
>> Yeah. You're transported. You're living
there.
>> Was Zor popular? Zor was insanely
popular. Um, and there was Zor 2 and Zor
3,
>> the trilogy. Zor trilogy. I see it.
>> And it was weird in like the sometime in
the '9s, there was this there was this
era of what they called CDROM games.
That's how they branded them. And they
made a return to Zor, but it now had
graphics.
And somehow that just shattered
everything because the Zor you knew in
your head didn't exist anymore.
Yeah, Zor was fantastic. I think it
might be open source now, which I think
is fabulous, but I highly recommend Zor.
Um, there there was also in those days
on the PC that worked on our IBM
was Ultima,
>> which was the Richard Garriat series.
>> Um, and he was Lord British. We knew him
as Lord British. put himself in the
game. And you want to talk about world
building, you know, there was you Forest
and there was all the characters.
And the first Ultima I played was Ultima
2 cuz Ultima 1 was before my time. And
that series, it was this RPG
um groupbased PC game. And the worlds
were just so rich. Like you could get on
a rocket ship. You're playing in this
fantasy world fighting demons and yet
somehow you could get on a rocket ship
and then there was just all of this sort
of crazy stuff that would happen in
games that are based in the world like
there were bouncers in the towns and
merchants but if you really wanted to
you could try to rob these people or
kill Lord British you know that was
something that was super hard
>> and when you're just a jackass kid you
spend your time endlessly trying to do
these things over and over and Ultima
was really a profound um kind of
experience for me.
>> And of course that led to Ultima online
which is a legendary game in itself
perhaps connected to EverQuest sort of
starting to build these worlds that are
massively multiplayer online video
games. Can you take me to that journey
like as you start to get online
MMO world. What were influential? What
were fun for you?
>> Well, the big one for me was EverQuest,
but um like you mentioned, Ultima Online
sort of was the predecessor. It came
before EverQuest and it was like one of
those unfortunate times in my life where
I was actually at grad school.
>> You were busy.
>> I was busy and I missed Ultima online.
like I would have had that experience.
And when you hear the Ultima online
stories, they're some of the craziest,
funniest, you know, I I know somebody
who they learned how to poison in the
game and then they would poison apples,
then leave them on the ground and
somebody else would be adventuring, then
feed the apple to their horse and kill
their horse. Then they steal all their
stuff. And you know, Ultima Online was
kind of it was the earliest griefbased
experiment really like when you're
treating the humans like ants in the ant
farm. That was kind of Ultima online.
>> So
>> yeah,
>> my first like what online gaming what
defined online gaming for me was Quake
and Doom and Duke Nukem. you know, it
started with Doom
and they had it you could basically land
um you could network with your friends
or you could connect with a modem and
hook up with somebody and that was like
a mindblowing just seeing another entity
in a video game and saying that that's a
person on the other side of that
>> that was magical like that that moment
happened and that person could be in
another room or across town from you and
Quake kind of took it to the next level.
Like that's where everybody knew what
they were doing. The systems were more
refined and
um this Quake community formed with all
of these, you know, great websites,
mods. The community was divided into
there were two casts of players. The uh
low ping bastards, the LPDS, and then
the rest of us, you know. And I I
remember rolling into Quake matches, you
know, on a dialup modem with a 300 ping
connection and I thought it was the
greatest thing ever. Um, and just just
connecting with people. Um, like I said,
the the websites to this day, the only
gaming website I read, I don't read any
of the news sites anymore, but I read
Blues News, which was like like someone
actually teased me recently. I linked
them a story. I'm like, "Oh, did you
hear this new thing's coming out?" And I
sent the link and they're like, "Dude,
this is from Blues News." Like, what
time machine did you just step out of?
And guy named Steven Helip. But I'm
probably pronouncing his name wrong. I I
apologize. But and it was actually
through that site that I learned about
EverQuest.
>> Mhm.
>> They had those um programmer
plan updates, the plan files, and guys
like Carmarmac would, you know, they'd
post about what code they were writing
or how they had optimized something or
just their personal life. like you know
the Ferrari talk would always happen
once they they had achieved uh success
and there was an ID programmer named
Brian Hook
and he said I'm leaving ID to go work at
Varant which became Sony online to work
on this game called EverQuest
>> and I was like how does anybody leave ID
the greatest institution in all of
gaming ever
to work on any other game. I'm like,
"This guy must be crazy or whatever this
EverQuest thing is, I need to see it. I
I need to know what's going on." And if
he hadn't made that post, I never would
have checked out EverQuest. We'll talk
about EverQuest, but since you mentioned
Carmarmac and uh Quake, what can we say
about the genius of John Carmarmac? Why
was he such an important and influential
human in the history of gaming?
>> Those early geniuses at ID, like I
wouldn't be sitting here talking to you
right now if they hadn't had the
breakthroughs that they had at the time.
Um,
gaming engines were evolving,
but the level of breakthrough
that they achieved with Wolf 3D, that
was the first I I remember playing
Wolfenstein when it was a 2D game.
>> You'd run around, you dress up as a
German, you throw a grenade.
>> Yeah. um to see it in 3D and it it's
funny you look back at the screenshots
or videos of it now and it seems almost
childish like oh why why were you so
excited about that and you were
transported there was the intimacy of
first person you know putting the hands
in front of you holding the gun being
transported to Nazi Germany but you're
the hero fighting the Nazis
Um, and then the evolution, like when
Doom came out, I'm a huge Army of
Darkness fan. Like one of my favorite
movies of all time, and I was like,
"This is Army of Darkness, the video
game." You know, like, "Give me the
boomstick. Here we go." And the
graphical advances, but it it wasn't
just how the game looked, it was how it
played. The smoothness
>> kept getting better. the responsiveness,
um, the sharpness of the game play, you
have to credit ID in those days and
Carmarmac and Romero. Um, I, as somebody
who worked on an FPS, I that wouldn't
have existed without them. Credit where
credit's due. And by the way, I wish to
say you're as a gamer, your range is
incredible. you are a legit firstperson
shooter gamer, but you're also obviously
love the more MMO world rich exploratory
kind of game. So, it's fascinating. But
yeah, there's on the technology stack
that brought something like Quake or
Wolfenstein 3D to life, there's a
threshold which you pass of realism
where you can immerse yourself into that
world. I I had the same exact experience
with the Wolfenstein
2D
taking a step to 3D and it was like
tears in my eyes like this is
incredible. Like my memories of
Wolfenstein 3D is it was like ultra
realistic. It's silly to say now
[laughter]
>> but it was a feeling like you're there.
>> Yeah. What an incredible age. And some
of that, the storytelling, a lot of that
is the the technology that brings that
kind of 3D world to life. It was
incredible. But before before we get too
far on that tangent, uh you mentioned
grad school,
we should mention that uh you have a
master's degree in creative writing from
NYU
and uh you wanted to be a writer. You
told me your main influences were
Carowak, but also Hemingway, Salinger,
Bukowski, Orwell.
What drew you to storytelling in that
medium of writing? What aspect of the
human experience were you trying to put
down on paper?
>> Well, it started with being a fan first
and being inspired and reading. And it's
the
not only being transported to a
different world or into a different
person,
but also, you know,
the way that stories can
touch emotions in you and trigger
feelings sometimes you didn't even know
you had.
>> And that was very appealing for me. And
the big challenge with it is, and I
think this is for anybody who creates
anything, is putting yourself out there.
>> Um, to some degree there's a lot of ego
that goes into that moment where you
say, "Well, I've been reading, you know,
1984 or uh, Green Hills a Stranglethorn,
and I think it's amazing. Um, and now
I'm going to try to write something that
somebody
is going to read.
>> Uh, that's a giant leap of faith. You
know, it's a moment of putting yourself
out there completely. And there's got to
be some part of that that's ego. There's
some part of it that's masochistic.
Um, and I think for people who
want to create and build stuff, they
can't help but to do it. You don't
really have an option. That's just how
you're wired and you're going to do it
anyway.
And, you know, I admire people like
Dickinson who can just write all the
poems and leave them in a drawer to be
discovered by somebody else.
>> You know, that's one way to go about it.
>> Yeah. France Kovka, you know, a lot of
the stories he wrote never published and
he asked for all of them to be destroyed
and then it's only because of his friend
that ignored his request that we even
have many of his stories. So like to be
that kind of I mean clearly there's some
massochism there some tortured soul.
>> Yeah.
>> But then there's also the ego like you
mentioned. I'm always entertained by the
story of James Joyce uh when he was a
young man 1819
uh declared that he's going to be the
the greatest writer of the 20th century
and he turned out in many in the eyes of
many to be one of the greatest writers
of the 20th century but there's like
millions of kids just like James Joyce
writers they're declaring exactly that
that turn out not to be but that is in
some cases in many cases maybe most
cases you have to have that ego
>> to say I'm going to Yeah. Right. I read
1984 and now I'm going to write
>> the next 1984.
>> Yeah. And I do think ego is a big part
of it. Um it's one of the many lessons
I've learned. Um hearing your Kofka
story is funny because fast forwarding
to how my writing career ended.
>> I literally threw away everything. I
mean in a dumpster. I I used to keep
copious uh notes like journals, my
writing journals, everything I ever
read, every story idea. I probably had
20 volumes of just handwritten notes.
And then I also kept personal journals
of just, you know, to keep the writing
habit up of just, you know, what
happened in my day, how I was feeling,
all of that. And then either digitally
or typed, I had all of my manuscripts
and I threw it all in the dumpster.
>> What was that decision? Do you remember
that decision? What was that? What was
that like to to just take that part of
your life and just put it in a dumpster?
>> Yeah, it it was um I think it was
necessary.
It was necessary. This is like rational
rationalizing it after the fact, you
know, which is easy to do, you know,
>> but at the time I think I was so broken
and so defeated with failure
>> that I needed the moment. It was like
throwing in the towel for a boxer, you
know? It's that moment of like, I'm not
going to win this fight and you need to
move on from it. And if there was any
element of that sitting around,
I'd be tempted to try again or bring it
out of the drawer 10 years later. We
should mention that you did give it a a
real try. Uh you've mentioned receiving
over 170 rejection letters in one year
when submitting your uh stories. So
there's a lot of rejection. So there's a
long chain of rejection.
>> And then what was that like the
rejection? It was hard. Um, I had I had
moved from New York. Um, I did the most
terrible, dumb thing that I knew I was
doing at the time. I had a really great
group of writer friends from grad school
in New York. And I think writing is a
very lonely, solitary thing. But
weirdly, writers kind of support each
other and just who do you give the story
to? You know, you don't want to give it
to your mom or dad. you know, you kind
of want to give it to somebody who's
going to really punch you in the nose
and tell you what's wrong with it. And I
had left that writing circle to move
back to California.
>> Did you uh take a bunch of drugs, take
your typewriter, and drove across uh
[laughter]
across the United States and then wrote
a book about it or just to take Carowax
as an example? Anyway, sorry. Uh you
went
>> I might have been more successful had I
done that.
>> Uh so sorry. So you went back.
>> So I moved back to California and I did
it for a girl
>> and I think within 2 months of moving
back we were broken up. So and I knew it
when I was standing in my studio
apartment when it was empty in New York
and I was about to close the door for
the last time. I had that like, you
know, little me on the shoulder saying,
"Dude, what are you doing? this you're
making one of those epic life mistakes
that is going to come back to haunt you.
And um I ended up alone in California
and I think it was a good 3 years that I
structured my life where I was going to
write for 8 hours a day because it's
that writer's habit like you have to
just force yourself. This is a job. This
isn't a hobby. Whether I like it or not,
rain or shine, sick or healthy, I'm
going to write for eight hours a day.
And I did. Um, I was fortunate, like I
said, my dad had his company and he
hired me um as a research associate. So
I was calling up generating name lists
for a recruiting company and I would
take whenever there was East Coast
assignments I would take those so I
could start at like 5 in the morning and
I created all this space for me to write
and I just I had a dog named Jack
>> who was it he was Jack Russell Terrier
and so everybody's like you're a writer
you named your Jack Russell Terrier
Jack. I'm like I named him after Jack
Carowak. It's poetic and epic and
>> I just look like a dumbass. But it
>> was just me and this dog.
>> And I was writing, you know, all that
time intensely. And this was um mid to
late '9s. So even though internet
existed, email was very primitive. And
you had to send a manuscript off like
printed paper
>> to all like I was trying to get short
stories published in literary magazines
>> and you had to send um envelope with
return self-address stamp. So it was
expensive too like if you didn't have
money you were just there was a cost to
it to every single one of them.
>> You had to pay for the rejection letter
that you would eventually receive.
>> Yeah. And the like big thing that you
were hoping for was that the editor
would write you a note with the
rejection letter like
>> keep going.
>> Yeah.
And you'd like cling on to this like it
was like, oh, Glimmer Train said, you
know, showing promise, you know, and you
just hang on to that for like a week,
you know, pretending like that was but
it was just soul crushing. Um, and I
really stuck and I became more and more
isolated. Um, part of that was leaving
that group of writing friends in New
York. I'm prone to just introversion
anyway. The type of person I am,
>> breaking up with the girlfriend at the
time,
>> I just sort of fell into that world of
like all I was doing was writing
and uh
it it broke me like I I went into
very deep and heavy depression. I drank
too much. I really had a problem with
alcohol.
And all of those things compounded into
just deep deep depression.
And um I don't there wasn't like a magic
rejection that broke me. That would have
been epic if like someone out there is
like the dude who I'm the dude who broke
Jeff that one day. But
>> I just had a moment where
I said, "This is going to destroy me."
And um and like I don't want to be
discouraging to anybody because I really
do believe like you hear it so much like
you have to work for your dreams, never
give up. Like we're trained this way
like never give up.
the universe.
Actually, maybe not the universe.
A group of editors at literary magazines
[laughter]
across the United States was telling me
it was time to give up as a writer. Like
I wasn't cut out for it and um I
stopped. Sometimes, you know, closing a
door is required for another door to
open. That's one of the hardest things
to do is to walk away. Yeah. And I think
rightly so, our parents, our coaches,
our mentors train us not to give up.
>> And I think a lot of us take pride in
that. I'm never going to give up. I'm
going to do this come hell or high
water. And uh sometimes there's that
reality, especially when you're now in
your mid20s
where you have that moment of like, am I
really going to be this? like am I ever
gonna um sort of find the light here?
And maybe and it's so hard. It's so hard
to have this moment. Maybe this isn't my
calling in life. Especially when you
don't know what the next calling is
going to be. God, it's so painful
because you've invested so much of
yourself, of who you are, of the dreams
you've had, of this whole conception of
yourself, and you're watching yourself
slide down in terms of becoming
isolated, suffering more and more, and
then you just have to somehow figure out
how to get out of that. And it is true.
Uh, in that situation, the way to get
out is is the dumpster. Yeah. to cut it
off.
>> Is there uh advice you can extract from
that? There's a lot of young folks who
are in that same situation.
>> Yeah, I this is one of those hindsight
things where, you know, having gone
through it and ended up okay on the
other side, which you don't know at the
time. You know, when you're a young
person in your late teens or early 20s,
there's so much pressure on you. Um, and
I I really think adults don't help. You
know, every time you run into the
younger nephew or whoever and you start
to say things like, "Oh, what's your
major? What are you going to do with
that? What do you want to be?"
>> It's such to do to a human
being. You know,
>> you're so lost in the world. I mean,
most of us are lost our entire lives,
but especially in your 20s, you're like,
you're lost. So, questions like, yeah,
what are you what are you doing? What's
your major? what's the career and so on.
That's not the point, man. I'm I'm
trying to find I'm trying to to to move
through the world. I'm trying to run
through the world to find the thing that
sparks my heart, to find the passion, to
find what I'm meant to be on this earth
for.
And they're really I mean that is a real
hero's journey of searching as a young
person. That's a real like you know all
the adults with their wisdom they've
stopped searching often they've they've
uh done the lazy the comfortable thing
they found their thing and so now they
look back they don't remember how much
suffering and how how much uncertainty
the young people have to deal with. It's
there's confusion, there's pressure,
like the the pressure we exert on
younger people for having it figured out
is it's insane.
Um, so the advice that I always give
and it sounds so stupid, like this
sounds really trit, but um,
focus on what you want to do, not what
you want to be. the the pressure that
society kind of puts on us is, you know,
oh, do you want to be an astronaut? Do
you want to be a firefighter? Do you
want to be a writer? Do you want to be a
game maker? And I think we get lost in
the trappings of
like a vision of what that role is and
how to perform as a fake actor in that
role versus when you're off the clock
and no one's asking you any questions.
>> You know, you're not at Thanksgiving
dinner and your uncle's pressuring you
into, you know, what your future's going
to be for the rest of your life.
When you go home, how do you spend your
time? Like what makes you happy? What
brings you fulfillment?
And through those paths, you're going to
find out
what you're going to become. Not what
you want to be. It's what do you want to
do?
>> What do you want to do? The thing that
brings you joy on a momentby-moment
basis. Yeah, that's brilliantly put. And
speaking of which, that's where you took
the pivot.
you switched to uh video games. How did
that happen? Gradually, suddenly
>> gradually and suddenly. So when I had
that fateful moment where I just sort of
gave up with writing, I had these days
where I'd structured 8our chunks of just
this was writing time. You know, I sit
solitary
um typing. All that was gone. And you
know, I could still support myself which
was nice. And then I had this free time
and I wasn't spending it with anybody. I
was just alone, me and the dog Jack.
>> And I just poured it all into EverQuest.
>> Yeah.
>> You know, I I it was 1999
when that game came out and I had a
friend, Victor, like kind of a lifelong
friend, one of one of the few friends I
had who played computer games cuz there
was a stigma to that.
>> Mhm. You know, it wasn't you didn't walk
around telling people you played games.
They thought you waste your time. And my
friend Vic had bought EverQuest. I'm
like, "That's that game that that guy
Brian Hook went to work on. Is it good?"
And he's like, "Yeah, you got to play
it." And the moment I logged in,
I was just transported. It was the world
of Norath. And it wasn't just the world
itself and how it looked. I thought the
game was gorgeous.
It was the mechanics, you know, that I I
was this halfling rogue that, you know,
had to go out and adventure in the
world. And when I killed stuff, I got
experience. And I needed better loot to
kill more stuff to get more experience.
And
the sort of draw of progression in the
game, um, it was amazing. I and I just
lived my life of I can't wait till the
next time I log in. There was a lot of
escapism going. It wasn't all healthy.
Um when all was said and done, when I
finally had quit EverQuest 3 days later,
you could type in the command
slashplayed to see how much uh played
time you had. I had I think it was like
272 played days in 3 years. So, you
start to do the math on like how much
time
>> in those three years I was living in
that world. [laughter]
It was uh it was kind of insane. Well,
that's over 6,000 hours.
>> Yeah.
>> Of gameplay.
>> Yeah.
>> Wow. So, here uh going to Perplexity.
EverQuest is a longrunning 3D fantasy
massively multiplayer online role
playing game MMO RPG set in the world of
Norathra as you were saying. First
released in March 1999.
It is an online role playing game where
thousands of players create characters,
group up, and explore persistent shared
world. is widely regarded as one of the
foundational MMO RPGs, helping to find
raid content, guilded systems, and 3D
online worlds. That's the other
component of it. There's it's all
humans, and they group up.
>> Yeah.
>> And they raid together in the game.
>> Yep. In the context of EverQuest,
raiding is usually around 30 people or
more getting together to conquer
something that you couldn't beat
otherwise.
And to do successful raiding, you
usually needed to join what in EverQuest
everyone referred to as an Uber guild.
So I had this great pride in my
EverQuest journey that I most of the
time leveling up I was unguilded or I
was in like a role playing guild with
rogues only.
>> Mhm.
>> And it was when I got to level 50 and
EverQuest was the the top level. I got
invited into this guild called Legacy of
Steel, which on our server was the top.
Every server had a top guild. And I was
on a server called the Nameless server,
>> and the top guild was Legacy of Steel.
And that
the thrill of getting 30 people together
to go see if you could beat, you know,
Nagafin, who was the fire dragon, or
Vox, who was the frost dragon,
>> and needing perfect coordination to pull
it off. It was insane how fun. like you
would literally scream out. You're alone
in your room at home,
>> but you felt like you were there with
these people and you would audibly cheer
out when you when you won and you'd feel
depressed when you lost and it was a
game of high highs and low lows and it
it it did everything right. It was
amazing.
>> So that was a big leap for you to go
from the proud lone warrior to uh a
member of a guild, Uber guild.
And then there's that epic story of you
rising to the top to become the leader
of the super. [laughter]
>> Yeah. So organizing organizing people in
an online game like EverQuest is like
hurting cats cuz you know
>> everyone has their own will. Uh, some
people are loot motivated, some people
want the guild to do well. Some people
are just lonely and want people to hang
out with. And um, there was also a lot
of depression in the EverQuest
community. It was something I suffered
with, but a lot of people, you know,
anytime you're feeling sad or down,
you're looking for escape. And
>> one of the great things video games
brings us is escapism. Mhm.
>> And escapism
isn't always bad or negative,
>> but when you sort of abuse it to escape
your real life problems, it's bad and
negative.
>> So there's a mix of pain and and
darkness
that pain can manifest as all part of
this community.
>> Yeah. And what's weird is you enter the
cycle where being with other people
gives you camaraderie and relief and
makes you feel like you're not doing so
bad in life, but you can quickly enter a
cycle of but then you're withdrawing
from life and it makes you feel that way
more to where you can only get the fix
from the game at that that point. So
it's psychologically there's a lot going
on there. And so you had to work with
all of that. You have to get a bunch of
people together to do a raid who are all
human beings going through complicated
psychological journeys of their own.
Some are talking
Some are just quietly lonely just
looking for some loot.
>> In the late 90s, everyone was talking
You know what I mean? Like the
gaming culture was just a different
thing back then. But it was it was a
great group. It was super fun. It was
people from all walks of life. And to
coordinate these people, like you just
had to repeat everything like 200 times.
Like,
>> okay, we're going to we're going to port
from North Row. Everybody get to North
Row. And then you'd have to repeat that
for like six hours to have any chance of
like 20% of the people showing up in
North Row.
And I sort of like at first I joined the
guild. I was just like the brighteyed
bushy tail. Like I was like one of the
few rogues in the guild. I just wanted
to be helpful. I really admired the
people running the guild. Like we had a
great guild leader. Um and it was just a
a really fun experience. And you know,
the guild leader one day just
disappeared. Like he quit and he was
going through, you know, his own thing.
And that's what would happen in
EverQuest. Like people would just kind
of disappear all of a sudden. There
wasn't a hey, in about a month I'm going
to stop playing because I'm starting
this new job.
>> People had to quit in some dramatic way
where they just disappear. And basically
our guild leader stopped playing. Did
you miss them when they disappeared?
Like we should say that most of the
people maybe all of them were anonymous.
So you just have a username and you
don't really say who you are in real
life.
>> Absolutely. In those days there was a
great stigma to mentioning your any real
life info. You just kind of kept it all
really close to your chest and you never
knew who was male or female.
>> Um you kind of assumed everybody was
male.
>> Safe assumption. Then it was a surprise
if they were actually female. Um like my
wife for example, that's how I met her.
>> You met her in EverQuest?
>> I met her in EverQuest.
>> That is a true love story, right?
>> Yeah. Yeah. Wow. The the funny part for
me with EverQuest is, you know, you play
a game as much as I played EverQuest.
And people are like, you threw years of
your life away. Like you can't win a
game like that. And I'm like, I don't
know. Like sitting here today,
my whole career and my family are thanks
to EverQuest. So I think I won the game.
[laughter]
>> Yeah. Yeah. You're like the the well
actually guy. Well
>> your life will be on a Wikipedia page
somewhere that says well here's an
example of somebody Yeah.
>> why video games are awesome.
Uh yeah, I mean some of I I should
mention as an aside for me and many
people I know. Yes, it's hundreds of
hours, but some of the happiest hours
and days of my life. Like looking back,
it all worked out during it. You are
pretty low and you think I what am I
doing with my life? All that kind of
stuff. But like
all you pulling a particular video,
allowing yourself to really fully be
immersed,
uh, seeing the sun come up on, by the
way, many of those games for me were
Blizzard games. It's an incredible thing
that video games have been able to do. I
think, you know, used to be and still
somewhat the case that books do that
kind of same thing. They they take you
on a journey.
>> But video games for a long time, you're
right, they had a stigma.
>> Like I couldn't tell people. I felt like
I was doing like heroin or something.
>> I felt like I was doing this secret dark
thing. It's usually in
it usually is in the dark. There's just
a secret of nature to it. Like I'm doing
something really dark and shady.
>> It wasn't mainstream.
>> It wasn't
>> it wasn't accept. There was a stigma to
it. And one of the weirdest parts of
that is, you know, I mentioned like you
could type in the slashplayed in
EverQuest. Well, if you did the
slashplayed on how much TV people watch,
what would that look like? It would blow
>> 6,000 hours out of the water easily.
Well, it in 20 years ago it would have,
you know, not today.
>> No, it's the phone. Yeah. Yeah. But then
it is uh hard to say goodbye to that
world.
>> Yeah,
>> those are also really painful times. Uh
how hard was it to say goodbye for you
>> to EverQuest? It was really hard. And
there were times where you try to quit.
>> Oh, you took a break sometimes.
>> Yeah. You think you're quitting for
good. You'd had those moments of like,
I'm I'm doing this too much. I need to
move on in life. I'm going to put it
down and walk away and hopefully not
come back. And there were times where
you did come back. Um, when I finally
did leave EverQuest, it was actually
extremely easy because I was
psychologically done with the game at
the time. Um,
it was not shortly but not too long
after a new expansion had come out. At
the time it was Shadows of Luckland,
>> which didn't speak to me like the
expansions before, like the one before
that was called Scars of Velios, which
was an amazing expansion.
And I had gotten the job at Blizzard.
And I I guess I'm just an obsessive
person. So all the time and energy that
I had put into EverQuest,
the second, you know, the second my
first minute started at Blizzard, that
was my new obsession. So speaking of
which, you have to tell the epic origin
story of how you [snorts] got the job of
Blizzard. As we said, you were this
legendary gamer and now legendary troll
on EverQuest username to go. Uh you gave
a lot of edgy feedback to the devs
uh telling them in a now famous there's
several rants. There's a famous one
where you uh tell many of them to do a
bunch of things including to pull their
heads out of their asses.
uh you were loved and respected uh
because you gave a lot of specific ways
that the game could be improved. And
that's an important thing to say. You
weren't just talking You actually
really loved and care for the game. And
you gave them in the language of the
time
uh advice on how to improve uh their
game. And uh it's funny because like you
look back to those messages, it's
inspiring to me. It should be
informative and inspiring to a lot of
people because you're really legit
full-time talking And now it
always have been like one of the
kindest, most loved human beings in the
entire gaming industry. Anyway, how did
that lead to you getting a job at
Blizzard? So, when the first guild
leader left Legacy of Steel, the
founder, he he was a guy named his
online name was Dread. That was his
name. He left and our guild was kind of
in this listless spin for a while and
eventually somebody stepped up and took
his position as guild leader and that
person's name was Ariel
>> who was this blonde wood elf warrior uh
female who always refused to wear a
helmet because thought their character
was so pretty, wanted to show their face
all the time. So Ariel was a great guild
leader for us and made me like a
assistant guild leader, raid leader,
officer type in the guild. And over
time, Ariel got busier and busier and,
you know, would send me messages like,
"Hey, I'm not going to be online, you
know, tomorrow or I'm not going to be
online tonight. Can you run the raid?
Can you run the raid?" and running the
raids was very natural for me. Um, and
it was my first experience with
leadership
in my life of like how do you motivate
people? Like what does motivation look
like? What does discipline look like?
Um, how do you inspire people? When do
you force people versus encourage them?
You know, so it was a learning
experience for me on the fly. Okay. And
I had the safety net of the real guild
leader would log in eventually.
>> I should mention I'm just now um reading
about doing a bunch of research on
Justinian of the Roman Empire and he
rose from being a peasant to being
emperor. So I see a lot of parallels in
in your life journey from peasant to
emperor. But go ahead. I'm sorry.
>> At least EverQuest guild leader. That's
that's as much uber guild leader. Best
guild on the nameless server.
So, as time went on, Ariel became busier
and busier. And then one day, they
contacted me and we were having this
like whisper back and forth and they
said, "You you're going to have to take
over the guild. I'm just too busy." And
then it came out later. Well, let me
back up a second.
I started fooling around like around
this time uh HalfLife 1 had come out and
with both Duke Nukem and HalfLife 1, one
of the incredible things that those
companies did back in the day was when
they shipped the game, they shipped the
editor on the CD.
>> And if you were curious enough, you
could like fire up that editor and fool
around with it. So I made a Duke Nukem
level and you'd send it off to like
those UK programming magazines and you
know you get excited because your level
was in you know some random magazine and
then I started making like Halflife
levels and
Ariel had stepped down as guild leader.
I had become guild leader.
>> Mhm.
>> And then at one point Ariel contacts me
and says, "Hey, you know, you were
talking about those Half-Life levels you
made. I want to see those." I'm like,
"Oh, that's cool. Like, I didn't know
you played HalfLife. Like, yeah, maybe
we can get a server up and I can play
them." And Ariel tells me, "No, mail
them to this address in Irvine."
And because again to rewind in the time
machine for a second to send something
like a half-life level over the internet
would have taken like 12 hours.
>> So you actually like burned it onto a CD
and stuck it in the mail.
>> So I put my Half-Life levels. I send
them to Ariel and
he says, "You know, my name's Rob.
I'm a designer at Blizzard
Entertainment.
>> Um, we're I I hear you're in Pasadena
because you mention it. You know, I
would write about, you know, the Rose
Parade and all these things on our
website. You know, I kind of it was
blogging before blogging existed. So, he
knew I lived in Pasadena. He's like,
"Irvine's only an hour away. Why don't
you come down see Blizzard and you can
also meet?" and he he names like four
people in the guild and I'm like they
all work at Blizzard too. He's like yeah
we're all Blizzard and it was so weird
because during that era I didn't have a
lot of money. It was not like kind of
nowadays it feels like everybody plays
every game but you had to be selective.
So like I never bought Starcraft or
Diablo or Warcraft. I was much more of
the Half-Life Quake Quake 3 guy around
that time and I never played a Blizzard
game and I just got invited to like go
to Blizzard Entertainment. Was Blizzard
already legendary,
you know, with the Warcraft and
Starcraft? Is it is there was it
building this like great legend of this
game company that seemingly doesn't
miss? It was very much on its way to
enshrining itself as being one of the
legendary game. Like it was beloved
>> by gamers, but there were still ignorant
people like me who hadn't played, you
know, War II or Diablo II or Starcraft,
which was shocking to people.
>> So, you weren't like freaking out.
Freaking out?
>> No, I I was freaking out in a different
sense. I'm like, am I going to get
mugged when I like who are is this a
scam? because you didn't meet people off
the internet.
>> So
I drove down there. Um I ended up there
was there was Rob Partardo.
>> Mhm.
>> Who at that time was the lead designer
on Warcraft 3 and he was Ariel, you
know, so okay, it wasn't a woman after
all. It wasn't this blonde wood elf,
[laughter]
>> you know. I don't know what you expect
at that point. It was Rob Partardo. Uh
to this day, a great friend of mine
named Scott Mercer was the enchanter in
our EverQuest guild, a guy named Doman.
Uh there was a guy named Roman Kenny who
was like this totally psychotic uh
wizard who played in our guild and I had
lunch with these guys. you know, we just
went out to Irvine to like a restaurant
and,
you know, forgive me for the misuse of
the phrase, but it was like my coming
out moment. And we talked about games
having that stigma and being embarrassed
about who you are and what you like.
Like I up until that point, I would
never tell
>> friends, family, like, I love games. I'm
playing this game EverQuest. It's so
cool. We just killed a dragon. And so
you were hiding this part of your
identity. And I'm out to lunch with
these guys in Irvine
and we're talking about dragons and
swords and, you know, raid tactics and
talking on all the people in the
guild. And I I literally had this moment
where I felt like myself for the first
time. I just felt like so comfortable.
And that was an eyeopening moment. And
after that after that lunch happened, he
invited me for a couple more lunches
down, you know, just I just saw it as
like, oh, now I you know, I made friends
with these people online. Now we know
each other in real life and they happen
to work for this game company. And
another one of the lunches,
they invite this troll warrior to have
lunch with us whose name in the game was
Barfa, the troll warrior.
>> Mhm.
>> And Barfa Barfa wasn't somebody who
played with us all the time, but kind of
like Ariel got into the guild kind of on
the side, you know? It was one of those
like insidevites of like, who's Barf? I
don't know, but Barf is in the guild
now. And there was at the time it was a
new dungeon called the hole. And we had
never done it before. We jump down in
this hole and we're doing this whole
dungeon and everything goes wrong as
it's prone to do in EverQuest. And the
whole guild escapes except for Barfa
whose troll character is so big he can't
jump out of the exit. Mhm.
>> And I had this potion that was like a
really expensive potion that was a
teleport potion that, you know, no one
but someone in the Uber guild could
afford at the time. And I hand the
potion to Barfa and I said, "Here, use
this. You'll teleport you out." And I'm
a rogue. I can just stealth and get out
of the the the dungeon on my own. So I
saved Barfa, not really knowing who
Barfa was. And I did it with a very
expensive potion.
>> Having lunch, Rob introduced me. This is
Allan Adamham. He plays Barfa.
>> I'm like, "Oh, Barfa." And we, you know,
he has a You saved me in the hole that
time. Well, it turns out Allan was the
founder of Blizzard and he was the head
he was sort of the head of everything at
that time. It was Allen, Mike, Mike
Moheim, and Frank Pierce.
And what I didn't realize with these
lunches were like I just loved them
because I felt like I was myself. I felt
true happiness being surrounded by
these, you know, people who were talking
about video games and I felt comfortable
around.
And one day Rob logs into Everest. He
wasn't playing much at the time. He
said, "I want you to tomorrow to check
the Blizzard job site." Mhm.
>> I'm like, "Okay, like I'll check the
Blizzard job site." And they had
announced World of Warcraft
and posted on the job site
>> was the job for an associate quest
designer.
And the funniest part of it was, I
forget if it was a requirement or a plus
in the job description, but they're
like, "We really want somebody with a
creative writing degree." [laughter]
And I'm like, you guys set this up for
me. Like they were just looking and and
it was that hindsight moment of like
actually these guys were just
interviewing me for 6 months and they
were actually friends and they were
really cool about it too. And I just had
the it moment like that that job
opened up. I applied with all my heart,
you know, like it they had a bunch of uh
quest writing on it. Um, and then I went
through like a pretty hardcore six-month
recruiting process because they never
hired designers from out of the company.
Traditionally, designers were promoted
from within Blizzard. Either they would
like transfer out of other disciplines
or they would come from uh quality
assurance, tech support.
So, hiring somebody off the street was
kind of a big deal for them. and they
really put me through a a grilling. Um,
I met with it was the first time I met
Chris Metson,
>> who is
maybe the most inspirational
creative person on the planet. Um, and
you instantly they paired me, they they
did this interview pairing. There were
these two guys. It was Kevin Jordan who
was one of the original designers on
Wow. Um really he doesn't get enough
credit for his contributions. He was one
of the earliest class designers, PBP
designers. Um but he's a really quiet
guy
>> and they paired him with Chris and Chris
just owns the room. You know, Chris, you
could just sit and listen to him.
>> Uh he's so creative. He's so passionate.
Um, and the way he articulates things
like you just instantly become a fan of
Chris when you're around Chris. And
Chris, Kevin and I go to lunch at at
this Italian place that was across the
street from Blizzard. And I remember
Chris made a stop to buy cigarettes,
[laughter]
you know, on the way to the interview.
>> And then every other word out of Chris's
mouth was like and And I had
come from this whole like corporate
culture from my dad's recruiting
business
where I'd never imagined somebody would
curse in an interview or stop to buy
smokes.
And again, it was like I'm around my
people. Like I never smoked, but just,
>> you know, being around people who didn't
care about
>> what the corporate norms were was so
inspiring. And then my last interview
was with uh Allan and Rob and a great
programmer named Bob Fitch. Like I think
he's one of the first five developers at
at Blizzard. Uh and they took me to an
Arco station that had a Jack in the Box.
You know how like sometimes they'll
combo?
>> It was like Arco Jack in the Box. And
that was my final interview at Blizzard
was at the Arco Jack in the Box. And I
remember thinking to myself, these guys
just brought me to a Jack in the Box
that's in an Arco station.
I need to work here. Like this is these
are my people. This is where I belong.
Like it was the greatest thing ever. And
so yeah, that's my
crazy journey to Blizzard. [laughter]
>> Uh started at the bottom and end up at
the top in the Jack in the Box. Uh can
you speak to cuz you mentioned some of
the low points in the in depression
through that journey. How did you find
your way out? So can you just a lot of
people are sitting in those low points
right now listening to this? What kind
of wisdom can you draw about finding
your way out, finding your people?
>> There were a lot of uh really low
points. I I'll give you the weirdest
one. I I started drinking a lot and
alcohol was something that I really
wrestled with until my early 30s. U one
of the things I'm most proud of today is
sobbriety and having been sober for such
a long time now. And I remember I was I
was just h I would like buy a bottle of
old granddad and like drink the whole
thing by myself and then watch the
Oscars. And I remember I was of all
things I'm watching the Oscars which is
just such a fake environment
but I was like you know I was really
drunk and
>> all those people seem so together and
successful and polished and
>> I just it made me it was that contrast
that made me feel like such a a failure.
Um, and it all seems so stupid and
unimportant to me now. Um, I became,
you know, I got in that constant
struggle of try not to drink, but drink
to make it feel better. I was lucky. Um,
my parents were very supportive of me
even in my 20s, even after I, you know,
quote unquote left the house. I went
into therapy and that was very helpful.
Um, you know, extremely helpful. And one
thing I learned is that you have to find
the right therapist for you. It's not
just checking a check box of I went to
therapy. It's about finding somebody who
sort of um helps you get out of whatever
rut you're in in a way that's healthy
for you. And um
I tried anti-depressants, but I hated I
just hated taking pills and feeling like
something was in me and making me feel
different. I I never responded to it.
Um, and then the hardest thing, you
know, which I've never mentioned to
anyone and is is hard for me to talk
about, but eventually I went through
ECT, which is electrocomvulsive therapy,
shock therapy,
and that broke me out. And I would never
endorse that as a miracle. that was I
was at such a low point that people were
very worried about me and my well-being
and what was going to happen and that
was
>> sort of an extreme pull the rip cord
like there's nothing else to lose moment
and um
I think that was the difference maker
that and starting at Blizzard
>> to find I mean there is a there There's
a deep loneliness there when before you
met those guys at lunch. You're alone
like in a really deep fundamental way
like in the way you weren't in New York
with the writing with the writer group,
right? And so that that must have been
an incredible experience just to see the
guild. Yes, it was it was everything I
need. I as such an introvert you you
think that there are extroverts and
introverts and introverts don't need
anybody but weirdly
I think introverts almost need people
more
>> and we don't always know how to engage
>> in the right healthy ways and how to
find people and how to connect with
people. Um and it was it was great. Um,
what the thing that had attracted me to
creative writing was the solitude of it
and the fact that you didn't have to
collaborate and you could just write
what you wanted to write and it was all
you. You would succeed on your own or
you would fail on your own. And that was
very attractive to me. And the thought
of creative collaboration was actually
off-putting.
I'd spent uh all four years of undergrad
uh interning at Universal Pictures
because I thought I wanted to be in film
and it was such an unhealthy creative
collaboration in the film industry. It's
a very,
you know, I I look up unhealthily to the
film industry and admire it and, you
know, grew up with all these legends um
who had come from there. But it's like a
cast system.
>> Mhm.
And I was on the bottom of the cast
system as an intern and I was seeing how
the other people who were low cast in
the film industry were treated and it
was just horrible, you know. Um, but
Games was different. Games was very
flat. It didn't matter if you were the
CEO or the boss. like the way Mike and
Allan carried themselves
with, you know, me who was an associate
game designer, you felt like an equal.
And I I think it not just the
camaraderie, but the part that shouldn't
be overlooked is the work itself and the
work ethic.
That's what really pulled me out.
>> Hard work on a thing you you love.
>> Yeah.
I have to, if you may allow me, read the
prophetic one of us quote one of us post
you made on April 18th, 2002 because in
some deep sense, you I think remained
one of us. The I apologize to bring up
Justinian the emperor, but you remained
a kind of peasant [laughter]
gamer, a true true gamer who happens to
be also be designing the games. Uh, and
so this post kind of speaks to that.
It's it's it's fascinating to read
because that was at the very beginning,
right? You didn't know anything. You
didn't know the games you would end up
creating. Title of the post, if you want
something done right, you wrote, "This
week, I accepted a position as associate
game designer with Blizzard
Entertainment. Specifically, I will be
designing Quest for World of Warcraft,
Blizzard's MMO RPG based on the popular
Warcraft series. In addition to my
duties as quest designer, I will also be
expected to contribute to helping design
the endgame content for World of
Warcraft. The reason I'm sharing this
information, besides the fact that I
have a masochistic love of reading rants
and flames about myself, is because I
know that the fans of this site are
hardcore MMO RPG players. The readers of
the site have also come to know my
personal opinions on what constitutes a
fun gaming experience versus what feels
like a complete waste of time or poorly
designed encounter. Well, you're very
eloquent in this post and without too
much talking. You've all read my
opinions on such things as tedious key
key camps, obvious time syncs devoid of
any story or linear narrative, quests
which reward the lucky over the skilled,
and quest rewards which are out of sync
with the amount of time and effort
required to complete them. I hope that
my association with World of Warcraft
will serve to comfort MMO RPG fans, that
one of us is on the other side of the
fence looking out for the interest of
the player. And you go on to describe
some of the high hopes you have for
World of Warcraft, which is really fun
to read because you don't you don't
realize it's gonna be like one of the
greatest games of all time played by
millions of human beings just where
those millions of human beings are
playing for hundreds of hours, thousands
of hours. It's crazy. It's funny that
this one of us is writing at the the
dawn of a new age. The final paragraph
is, "So, with all that is going on with
me, you'll have to excuse any lapse and
updates to the site here. I will try my
hardest to give you slack or something
to read while you should be working. But
in the meantime, there's a whole world
of NPCs. They need to learn the words
uh kak sagur and mocker in quotes and
the like. Although something tells me
I'm already in trouble with the boss.
[sighs and gasps]
One of us, Jeff. One of us. That was a
beautiful, beautiful post. Did you in
fact get in trouble with the boss?
>> No. No. My boss was Allan.
>> And Allan was very understanding and he
they kind of knew what they were getting
into when they when they hired me. And
that post actually embarrasses me when I
hear it now. Um there's so much ego in
it. And uh I think that's it's got that
20-year-old,
>> you know, I don't know what I don't
know.
>> I know exactly how to fix this video
game and all video games. And
>> but there's brilliance behind that.
There's uh there's a passion behind
that. Like where when you're a gamer and
you really put in the hours in a game
like EverQuest, you understand what
makes for a compelling experience. You
don't at that time understand how much
hard work is required to create that
experience. and how much uncertainty
there is, how difficult it is, how many
trade-offs there are, how your designs
when they actually are brought to the
world and are experienced by thousands
of people, millions of people, they are
different from the the vision you had
for it. So all those elements you don't
know, but you have to have that ego in
the beginning, right?
>> Yeah.
>> To even have the guts to try to have the
guts to put in all that work. So, uh,
what were the what was it like? What
were the vibes of um early Blizzard?
Like they've at this point Warcraft 1
and two, Warcraft 3 is in production.
Starcraft, these are legendary games. I
I don't I spent probably over a thousand
hours in these games combined. War I I
played Warcraft 1, 2, 3. I played
Starcraft 1, 2. I played WoW, of course,
Diablo 1, 2, 3, 4. But you Diablo II
with stay a while and listen with Decker
Kane.
>> Stay a while and listen.
>> I mean, some of these characters, some
of these experiences just will stay with
me forever. Anyway, so big thank you to
those early Blizzard folks. Uh what was
it like? What was the team like? What
were the developers like? What was the
vibes like in those early days?
>> It it was amaz It was the dream when I
when I showed up at Blizzard on my first
day. The office was on the University of
California Irvine campus at the time.
They have this research and development
park where if you're like a tech company
you can get office space there and
Blizzard took up when I joined it was
three4s of the building was Blizzard and
there were there's like a building right
next to it that had like Cisco and you
know it was like all kind of techy
places and it was so funny because you
drive up and like everything was very
serious and corporate and then outside
of the blizzard offices is it's
everybody's wearing black t-shirt and
shorts and throwing frisbes and playing
hacky sack and on scooters and
skateboards and you're like, "Okay,
that's where that's where Blizzard
[laughter] is." So, it was that
environment. I remember walking in the
door and thinking like it feels like I'm
walking into a dorm room because it was
just posters on the wall and
>> there were actually like people would
have futons because they'd be sleeping
cuz we would work so much back then. But
the vibe was it was very small. like
Blizzard the day I joined in May of 2002
was fewer than 200 people and that
included there was a whole group up in
San Mato called Blizzard North.
>> So Blizzard South, the Irvine group was
responsible for Starcraft and Warcraft.
And there were two development teams at
Blizzard. It was called Team One and
Team Two at at Blizzard South. Um,
Team 1 was revered. These are the RTS
guys. They made, you know, Starcraft,
Warcraft 2, and they were at that time
they're working on Warcraft 3.
>> Mhm.
>> Team 2 was kind of the redheaded
stepchild. Like, apparently before I
joined, they had tried to spin off a
second team multiple times and failed.
And then they finally decided they were
going to make World of Warcraft. Uh
there was a game called Nomad. I don't
know what that game was exactly, but
that was what Team 2 was working on at
first that got scrapped and Allen sto
steered the team towards World of
Warcraft.
And there's amazing designer named Eric
Dods. He'd go on later in his career to
be the game director of Hearthstone. Him
and Ben Ben Broad basically were the
core designers behind that. But Eric and
Kevin Jordan were these two key
designers working on World of Warcraft
for Team 2. And then you had this tech
group that was headed up by John Cash.
and John Cash. The the first day that I
showed up to work on team two, they
said, "You have to go get your login
from John Cash." I'm like, "John the
John Cash from ID."
>> Mhm.
>> And you know, John Cash has a skin. You
could be John Cash in Quake 3. So, and
then he saw me and he he was a huge
EverQuest player. And you're like, he
was like, "You're the guy who runs
Legacy of Steel." I'm like, "You're John
Cash." And we had, we had that moment
where we kind of fanboyed out on each
other. Um, and it was just the vibe was
so cool there. Like there were very few
producers. So, a game there are five
core disciplines that make a video game.
You've got engineers or programmers who
are writing the code. You've got the art
team that's making all the visuals for
the game. And that spans everything from
like 3D modeling, characters,
environments to also animation, tech
art, you know, making it all work.
You've got game design, which some
companies don't have design. The artists
and the engineers do it. Uh Valve
famously has very few designers because
everybody there is a designer. But in
companies where design is a discipline,
which it very much is so at Blizzard,
game designers are sort of the creating
the game experience people, you know,
setting up all the systems and content
in a way that gets the player to
navigate through the game. So that's
part of his story, part of this quest
design, part of his like how you move
through the game world.
>> Yes. So game designers, there's a
spectrum like same with art, same with
engineering of roles within game design,
some are more heavy on the system side.
So like any game that you've played
where loot drops, you know, Diablo I,
World of Warcraft, um you know, Escape
from Tarov, whatever. If there's loot
dropping, a designer has planned out
very carefully what drops where and at
what percentages. That would be like a
systems designer. A content designer is
somebody who's going to make quests or
write storylines or there might even be
a narrative designer which is even more
focused on uh story. But designers, you
know, run the gambit. And then you've
got these jack-of- alltrade designers
that can do it all. Um,
>> so that's the design group. There's
production, which is project management.
And production is different at every
game company you go to. So if you talk
to someone from EA or Blizzard,
production might be very different. They
might be the boss. They might actually
be a designer. Um, or they might be more
of a project manager.
And then one of my favorite disciplines
on a game team that's often overlooked
is sound and you know audio which is
comprised of the sound designers and uh
composers.
And there are two things I I think there
are two things that no one realizes how
much they bring to a game until they're
missing. And that's uh audio and
lighting.
Because most of the time we're playing
without these things and it just feels a
little off and wrong. And when you have
a great lighting artist or you have a
great composer or sound designer, like
it the experience, you're just tapping
into these senses that you wouldn't
otherwise. Um, but that's that's who
comprises the the game team
>> as the the lighting, you know, all the
all the different
kinds of graphics. Would that be under
the art team?
>> Yeah. Lighting, you're going to have
lighting under the art team, but they're
going to be best friends with a graphics
programmer. Okay.
>> And, you know, like I mentioned with
design, there's this wide spectrum on
the engineering team. You have some guys
who are like uh architectural geniuses
who are coming up with, you know, the
server client model or the networking or
whatever. Others are more like gameplay
focus. On Overwatch, we had an audio
programmer just doing nothing but audio
um hooks for the audio team. And on
every game team, you're going to have
graphics programmers who
will work with people like the lighting
artists or the environmental artists,
character artists on shaders and um
basically any way to make the game.
They'll always ask, "What's your vision?
What are you trying to get it to look
like?" They'll want an illustration of
what should the world look like? And
they they'll be the ones who say, "I
know how to write code to that will let
you do that. So you you partner a great
graphics programmer with a great
lighting artist. And that's that that's
actually the creative tension behind
games. And what makes game teams so
unique is if we were to line them up on
some crazy spectrum.
Uh on one end you're going to have the
artists
who they're creative dare I say
emotional you know they are artists on
that end and on the other end you have
the most logical brilliant programmers
who their minds just work very
differently from the most creative art
like artists could be sitting you you
have a meeting with them and they'll
just sit illustrating if there's any
piece of paper they're drawing on it.
Um,
and programmers,
you know, they're just so brilliant and
organized in their thinking and
everything's so logical. And then in the
middle are people like the sound
designers, the the game designers, and
the producers. They're kind of a little
bit in in all those fields, but it's the
brilliance of taking people who are so
vastly different in their interests and
talents, but aiming them at that shared
goal or that shared vision of the game
that like really make something special.
And there, I mean, you showed me the
size of the team for World of Warcraft,
but you've also are well known for
working on quite small teams to create
these incredibly huge games. Uh what is
the the power of a small team in this
kind of context where a lot there's that
creative tension? Is it is it uh because
a small team avoids maybe the the uh
compartmentalization
like the modular where people the
artists now have their own wing building
where they never talk to the the
engineers that kind of thing.
>> Absolutely. I mean you hit the nail on
the head. The bigger the team, the more
you become a cog in the machine.
>> And on a small team, the way I like to
describe it is you get to have a loud
voice.
>> If we're a small team, let's say we're
going to make a game
>> and it's at sort of the incubation
period of a game and there's only 10 of
us. All 10 of us are in the room for
every decision. You know, I'm not a
server networking guy, but I'm in the
room for that discussion. I'm not an
illustrator, but I'm going to sit in the
room when we decide what the art style
looks like. As soon as the team starts
to grow, we become compartmentalized.
It's exactly like you said. And
>> there's a weird thing that happens, this
is just kind of a human nature thing.
The less you interact with somebody, the
more you sort of become alienated from
them and vilify their point of view. you
tend to look at what they do and say
with skepticism
>> rather than trust and belief in them.
And I find on smaller teams where we all
know each other's names. I know what
everybody's working on every day. They
know what I'm working on. Everybody can
talk to each other.
There's none of that
um stereotyping
of a discipline on big unhealthy teams.
You start to say things like, "Well, the
artists just don't get it.
>> They don't understand what we're trying
to make." And when you back up and you
think about the statement that you just
said, it's like such an
statement. Like really, all the artists
don't get it. Like that's a that's not
true. be that's sort of demeaning to
them like they signed up for this is
their life's work too.
>> This game is going to be as much theirs
as it is mine. So who am I to say a
statement like that that it's it's
harmful to a discipline to to think that
you understand the world no silly other
folks don't and you have nothing to
learn from them really and
um they're deluded in some in some kind
of way. That's so powerful.
>> Fast forwarding a little bit when we
formed team four and which was went on
to
make Titan and ultimately fail and then
that got rebooted as the Overwatch team.
The idea that I tried to get through to
the team was to make an assumption and
really like Blizzard is one of the top
game developers in the world and we were
very fortunate when I was there and I I
imagine it's this way today that we
could recruit whatever talent we wanted.
It the best of the best wanted to come
work at Blizzard.
And if you sort of go through the paces
of that and say, "Okay, when we recruit
somebody, let's say we're recruiting an
artist to make props,
>> Mhm.
>> boxes, chairs, whatever,
that is the best prop artist in the
industry. That's who's going to show up
on our doorstep. So when they show up
here, we should treat them like the best
prop artists in the industry instead of
starting from a place of doubt and
cynicism.
So when that person speaks up and says,
I think like with Overwatch for example,
I think we should do this, you know, we
should do X instead of Y. Instead of
saying, well, I'm a believer in Y. Why
are you against my idea X? You should
take a moment, have a deep breath and
say, man, the best prop artist in the
industry is suggesting something. Why
don't I listen to it? I actually do for
myself like this kind of
thought framework or thought experiment.
Whenever I'm talking to a new person,
especially if I feel myself a little bit
tinge of that feeling, usually it
happens with like a really young person
like an undergraduate student or
something like this. I pretend that
they're the smartest person in the world
in my head. And now like it puts me in a
mode of like assuming I have a lot to
learn from them. And it helps. You
actually like really listen. I literally
think they're the smartest, wisest human
on earth.
It helps me.
>> I had that like I I think um you know
I'm no expert. I'm I'm a game designer.
So like as much psychology as I know is
how to manipulate people into having fun
hopefully. Like [laughter] I don't know.
I don't have an important job but
psychologically speaking
>> I one one thing I think a lot about is
ego and I think about insecurity
>> and insecurity we all have like all of
us as human beings have insecurity. It
just manifests itself in different ways
and as we kind of go through our life
journey the insecurity also changes. So
like some people for example use their
insecurity to rip other people apart.
Some people destroy themselves through
their own insecurity. Some people
destroy everybody with their insecurity.
But I had that moment as a young lead
when I first was made a lead on like
World of Warcraft where I felt it was
very important to be right and to you
know be shephering the correct idea
and I actually got pulled aside like
Partardo and I had a meeting with a
couple people who weren't game designers
and it's always tricky as a game
designer designer because constantly
everybody's throwing ideas out in on a
game team like there's no shortage of
ideas ever and we were in some meeting
about something and these people kind of
threw out these ideas and I wasn't mean
to them but I very kind of
systematically like an insecure
you know egodriven new lead would do. I
kind of well let me tell you why that's
wrong and let me tell you what we're
going to do instead
and after the meeting you know part
pulled me aside and he said you're a
very smart designer
but
you shouldn't do what you just did to
those people you should always listen to
what people have to say and try to make
their ideas work and I just over and
over I was like okay anytime an idea
comes my way. Let's try to make it work.
And it went from this kind of thing that
I didn't believe into
to actually like a core [snorts] part of
who I am today as a leader, as a game
designer, as a game director.
And some of the best ideas have come
from developing other people's ideas
>> where your first reaction is like, "No,
that's wrong." and then just kind of
sticking with it and going, "But how
could we make it work?" And the most
gratifying part when it succeeds
is they get all the credit.
And you've sort of elevated this person
who I whose idea wouldn't have been
championed, whose idea by the insecure,
egotistical lead of, you know, early
2000s would have just said no. Now,
their idea is the thing everybody in
World of Warcraft or Overwatch is just
loving and they get all the credit. I
should give context to the listener who
don't know about the great Jeffrey
Kaplan. Uh that you're one of the most
humble and always give credit to the
team for everything and anything. And so
everything we talk about today, I know
you you're probably resisting constantly
giving credit to the team on on
everything. Uh so, uh you're the famous
Hi, I'm Jeff from the Overwatch team,
right? Um so, uh just as a small aside,
thank you for your humility through um
through through your career and thank
you for always celebrating the team. But
let's talk about WoW. Let's talk about
World of Warcraft. Uh tell me what the
early days of developing WoW was like.
Maybe we should we should uh talk about
what World of Warcraft WoW is going to
perplexity here. World of Warcraft is a
massively multiplayer online RPG where
you create a character, level it up
doing quests and dungeons and progress
your gear and power in an open fantasy
world called Azeroth. At a basic level,
you move, use abilities from your action
bar, follow quest, and gradually learn
uh a combat rotation that fits your
class. And there's all kinds of uh
characters and roles and classes. You
pick a race, appearance, starting zones,
small racial bonuses, and a class, how
you fight, what your role is in groups.
Can you continue fill in some of the
gaps? What is World of Warcraft? World
of Warcraft, first of all, more than
anything, is a world. Like, it's a world
that you can live in with real other
people, and everybody's kind of living
out their fantasy. Chris Metson, who was
the creative director on World of
Warcraft. And really like Alan Adam,
who's one of the founders of Blizzard,
calls Chris the heart and soul of
Blizzard. And
it's almost like when you're making a
Blizzard game, you're making Chris's
imagination at some point. And Chris
famously said, "The lead character of
World of Warcraft is the world." And I
always believe that. So you're trying to
create this place that's exciting and
dangerous but comfortable but
uncomfortable
um and gorgeous and you know uh it it
should feel massive and it really is. It
it's you know can take a half an hour to
get from one end of the world to the
other. Um but it's this world you're
living in. Uh the world is divided into
two waring factions. There's the Horde
and the Alliance.
And that was a very important, very
controversial decision
um that was made by Allan Adam was the
champion of the Hordan Alliance.
>> And that in the early days there was a
really strong division.
>> Strong division.
>> Like
>> Yeah. [laughter]
>> You pick a side and then you uh hang
around with only people your kind.
>> Yeah. And you get it tattooed in real
life on you. Like the amount of people
who walk up to me and show me their
horde tattoo, like it's epic. It's like
it's become who they are. Like if you
were to say like, "Hey Lex, come play
World of Warcraft with me. We're
Alliance on Tyondrias." You'd be like,
"Dude, Alliance." Like, "Okay, I don't
think we can be friends anymore."
[laughter]
>> But the Horde Alliance decision was
really controversial because in
EverQuest it was mixed race. uh they had
all the races kind of like WoW did, but
they could all group with each other.
>> And Partardo and I came from EverQuest
where we felt like this was a horrible
decision Allen was making and uh we
argued Allan, Rob, Bob Fitch, and I
would have lunch every single day and we
would just talk about WoW and the core
design of WoW. Rob wasn't even on WoW at
that time. he was finishing Warcraft 3
and we would fight over the Horde
Alliance split if it was a good idea or
not. And Allan had he came from more of
the dark age of Camelot community which
was another massively multiplayer online
game that was more PvP based.
>> And he said the magic of that game was
they had three factions. And he liked
the fact that you were instantly on a
team. You weren't a loner in the world.
And whether you liked it or not, you had
people on your side. And Rob and I just
argued and argued against it. And then
sometime before Beta, Allan retired.
>> He went on to run a hedge fund of all
things. like got super into poker, got
super into finance, left and retires
like I think it was 9 months to a year
before WOW
shipped, which is kind of nuts.
And Rob takes over as lead designer in
Allenstead. And to Rob's credit, the
first thing he did was go,
speaking to what we were speaking about
earlier, he said, "Allan's a smart guy.
the fact that he was fighting so hard
for Horde Alliance, we got to do it.
>> And uh Rob and I sort of changed our
point of view and got on board with
Horde Alliance and went all in. And uh
so, you know, the early days of WOW was
it was a great team. It was a mix of
these veterans that we all looked up to.
You know, we had Mark Kern running the
team. Shane Deiri was, you know,
legendary Blizzard developer. Bill Petus
was the art director. And then we had
Metson, who was sort of like Metson was
the cool big brother we all, you know,
aspired to be. I'm older than Metson,
but I looked up to him like a big
brother.
And um then there were a lot of us who
had never done it before or they had
also pulled a lot of people from other
teams and other game types like for
example the guys building the dungeons
they hired out of the Quake community
>> and because they didn't have any
hardcore MMO designer on the staff at
that time. It was, you know, Kevin and
Eric and Allan were sort of the the only
designers. They started building Quake
dungeons as like Quake levels as the
dungeons. At one point, WoW was even
made in QE Radiant, which was the Quake
engine. And then they later, you know,
retoled to where they were using a
proprietary engine.
So, we were like this hodgepodge like
the Bad News Bears is how I would
describe the WoW team of this mix of
veterans and then people like me like
I'm just some idiot, you know,
[laughter] who played a lot of
EverQuest.
>> Yeah.
>> And I end up at
Yeah. Like, okay, we're going to design
World of Warcraft now. Um, and
I've said this later with hindsight. I
think a huge part of WoW's success with
especially with the early WoW team, Team
2 in its earliest formation
was that we didn't know what we were
doing. You kind of like it's that
Titan was the example for me. Titan was
the attempt at making an MMO after World
of Warcraft at Blizzard and we failed
horribly and we had the best of the best
on that team
>> and it's because everybody was too much
of an expert on how to make a
groundbreaking phenomenon
MMO.
World of Warcraft was a bunch of people
like a very successful
sureofitself company who had made
Starcraft, Diablo,
uh Warcraft
with a bunch of Yahoos basically who was
like, "Yeah, we can compete with Sony
Online."
>> Yeah.
>> At at the time they were making
EverQuest 2. Like if we go back in the
time machine, EverQuest 2 had been
announced and EverQuest fans, we were
just drooling for EverQuest 2. It
wasn't, oh cool, World of Warcraft. It
was EQ2 was going to take, you know, the
Chalice and run with it. And then of all
things, they announced Star Wars
Galaxies.
And they had a brilliant designer on
that, a guy named Raph Coer, who had
come from that Ultima online. and he's
just a really smart game designer. If
you can ever watch one of his lectures,
like he lectured a lot at GDC
and you know, we're like, "Oh my god,
they're they're making EverQuest 2 and
Star Wars Galaxies and they have the
Star Wars intellectual property.
>> We're Like, how are we going to
compete?" and everybody had seen the
success of EQ EverQuest and everybody
was going to make an MMO and it was just
a question of who was going to win.
>> So, you're feeling this immense
pressure. you have this small team
of uh just this hodgepodge of
this unlikely uh team that kind of looks
fast forward into Overwatch, the heroes
in Overwatch, but working extremely
hard. You you told me about crazy crazy
work hours and not because you were
forced to but because you wanted to
because your heart was in it because
you're like this is everything like you
loved it.
>> Yeah. The the games industry has a
terrible reputation
for insane amounts of overtime. Uh it's
just called crunch. Like uh do you
crunch or not? Uh these days crunch is
not allowed, not permitted, heavily
frowned upon. If
we were to work overtime, somebody write
an article about it next week and say
how horrible we are for working
overtime.
Um
back then
we worked insane, and I mean insane
hours. The longest shift I ever worked
straight was 30 hours. That's when we
were gold mastering Warcraft 3. This was
in my I think um
War II shipped on July 3rd, 2002.
Um so this would have been like late
June, early July,
probably late June. And I I had nothing
to do with War II. I should just say
that like in the credits I'm additional
additional help or additional testing or
something like that.
>> Um when I showed up in May of 2002 it
was all hands- on deck World of Warcraft
for E3. We got through E3 and then all
hands on deck the whole company get War
3 out the door
>> for shipping Warcraft 3
>> for shipping Warcraft 3. And because I
had not been involved with the game at
all and I was a brand new wet behind the
ears game designer, they're like,
"You're just going to help test whatever
we tell you to test."
>> So,
we're trying to go master
and there's a crash that happens rarely
if you run one of the cinematics. Like,
you have to be watching the cinematic
after one of the levels and then there
was a crash that happened. And so a
programmer put in some logging to catch
it. And then they needed somebody to
just over and over again, I need the
crash to happen so I can fix the bug.
And I sat there for 30 hours and just
watched the cinematic for 30 hours
straight. And it was the funniest thing
like it was almost surreal
watching everybody leave at the which
was a trickle out like everybody kind of
trickles out like at different hours you
know the family guys go much earlier
than the single guys
>> and then watching everybody show up
again the next morning and they're all
like dressed different. They look all
refreshed and I'm just like in the same
position you know like eyes are beat
red. to the soundtrack of the cinematic
and
>> yeah,
>> but we crunched World of Warcraft. We
crunched the date slipped. So, you do
this thing. I remember Mark Kern
standing the team up and saying, "We're
going to crunch early so we don't have
to crunch later in the project."
>> And I really believe he wasn't
manipulating us. Like, I really
genuinely believe
>> that he believed in that. But with
games, anything can happen and they're
just we slip uncontrollably all the
time. And we slipped and it sort of
created just this death march.
Um endless death march
that uh like to this day members of the
WOW team will remember like Newport RI
if I say that. They'll have like
twitches because like they would cater
the dinner. They'd bring it in at like
6:00 or 7 at night.
And they everybody was eating Newport
Rib or Panda Express. It was like the
worst diet ever. I I actually like
Newport Rib. No shade on them.
>> But you can only eat so much of it.
>> Yeah.
>> And the carpets are stained and like
dudes are falling asleep on the couches
and
>> it was an unhealthy work environment. It
gets pinned on because at a lot of
places it is executive driven
>> and it is mandated from the top. But the
hours that I worked I never blamed on
anyone but myself. I just wanted to I I
remember
>> you know coming in on Memorial Day like
with sand from the beach on my feet
because I really wanted to get some work
done that day and working through
Christmas and those were things I wanted
to do. I never felt like somebody, you
know, held my feet to the coals.
>> Yeah, it's such a complicated thing
because Yeah. Okay, you could say that's
un unhealthy.
But I know a a large number of people,
especially in their 20s,
but actually throughout their career,
that have been at companies that do
crunch
for a thing they believe in, for a thing
they love, and it's some of the most
fulfilling years of their life, months
and years of their life. And they also
uh it's not just fulfilling
it they grow from it they learn from it
and it you know and when they especially
when they talk back about it about that
time they can see how incredible it was.
Of course when you're going through it
sometimes it it's extremely difficult.
you don't know. And then the crunch,
like you mentioned, it's supposed to be
a month or two and then it it turns out
to be a half a year and then maybe it
turns out to be something like a Titan
type game where you never actually ship
it and it's heartbreaking and the pain
that's all but then you look back and
you realize how incredible that journey
was. I I think like my reflections on it
many years later and having gone through
like pretty crazy levels of crunch to
more controlled.
I think where crunch is problematic and
people are good to be vocal about being
opposed to it is when it's forced and
unnecessary. there's a lot of uh like
hey if anybody on the team stays we all
stay
>> kind of which I think is not necessary.
>> Um I don't think executives who take off
and work 40hour a week should be telling
anybody
>> to stay late. I think that's wrong and
immoral. But to me as an individual, as
long as I'm not telling other people to
do it, my life's work is my passion
and I want to do it as much as possible.
I find myself I don't think I've ever
worked less than 10 hours in a day. Like
that 10 hours is like a normalish day to
me.
>> Yeah. Um, and I enjoy lots of weekends
working because I enjoy it. It brings me
pleasure and fulfillment. And all of
that said from a place of caution,
especially in this era when people are
very touchy about it. I don't try to
impose that on anybody else. I don't
want anybody to feel like they're
obligated to. But please understand,
it's what makes me who I am. that work
ethic. I enjoy it. I actually
>> some of my fondest memories are from
those wow crunches.
>> And then looking back and reading some
of these stories is pretty cool because
me as a fan on the receiving end of some
of those video games, you bring joy to
millions of people. It's awesome. Uh let
me ask you about Quests. But first,
quick bathroom break if it's okay.
>> Yeah.
>> Quick 30 second thank you to our
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Choose wisely, my friends. And now back
to my conversation with Jeff Kaplan.
Okay, we're back. So, I think it's fair
to say that before while MMO leveling
like an EverQuest consisted of maybe
that's simplifying it a bit, but
standing in one spot and killing
monsters for hours. uh you helped
develop uh with WoW I would say uh a
revolutionary idea of quest driven
leveling where there's a story driven
quest driven guy through the world and
it so happens that as part of doing that
you're also leveling the character. So
the leveling is both fun and is the
engine that drives the story that then
also immerses you into the world and
pulls you in more and more and more and
more. So take me through this process of
uh developing that idea of questdriven
design.
>> Sure. Yeah, there were actually a lot of
people involved in it and they all kind
of contributed in their own unique ways.
Allan Adamham was the lead designer on
WoW when we first sort of decided we
were going to have a questbased game. We
used to joke that like EverQuest barely
had any quests in it.
>> Yeah,
>> it it did have quests. They just they
weren't really in front of the player in
an obvious way. You kind of had to seek
them out on a website.
And Allan knew that he wanted quests to
be a big part of of World of Warcraft.
And so he hired me. That was my
entry-level position at Blizzard. And on
the same day, he hired a guy named Pat
Nagel, which was hilarious to me because
Pat was
the he had this funny title of HR and
facilities at Blizzard because it was
such a small company. So like if you
sent an application in, Pat would deal
with the application. or if the toilet
overflowed, Pat would have to deal with
it. And so the whole time I was applying
at Blizzard, I was going through Pat.
And then on my first day, they put Pat
and I in an office together.
And he's like, "Yeah, they hired me also
as the quest designer." And so Pat and
he was the most wonderful guy. We had so
much fun. So Pat and I kind of designed
the quest system. It was Allen's idea to
have it in the first place. And then
there was that great designer I
mentioned, Eric Dods, who helped a lot
with the interface of it all. And the
idea was at first we actually on a
whiteboard in Allen's office, we
estimated how many quests we thought
EverQuest had to date. And EverQuest had
had, you know, I think four or three
expansions at that point in time. and
we're like, "Wow, we have to make all of
these quests like EverQuest has. Uh,
it's going to be a lot of quests and
it's kind of up to me and Pat to do it
all." And we believed all we had to do
was match that EverQuest number. And Pat
and I started working on like the design
of the system and how it would interact.
And Eric Dods was really involved in how
the interface, you know, like how you
were going to interact with the NPCs and
all of that. and we split up the world
into uh like two zones. He was going to
take Elwin Forest, which was the
starting area for the humans, and I was
going to take Westfall, which was the
sophomore zone after Elwin for the
humans. Pat and I would meet with Chris
Metson, and those were the funnest
meetings ever because Chris just
has stories in his head and visions.
Chris is like artist, storyteller,
worldbuilder extraordinaire, and he sort
of described what he wanted going on in
those zones. You know, you want the
gameplay to follow the flow of what was
going on with the stories of those
areas. So, we finished Elwin and
Westfall
and we did like a team play test
and our assumption was be because the
way EverQuest worked, players just
wanted to level up. It was a level based
game. You go out, you kill a creature,
you get experience points, you level up
a little bit. And so the way people
played EverQuest is they'd find these
areas where there were lots of creatures
and you'd usually find the best
experience
efficiency cycle you could find. So like
fast respawn kind of easy things to kill
and that's how you would progress
through EverQuest.
And I remember Allan kind of telling us
like, "Hey, the quests when Pat and Jeff
write quests, they'll aim us to where
the creatures are. You'll do a quest and
then you'll spend a few hours killing
creatures in that area afterwards." And
that's how he imagined it would work.
So, we kind of set up the world that
way. You know, Pat probably did a dozen,
maybe 20 quests in Elwin. I do a dozen
20 quests in Westfall and we do this
team play test and we had a bunch of
people on the team who never played MMOs
like guys with shooter background, you
know, Starcraft fans, etc. And they play
World of Warcraft. I think we played for
like an hour or two and we only did
Elwin Forest and the overwhelming
feedback from our team and these are
people who really didn't play EverQuest.
They're like, "My god, Pat, that was
horrible. I ran out of quests like right
away."
And we're like, "Wait a second. You
expect to just have quests just keep
going?" And they're like, "Yeah, we
expect to have quests just keep going
the whole way?" And we kind of had an oh
moment right after that Lwin Forest
play test where we realized like we had
vastly underestimated the number of
quests we were going to need. And we
changed we developed this philosophy
that's kind of a shared philosophy
across Blizzard games in general at this
point. I' I've heard it outside of
Blizzard, other people in the industry,
which is you design along the um path of
least resistance.
So basically what that means, like in
EverQuest, the path of least resistance
if you wanted your character to hit max
level is to find the easiest creatures
and kill them over and over again in
place, which to some people think is
very boring. To me, I would do that for
eight hours because I think that's fun.
But we decided in World of Warcraft, we
said, why don't we make the path of
least resistance? So in this case, the
way to get the best experience the
fastest not to be killing creatures in
one place, but we'll overload the
experience into the quests themselves.
And then that will move you through the
world, which will get you to see
everything. It will enable us to tell
these awesome story lines. It sort of
did a lot for the game and I think it
was like a fundamental change in the
genre. Like if you look at the things
that EverQuest was very popular and very
successful and it was hitting like
hundreds of thousands of players and WoW
blew the doors open and was tens of
millions of players. And I think the
fundamental difference there was that
WoW allowed you to play as a single
player.
And what makes an MMO, massively
multiplayer online game,
massive is having the other people there
>> and they're so important or else the
world feels kind of wrong and dead. But
the concept that we have to force you to
interact with them to do anything is
very off-putting to a lot of people. And
the fact that people could come into WoW
and just kind of the game design the
game design way of describing it is
directed gameplay.
>> And some games have extremely tight
directed gameplay. Like for example, if
you were to play a single player game
like Last of Us, you know, you'll have
those moments where they'll be like
you'll come up to a log and press
triangle to duck or else or whatever the
duck button is. Left stick to duck to go
under. And that's like the ultimate in
directed gameplay. Like they're telling
you exactly what to do. On the other end
of the spectrum is a game like
Minecraft, like vanilla Minecraft, where
you'll find it's very divisive amongst
gamers who love Minecraft or hate it.
The ones who hate it are like, I don't
know what I'm supposed to do. Like, you
drop me in this world, I'm supposed to
dig or something. And that's the type of
player that needs directed gameplay or
they're going to cycle out. Not all
players need it. And what WoW did that
it doesn't seem like an innovation. It
doesn't seem like revolutionary,
but it sort of created this directed
gameplay that felt optional but really
wasn't. I mean, I think it's absolutely
revolutionary. It basically changed
gaming. It changed the way we see games.
it and it was so successful in part
because it became a mechanism by which
you could spend hundreds of hours,
thousands of hours in the game. I mean,
it's kind of a like obviously it's one
of those all these great ideas are
always like this, right? In retrospect,
you're like, well, obviously if you make
the Path of Least Resistance quest
driven gameplay, then it's going to be
the reason that most people play. But it
is true that I'm I'm with you on I both
like the quests
and cow level.
>> Yeah,
>> I guess you have to design for
everybody. That's the tricky thing. Like
how do you fine-tune this? If you think
of it as a loop of like accept quest,
kill 10 rats, turn in quest, ding, level
up, that loop, like how do you fine-tune
that so it's maximum fun
or fun for the maximum number of people
is how how difficult is that?
>> It's extremely difficult and not
everybody's good at doing that. We all
to some degree lack the self-awareness
of how we tick. So we're all different
types of gamers. But if you ask me to
describe the type of gamer I am, I might
actually be giving more of a picture of
the type of gamer I wish I was or the
type of gamer I want you to think I am
versus the type of gamer I actually am.
by playing lots of games. You cannot be
an exceptional game designer without
playing the out of as much as you
can and understanding on a deep level.
And the weirdest part about it is you're
not just looking for the greatest hits.
You learn just as much from a shitty
game that you do from an amazing game.
And also like a lousy game can have a
great system that was tuned wrong or
lacked the correct interface or they
didn't put the right visceral polish on
it. There's there's an executional
aspect to all of it. When I'm playing,
I'm not only like thinking about what
makes this fun. I'm thinking about what
makes this not fun, but I'm also
watching everyone around me. My my wife
plays games, my kids play games, and
understanding like, well, what do they
do? And how are they different to me?
Why are they finding enjoyment in this?
Why are they not? What's frustrating?
What did they miss? and being raw honest
with exactly what you're seeing. I mean,
I I if I were to analyze the kind of
gamer I am, why why do I enjoy
cow level and why do above that, why do
I enjoy loot? Why why is loot so fun?
Like, what what is what is it about
opening a chest and getting a bunch of
stuff? I mean, I that might be like at
the core of what I enjoy about gaming.
That and walking around a beautiful
world with nice music.
>> As a game designer, I'm at best a quack
psychologist.
You know, we can motivate you to do some
weird things.
>> The the two driving motivators are
exttrinsic and intrinsic. And all of us
at different times in our lives in our
gaming careers whatever we can shift
from being intrinsically
motivated to being exttrinsically
motivated. Obviously loot is a big
exttrinsic motivation.
But even saying that is too simplistic.
Like for example, on the loot boxes of
Overwatch,
there is a masterfully designed system
that was designed by a game designer,
not by a business person or whatever,
like not a commercial person. But beyond
that,
we also had a really good team who said
the visceral opening of the box, the
sound it makes,
>> the graphics, like the way things spill
out and animate,
>> all of that is as satisfying as well.
And you're trying to like there's the
lizard brain part of it of like how does
it like I see chest. I know I'm going to
it's going to feel good. It's going to
feel good. And then there's the
spreadsheety part of it of what does it
have? Is it an upgrade? And I think
great game designers know how to tap
into both of those things, you know, tap
into the intrinsic
>> and exttrinsic. There there's uh like
when when I was studying writing you
would study the elements of fiction and
you know these are just like basic
things like plot and character
development and setting and theme and
whatever and there's no like textbook
that exists for game design at least
none that has been introduced to me yet
but I I think about like elements of fun
>> what are the things that create fun for
players and they're not the same Like it
it really every human being is
different. Like progression
is fun. Sense of progression that I'm
investing. I'm putting in investment
into this game. And then the game is
recognizing my investment that things
like leveling things like the amount of
gold you have. Those are all
investmentbased.
There's mastery. Um there's just pure
raw skill. Um creativity is one. Um, and
handinhand with creativity is
customization.
And some of those can be aesthetic. Like
look at my customized character and I I
have the black curly hair and I put an
earring in my character and I'm
customizing in that way. The other is
customizing my build. I'm going to come
up with the whirlwind barbarian and I'm
the first to do it.
Um, these are all elements of fun that
designers can tap into and in fact are
frequently tapping into. Um, but they're
never defined anywhere. And I find that
players drift. Like I'm the type of
player who's not really loot motivated.
I'm more motivated by seeing the content
the world has to offer. And often that
takes me on a detour of being loot
motivated because there might be a
dragon or a demon somewhere that I can't
beat without this level of armor and
sword. So now I'm loot motivated for
some period of time to get back to being
content motivated.
Um, or if I'm having trouble defeating a
boss, I might have to go back and look
at the skills and abilities that my
character is using and I have to go into
creativity mode. Oh, he has that one AE
where he area of effect where he puts a
curse on me and you know, if I had this
counter ability to the curse, I could
beat the boss to get the loot to get to
the next boss. These are all cycles
um that are tapping into all those
different elements of fun
>> and ultimately enjoying and discovering
what the world gives you.
>> Yeah.
>> Has to offer to you and you're you have
a lot of hats as a gamer. So you you
love the uh the RPG MMO RPG world, but
you're also a big shooter guy. Can you
explain to me what fun in a shooter
context is? And we'll we'll talk about
Overwatch is a specific kind of fun
maybe you're but you're also a huge fan
of the ultra realistic shooters Call of
Duty. What is the definition of fun
there?
>> There's a lot of skill and mastery. Uh
offthe cuff flippant comment would be
clicking heads. You know I'm just trying
to click heads.
>> Okay.
>> There's an intimacy also to the
firsterson camera. And now not all
shooters are first person. There is a
large trend these days to third person.
I really think PUBG and Fortnite sort of
opened that third person shooter door.
Um and you're seeing games like Arc
Raiders are third person, but to me
nothing is as pure as first person. Like
you're literally living in the world as
that being you can
>> look at your hands and it's it's that
pure visceral
>> test of skill of can you click on the
thing fast enough and when it's PvP
based you know that's coming at you.
>> Could you lay out for people who don't
necessarily know what PvP and PvE is and
single player multiplayer massively
online multiplayer?
>> So PvP is player versus player. So that
means a combative, you know, if Lex and
I are up against each other, we're
attacking each other. We call that PvP.
You can get killed by another player.
>> Uh player versus environment is anytime
you're shooting computer controlled
opponents. Um so if it's a game about
dragons, the dragon is the E, the
environment in PvE.
>> And we should say that PvP and PVE, the
P might be multiple players. So, it
could be uh five versus five, six versus
six for PvP. And for PvE, it could be
like raids where it's multiple multiple
people, large groups of people going
against the AI.
>> Yep. So, single player, that's a game
that you play totally by yourself. Like,
you don't play with anybody else. You
can't play with anybody else. It's
notworked
uh to play with other people. For
example, I'm playing a game called Story
of Seasons right now on the Switch,
which I just play by myself. I have my
farm, you know, there's a town. I'm
meeting people in the town and no one
can come and join me and interact with
that. So, it's a very controlled
experience. Single player games are very
difficult or they can be very difficult
and expensive in terms of production to
create. Like if you think of a game like
Uncharted or Last of Us that's uh made
by Naughty Dog, like those are kind of
the preeminent best single player games
you could you could talk about. They're
very handcrafted. Every experience is
made just for you. One up from that is
what I call co-op. Um, and these terms
become interchangeable, so I'm using
some semantics here, but co-op is any
cooperative experience that we can play
together, but we're sharing in the exact
same experience very intentionally. And
it's me sharing that experience only
with other people that I know. So, a
great example of a cooperative game,
maybe one of the best of all times, was
Left for Dead, which is a game where you
and three other people go in and you
fight like hordes of zombies and you try
to progress through to the end safe
room. Um, it's a very cooperative
experience. A game like Diablo I you can
play cooperatively with other people.
Now, one up from that is multiplayer.
>> And that's when you're engaging with
strangers who are in the same world that
you might not have the same cooperative
goals as. You might have very opposed
goals to them. You might PVP them or
they might just be random strangers that
you pass in a town or city and never see
again. And then massively multiplayer,
which is what the MMO online uh sort of
stands for, massively multiplayer online
game. That's when you're breaking into
thousands of players. Um and the world's
become really really big at that point.
And by the way, we should say that the
co-op could be remote connection, but
there's also uh what would you call
that? college co-op where you have two
people. Uh some games really designed
well for the experience of two humans
sitting together and playing the game
together
>> which is a really tricky thing to design
for but if it's done well it's it's a
really fulfilling experience like with a
friend with a loved one you can like
play a game together and Diablo I should
say is an example of a game that does
that really well. They do couch co-op.
Like two people can play Diablo sitting
together and there's a real intimate
experience in that
>> couch co. It's It's funny because it
actually like predates the couch. Even
some of those old arcade games.
>> Yeah.
>> Like would have two joysticks on them
and then you could play with somebody
else or there was uh you know famous
game Gauntlet had four joysticks and
four people playing together. And then
anybody who grew up in that early
console era, like you know, NES, Sega
Genesis was a legendary one. Uh we would
sit and we play NHL 93 on the couch and
anybody who lost, you'd lose the
controller. Um, and you could play that
with up to four people playing or we I
remember one of the big games that came
out uh was Mortal Kombat. And we would
play Mortal Kombat on the Sega Genesis.
And it was the house rules were, you
know, whoever lost. So whether you were
in your college dorm or just some
buddy's apartment and there's five
people there, you're constantly cycling
everybody in and out. But there's just a
magic to multiplayer of engaging and
sharing in the experience with other
people. Um that that that's why I've
always I've never made a single player
game. I have great admiration for them.
>> I I don't know if I could do it. the the
challenge, the reason I love multiplayer
so much, the way I describe being a game
director or game designer on a
multiplayer game, it's like imagine if
you were going to be a movie director
and you were going to have all these
actors and set designers and props and,
you know, writers and scripts and all of
this stuff. and your goal was to get a
certain movie made, but we're gonna ask
you, the director, to just you're gonna
leave the room,
you can set it all up ahead of time
and then you're not allowed to be there
or talk to anybody involved in it.
>> And now you need the actors to have an
experience. And it's just kind of the
wildest funnest experiment [laughter]
like
>> from a designer creator perspective
because you don't know what the players
will create. So that's fun to see. You
you you lay out the chessboard, you lay
out the world, and then you get to watch
what they create together. [snorts]
That's true. I struggle because
sometimes people call me the anti-story
guy in games
and that really hurts me because like I
actually love story in games and I
counter that I'm the anti-shitty story
guy. And what I mean by that is like a
the most magical stories that I've ever
heard come out of video games are player
stories about, you know, the time I gave
Barfa a potion and then I met him in
real life. Like that's better than any
video game writing that I've heard in a
long while. Um the player story is so
much more interesting. You know, Lex,
why do you like the cow level so much?
Tell me about
>> some goofy time like a loot goblin drew
you into the most danger and but there
was another player there and then you
know like those are the stories that I
think are more interesting from games.
>> Um there are some exceptional writers in
video games and some exceptional games
at story. You know, I've I've mentioned
uh Naughty Dog, like they're kind of on
another level, but Valve has amazing
writing. The writing behind HalfLife 2,
Mark Ladlaw, uh the writing behind
Portal
>> and Portal 2, I think it was Eric
Walpaw, who's hilarious. Um just
amazing. Um and Rockstar.
>> Mhm.
Red Dead Redemption 2 is one of my
favorite games of all time. And that's
that's a game where you can see the
expertise and mastery
of the game design and the narrative
design and the fact that you can have
those player stories
of just the goofy Like I remember
because the controls are a little
awkward in Red Dead for a PC player
who's playing on console.
Like I always get confused about like
taking out my gun and putting it away
and what's you know the L1 and L2 like
as a PC gamer I'm just like let me bind
this stuff to where I want it. And so
like you know a guy in town rides by
he's like howdy partner. And I go to
like give him the Arthur Morgan you know
hey what's up back and I just whip out
my saw off shotgun and like blow his
head off. And then the whole
town is like
>> suddenly I'm like
>> under I'm wanted and I'm being chased
and then there's a train that like takes
out the posi and it's like those stories
and the fact that Red Dead can have you
know this like touching heartbreaking
story of Arthur Morgan and his journey
but you can also have you know the
player story of blowing off the poor guy
combination.
>> Yeah. And then Rockstar does a really
good job with um you know even in Grand
Theft Auto with the radio. It could be
kind of a side aspect of the game that
great writing there can create help
create the world.
>> Yeah.
>> With with humor, with color, with depth,
with heartbreak, all that kind of stuff.
>> There was a moment in Red Dead where it
>> there's the Daniel and Wis song.
>> Uh that's the way it is. I just I love
Daniel L and Wis. So the fact that
somehow Rockstar landed him and uh like
was able to get that song out of him
>> and there's this moment where you're
like riding back and they start that
song and everything up to then had been
um and gorgeous like more of a score.
There's Woody Jackson who's like a
really amazing game composer. he had
done uh the score for that and so
nothing had been like lyrical with words
and then they play the Daniel Lenwis
song and there's like the quotes are
coming back from like Dutch and Arthur
Morgan and
I I'm just like god damn this is like
this is art you know this is like I know
it's supposed to be entertainment I know
it's a business but the top of the
pyramid is art and it just hit me
emotionally
>> yeah there's certain games were, you
know, I mean that moment you just
imagine the number of people who shed a
tear during that moment and that's just
a reflection of how much you're invested
into this world into these characters.
That's a beautiful thing. Uh I have to
ask you about this this image that you
sent me. It's super cool. So I would
love it if we could nerd out about it a
little bit. The zone flow for the
original World of Warcraft. There's a
bunch of zones.
It'd be awesome if you kind of talk
through how like this world is built.
Take me to that time when you're
designing this before anyone else got a
chance to play it.
>> All WoW stuff, it would start from that
inspiration of Chris and the world. And
you know, it's so fun hanging out with
Chris because we had whiteboards all
over the place and you know, hey Chris,
we should make Eastern Kingdoms. What do
you think it should be? and he would
just tell you the story of each of these
as he's just drawing. And Chris is a
really talented artist. So, the map
would be gorgeous. I have lots of like
photographs of Chris maps um that he
would just kind of whiteboard up. He's
like, you know, here's uh the dwarven
lands. There's wetlands with Cosmoon up
there and that's where this, you know,
tribe of dwarves were from. And then
they, you know, humans are going to be
down with Elwin Forest. And in Westfall,
there's, you know, this group called the
Defias Brotherhood and they have a place
called Dead Mines. So, I would talk to
Chris because you want to capture the
spirit. Like, as a game designer, you
want to capture the experience that's in
people's heads. So like take um Burning
Steps for example, supposed to be one of
the scariest places with lava and
dragons and you know all this kind of
stuff that doesn't feel like where you
want to start. It feels like where you
want to end. So you kind of work the
world flow in a way that um puts that at
the end. But there was also kind of some
magic to the the original starting areas
where
we gave the dwarves and the humans a
free flight path between uh the dwarf
hometown was called Iron Forge, the
human hometown was called Stormwind, and
we allowed you to fly for free. So like
these little newbies who were,
>> you know, level five or something, if
you played a dwarf and I played a human,
I'm like, "Ah, Lex, don't worry. I'll
come, you know, I'll come to Iron Forge
and we'll hook up and I'll just fly out
to you, which is the magic of World of
Warcraft. You have to fly over Burning
Steps and Searing Gorge and you look
down and you're like, "Holy that
looks scary and dangerous and it plants
that seed of things to come."
Uh, so you've uh designed some
incredible quests. Uh, is there any that
stand out that you're proud of uh
ashamed of? I mean, you are famously uh
have designed the green hills of
stranglethorn quest, one of the most
infamous quests in the history of WoW of
gaming where you had to collect a bunch
of pages of Green Hills of Stranglethorn
maybe. Can you can you uh comment on
that one or uh any quest that you just
springs to mind? Green Hills of
Stranglethorn holds a lot of emotional
value for me because amongst WoW players
back in the day, it was unanimously
hated as one of the shittiest, most
annoying quests. Um, but it holds a
really special place in my heart. First
of all, it's one of the few times that I
just like wrote a short story that's
actually in the game.
>> [laughter]
>> Um, it's me paying homage to Hemingway
and the guy who gives you the quest, his
name is Hemet Nessingary, which is just
me rearranging the letters of um of
Hemingway. Um, there's there's another
quest giver there that's Carowak's name
also mixed up. Um, and then it was the
typical hubris of a junior game designer
who thinks he's clever but is actually a
That's that's the Green Hills
of Stranglethorn like summed up. So,
like I wrote the story over like it was
>> I think winter break like everybody was
gone and I just was so happy to be in
the office. you know, I'm at Blizzard by
myself writing late at night. And the
whole idea, and this is this is very
much um what I call ant farm designer,
which is bad, which is, you know, you're
the game designer who's playing god, and
players are the ants in your ant farm,
and you want to see what they they're
going to do, which is not the correct
way to be a good multiplayer designer.
But I I hadn't learned that yet. And
there's a there's a really great famous
Sid Meyer quote um where says there's
three types of fun. Fun for the player,
fun for the designer, and fun for the
computer. And we catch ourselves. We're
like, you know, we got to be really
care. It has to be fun for the player,
not fun for us. So, this Green Hills of
Stranglethorn quest was like an ant farm
design of I'm going to write this
honestly probably pretty shitty story. I
haven't read it since 2003, so God only
knows if it's any good. But I wrote the
story and then I divided it up into all
of these different pages. And the
questgiver, Hemet Nestingwary, wants you
to put together like the stories like he
wrote this book, but then the pages got
scattered across Stranglethorn Veil. And
some when you're doing quest design,
you're really thinking about the player
flow and you're directing them from
quest giver hubs
out into these destinations and you want
them to do all the destinations. But
sometimes we would do these bridging
quests where you could do anything in
the zone. And it sort of had this
overlap. And so the pages of Green Hills
of Stranglethorn could be looted off of
any creature anywhere in Strangle Thorn
Veil. And it was kind of like that
McDonald's Monopoly game where you have
to have all the pieces or else you're
not going to win. But where I really
went south, I don't think the idea in a
vacuum is horrible. But where this
really fell apart was the interface of
World of Warcraft wasn't set up. Like
the pages didn't stack. There wasn't a
dedicated container to put all the pages
in. So players had very limited bag
space. And as they're fighting in
stranglethorn veil, I'm just up
their inventory with all of these p and
they only needed so many. Like you might
get unlucky and you have like three page
fives that are just junk in your
inventory and I might have like eight
page sixes and then everybody and this
was the goal like the the designer
trying to puppeteer everybody. Everybody
in Stranglethorn chat is like, "Hey, I'm
looking for a page six. Anyone got a
page three?" And that was like my
fantasy as a designer of like and then
they're going to be social and meet each
other and players are going to be
appreciative for each other, but really
all everybody did was just No,
eventually no one did the quest. They
just were super annoyed where they went
to the auction house. So, the quest is
famous in that it was so aggravating and
annoying. Um, and it just became a way,
it not only became a way for me to learn
from my mistakes, but because I was very
open with the fact that I didn't think
it was good and that the quest had
failed, it opened the door for us at
Blizzard to be critical of our own work.
like it's always easier if you're the
first one to go out and say, "Hey guys,
I think I made one of the shittiest
quests in the game and here's why." Um,
and then it sort of challenged people to
make better versions of it. I mean,
again, you continue to speak with so
much humility. Uh, but WoW turned out to
be one of the biggest games of all time.
Uh, both in terms of popularity, how
many players play it, revenue, and
critical acclaim. And then you rose to
become a game director of WoW, uh,
helping release, uh, Wrath of the Lich
King, which by many is considered to be
the greatest expansion. I mean, there's
a million questions I can ask here, but
maybe this is also a good place to ask
about the famous uh, Blizzard Polish.
So, uh, Blizzard as a company has
historically, and you were certainly a
big part of that, delivered these games
that were just
got so many pieces right and well
functioning and well coordinated and
just feel finished uh, in a way that a
lot of other games don't get right. So,
what does it take to take this gigantic
game, this game played by millions of
people, loved by millions of people,
uh, and delivered in a way where it's
like it all just works. To have a level
of polish is like a studiowide
culture that has to be instilled in
everybody. Like, no one can be satisfied
with a bug. Um, every game is going to
have bugs and Blizzard games have bugs.
It's a question of how quickly do you
fix them and with what urgency.
And as players ourselves, if we're
playing as much as anybody else, we're
going to be motivated to fix the bugs.
There are some really tactical aspects
to it, too.
The quality assurance department at
Blizzard is the best in the industry.
Like the people who come and do QA at
Blizzard, they are passionate gamers.
Many of them want to be developers
themselves and they're not just doing it
for a job. They do it because they
love the game. And the
relationship we tried to develop between
us on the development teams and QA was
extremely tight. And whenever possible,
we also tried to sit as many QA members
up with the development team as as
possible. Depending on the logistics of,
you know, in the early days, we didn't
always have the space for all of QA to
sit with us. We were very fortunate on
the Overwatch team to have a large
amount of QA sitting with us and then
developing that relationship. You know,
in the early days, there were these
fears of like, well, QA can't talk to
the developers and trying to shatter
that
>> of because some of our QA members knew
the game so inside out, you would just
say to him like, "Hey, dude, just
message me anytime. Here's my home
number. like call if there's a bug. If
you think we're going to get rad
on this,
>> you got to speak up. I don't care what
the chain of command is, like we got to
fix this thing. So QA was amazing. I
mean, so can you speak to QA quality
assurance uh at the peak of the craft?
What does it entail? like you're
basically
experiencing the game and trying to
figure out on a particular slices of
that experience that could be improved.
>> Yeah. People simplify the role by just,
oh, these guys just get to play games
all day and then like let us know if
there's a bug. They are so systematic in
the way they test stuff. um they come up
with these plans that are actually
amazing of like who's going to test
what. Um there's a lot of regression
testing that goes on. Uh within QA,
there will also be compatibility
testing. The the Blizzard compatibility
department was amazing. like they had
every card, every machine, every
configuration, and they would roll
through to make sure there wasn't some
quirk that was going to come up on some
video card or some motherboard that you
weren't expecting,
but it was all very systematic. It
wasn't just wild west, let's play the
game. And then as a developer
interacting with QA, you would find that
there were certain specialists.
Um whether like like for example
on Overwatch,
there were a couple of players that like
we all were shooter players when we were
making Overwatch, but I'm not like
esports level shooter player. I'm like,
you know, Gen X or remember Doom, how
good I was type of shooter player.
But we had, you know, a couple of these
QA
uh specialists who like they could just
snipe from a 100 meters out and hit the
shot every time and tell us if there was
a frame of input delay, you know, and
then you sit that person with an
engineer and say, "Hey, I think there's
some input lag here."
>> That's amazing.
>> And sure enough, they'd be right. But
you have to have that relationship where
the devs trust uh QA or just even on
like uh World of Warcraft, they had a
great relationship with QA and that they
built out a full raid team to do the
raids. And then you're not only like
looking for bugs like, hey, the dragon
was supposed to fly and instead it just
like sunk through the world and the game
crashed, which would happen, but like if
you really value QA, you're asking them
what do you do, dude? What do you think?
You're, you know, like 10 million people
are going to see this. Your opinion,
multiply it. You know, it matters. What
do you think? You know, are you having
fun? Yeah, this is cool. This isn't
cool. Um, so QA was important. The other
thing that was important is the Blizzard
engineering, which you have to architect
your game to be hot fixable.
>> And what a hot fix is,
>> games, there's a couple ways to fix
them. Uh, the way most of us know cuz
all the software we have gets a patch.
You know, you have to update it. You
have to download a new version of it.
Windows, you know, you get that annoying
message like there's a new version of
Windows and takes, you know, a few
minutes and you update it. You know,
obviously we patch our games and that's
where we fix a lot of bugs. But if you
really want to run a game like Overwatch
or World of Warcraft successfully,
you need master level engineers who have
architected the client and server in
such a way that you can hotfix the game
on a dime. And what a hot fix is is a
server patch that no one's client has to
go down for.
>> Mhm. [clears throat] It's cuz you're
dealing with a huge number of players
and you discover an issue and you want
to respond to that issue really quickly.
>> Yeah. There's there's emergency issues
like something's crashing like the worst
case uh scenario is anytime the server's
crashing. Um, or in Overwatch, like a
really catastrophic bug would be
something where you have to disable a
hero, like someone found an exploit and
you have to disable a hero from the
lineup. You want to turn around that hot
fix
if you can in a half an hour get that
hero back live. You might have somebody
who only plays that hero and the only
reason they're going to play Overwatch
is because that hero is active. You
don't want to wait for patches and you
want to hot fix as fast as you can
>> and then also to improve the game
quickly uh to just even settle stuff.
players feel it like they that's where
>> there's this idea of like the love and
the craftsmanship of the developer that
you can feel like any any product you
know uh your iPhone or Android or like
any computer consumer product you can
feel when there are people who loved it
behind it and aren't just putting it out
on on a shelf and games have that as
well where you can feel the like heart
and soul of the the developer in in the
thing. And some of that's like the joy
and delight of like that there's a cow
level, right? That that's,
you know, you can feel the humanity of
the development team through that. But
another part of that is like, do they
clean up their yard? You know,
does this game work? Is it? And it's not
just the bugs and the crashes. It's like
when balance gets wacky and stupid and
you know suddenly everybody's a
barbarian and whirlwinding and no one
else will play anything else. You're
like we should probably fix that you
know.
>> Ah those were the days I sadly was the
barbarian whirlwind guy [laughter]
>> onehanded.
>> Yeah. It brought so much joy. Uh, so a
lot of people modern day think of you as
Jeff from the Overwatch team.
>> My name is Jeff from the Overwatch team.
I'm Jeff from the Overwatch team. I'm
Jeff from the Overwatch team.
>> But y'all must have forgot you were the
game director of WoW in an era when WoW
was one of the biggest games in the
world. Just you know looking back what
wisdom can you draw from that time when
you got to experience this era of gaming
that changed gaming forever where it's
millions of people playing this video
game. It was my first game I worked on
and I joined it as this entrylevel dude.
>> I still have my offer letter from
Blizzard which was for 35k a year. you
know, that's what I was making.
And um
very shortly after WoW shipped,
you know, Allan left as lead before the
beta or like right around the beta and
then Rob took over as the lead designer
and then he left the team very shortly
after WoW shipped to go start Starcraft
2.
and he put myself and Tom Chilton in
charge. Uh Tom is a designer who he was
a great partner of mine and a great
leader. Uh and he he actually came from
Ultima online. And so I always looked up
to Tom as he had a lot more experience
than I did. And this is like early 2005.
The world was on fire. The servers were
barely running. Wow was just had taken
off like gang busters.
>> And they basically put me and Tom in
charge of WoW. And at the time they
promoted me. My title, I didn't even
have a lead title. My title was senior
game designer.
And Tom and I were running the design of
WoW at that time. So
I thought it was totally normal. And I
thought what we were experiencing with
WoW was just normal for making a video
game because it was the first video game
that I had worked on.
>> Um, I thought it was the funnest joy
ride
because we were working on WoW. But we
were still working insane hours.
And then I'd get home, eat dinner, and
then me and my wife would log in and
play WoW,
you know, for 4 hours. And then I'd go
in the next day and I'd work and it was
just this my whole life was World of
Warcraft. Um, and I loved it. Like I
loved everything from, you know, the
creative meetings with Chris Metson and
just what an inspiration and muse he was
down to the simplest, dumbest design
stuff that like we as game designers,
like you want to talk about why a button
is in the lower left versus lower right
and what does that mean?
That's like two hours of discussion and
is there a better way? Like the 10,000
minutia problems
were thrilling to me. And then also the
big disasters
like the big I had uh in the early days
of WoW, we didn't really have all the
processes in place for like how to deal
with being a successful online game. And
I literally had GMs like game masters.
These are customer support guys
calling my home phone at 3:00 in the
morning. Like I remember this one time
there was some faction token in
Stranglethorn Veil and they figured out
a way to exploit it and this GM calls me
panicked. It's 3:00 in the morning. He's
like, I'm just spawning uh what did we
call them? Uh Guardians of Blizzard.
They were these giant infernals that we
just made that instantly death touched
anything. We used to have them when we
were in the beta like off in the
distance of places players weren't
supposed to get in case they cheated
their way there. And this GM is just
spawning them all over Stranglethorn
Veil because he's worried because the
players are exploiting. It's like 3:00
in the morning and I'm talking in hush
tones because my wife is sleeping right
next to the bed. I'm doing this because
it was actually like before the cell
phone days when I actually had a
landline. But that's just how and I
loved [clears throat] it. I loved the
thrill of those big moments, the
minutia. Um, and I felt like through the
running WOW live, which was me and Tom
together with an amazing team, we kind
of learned how to be the WOW team. and
putting WoW in a box and shipping it was
like only chapter one in a 12 chapter
book essentially. And that first how to
run the game, how to patch it, what type
of content, how to deal with
emergencies, what should our customer
support be like. I mean, we would debate
should we have a launcher or not? You
know, in the early days, the only reason
the launcher existed in WoW was to run
anti-cheat on your machine. And we had a
moment where we figured out how to put
that into the game and out of the
launcher. And it was the first time I
ever really had an in-depth conversation
with Mike Moheim. He's like, "You got to
bring the launcher back, guys." And
we're like, "Why?" He's like, "There's
no better way for us to talk to our
players." Um, and I remember trying to
hide the launcher and to this day Mike
was right. Like that launcher turned out
to be the best thing we ever had. That's
essentially what Battleet has morphed
into these days. But all those decisions
um and when it came time to to make
Burning Crusade, you know, at that point
Tom and I were leads. We were full. They
had actually promoted us. There was
there were two big exoduses
of groups that quit Blizzard. They were
disenfranchised.
Um, if you can believe it, like we just
shipped World of Warcraft and this whole
group just walked out the door. I was
actually sitting my my desk faced
Moheim's office and I watched them all
go in and quit. And they were the group
that formed uh Carbine, which made the
game Wildstar. um ended up taking them
10 years to make and they were just
really unhappy with World of Warcraft
and they were unhappy with um I don't
know what they were unhappy with. They
were unhappy enough to walk out the door
right after we had shipped WoW.
>> That's incredible. Like what what is it?
Just because they put their heart and
soul in the game and they maybe get
exhausted in a certain kind of way.
>> Yeah. And I don't want to it's not fair
of me to speak on their behalf. I think
they were promised some compensation
that they didn't immediately see. I
don't know if the game, like here's the
weird part. When you make a game,
when you come up with the idea and you
start pitching it to people, that's the
best the game is ever going to be. And
then you work on it. Like, you know,
games I've worked on take five years.
You know, Overwatch was two and a half,
three years. Every day you get close to
ship,
the imagination of the ideal game gets
farther and farther from the reality and
you're always shipping this like greatly
sacrificed thing that nowhere nowhere
near matches the imagination
>> of the inception of the idea. So you
become disenfranchised with the concept.
>> So in some sense you're shipping you're
constantly in a state of disappointment.
You're you're you're basically shipping
a lesser thing than you've con you've
been dreaming about.
>> You're doing less and less and less
saying no and no and cutting and all
that kind of stuff. Yeah, it's
difficult. Psychologically difficult.
Nevertheless, the result when you zoom
out is one of the greatest games of all
time that millions of people played for
thousands of hours. It's just
what did it did you ever have an
experience a realization how huge WoW
was in terms of not like statistics on
the server and so on but the cultural
impact it had. The first time was
the first BlizzCon which was in 2005.
So when WOW shipped
and this is so weird to tell people but
on the team
uh not everyone but a lot of us were
very demoralized after WoW shipped.
There were
there were all sorts of issues with the
servers
because the game did way more successful
than we expected it to do. Um, and the
server load was just nuts. Like we were
just we were doing our best to hire
database programmers, you know, cuz we
just didn't know how to deal with the
the sheer scope of the game. But when
you're an individual like and at that
time like I mentioned there were
multiple exoduses of people who quit
Blizzard. They went and formed a couple
notable studios. One was Carbine. Um the
other was Red Five. And we lost like
kind of our core people. Like when Red
Five started that was our team leader
that was Mark Kern and our art director
Bill Petrus. They quit. Um, when Carbine
started, it was I think all of our
animators and some of our best
programmers and like it's really
demoralizing when you lose team members
like that. But then we were also
underwater
like the servers aren't running. um were
not able to keep up with demand
and we had to start putting patches out
and now we're making patches like uh for
a while we had one animator who stuck
around and then eventually he left also
but you're doing like okay we got to now
do a patch without an animator. Um, a
lot of our art team was gone at that
point and you're trying to keep the ship
afloat and the morale was just in the
like everybody felt very down on
team two, the WOW team was called team
two and that we had somehow failed. And
during that time
there was um this idea to do BlizzCon.
And the way that started was EverQuest
had done these like meetups because they
knew it was like a big guild social game
and people would get together at like
some hotel ballroom and you'd sit with
your guild at like a banquet room table.
[laughter] And to give credit where
credit's due, I remember sitting in the
meeting for what was to become BlizzCon.
It was Partau who said Blizzard's bigger
than that. We're not just one game. And
I know everybody's focus on World of
Warcraft right now. We should do
BlizzCon.
And at the time, we had a game called
Starcraft Ghost was in development and
that was getting ready to show. And
there was Frozen Throne, which was the
expansion to Warcraft 3, but like we
knew we were going to make Starcraft 2.
And then there was a lot of motion
happening with Blizzard North, which is
a whole separate story. But there was
like, hey, we could really do a cool
show. That's this BlizzCon thing. And at
first, we kind of announced it and it
just was crickets. You know, when you're
like excited about something, you're
like, man, everybody's going to love
like we're doing BlizzCon. Everybody's
kind of like, crickets, what's Blizzcon?
Who cares?
And we're we're idiots. We're reading
the forums and the forums are just
flaming us all the time. Like, there's
lag on this server and can't log into
that server. And that's that was our
perspective of what was happening.
And then, like I said, give Mike Moheim
credit where credit's due. He kept us he
kept us committed to that launcher and
they put the BlizzCon tickets on the
launcher which they hadn't done before.
It was on the website and so everybody
who logged into World of Warcraft
suddenly got this like, "Hey, we're
doing Blizzcon in Anaheim. Do you want
to come?" Sold out instant. Like
instantly sold out. And when I showed up
at that show,
it one of the most emotional things in
my life. It was nothing but an
outpouring of love.
And up until that point, your perception
was because you're just reading online.
Um, and it was the perception is such
hatred because people who are passionate
online, they express themselves in the
harshest ways cuz it gets attention. You
know, that's the lesson I should have
learned from my early days. Um, and it's
such an unfortunate thing because then
you met these people in person and they
loved World of Warcraft and all they
wanted to do was talk about World of
Warcraft and hear about what was coming
next and be around other people who
loved World of Warcraft. And it's
incred. It's a fascinating thing to me
about human nature and it's absolutely
true. And I wish it was a thing that
could be solved, but then again, maybe
not. Maybe that's just the way it is.
But in person,
all of the people that are passionate
about a particular topic and whatever
that topic is, it could be games, it
could be conferences, technical
conferences, they are they're all mostly
full of love and and just the way they
talk about stuff. They nerd out. Even
the disagreements are drenched in this
uh respect and appreciation and love for
the for the game, for the topic. And
online, you're right. I don't know if
it's because of popularity or clicks or
so on, but it's just the way of speaking
on the internet is more mockery and
cynical. If you say, "I love this thing.
Here's an apple. I love apples. I love
bananas. I love fruit." Like, "I love
X." Whatever. You just get made fun of.
>> Yeah. Yeah,
>> you get and then so what the the lesson
you learn from that is well I'm just not
going to speak up when I love something.
I'm going to instead speak up when I
maybe how much I hate another thing
that's similar to it or or maybe join in
when we're making fun of a particular
quirky thing about don't you hate it
when bananas are too ripe or too versus
like not saying the calling out the
elephant in the room is we're all
gathered here today cuz we love the
thing.
>> Yeah,
>> it's interesting. It's an aspect of the
internet that I think is jarring to a
lot of people depending on the game. But
if you go to Discord or Reddit or so on
in the communities that love a
particular video game, there's a if
you're not used to it, and I don't often
go, so when I go, it's like, wow,
there's a lot of like pretty intense
kind of mockery, derision, and so on.
But you get used to it pretty quick. You
understand it. Just I wish there was
more love. I feel bad because I played a
role in the earliest development of some
of that online culture. It really was
social media before it was called social
media. Um, you know, I ran I I actually
I had this reputation for being edgier
than I really was. Mhm.
>> Um there were a couple notable posts
that survived 30 years that people like
to look back on. Um but they don't look
back on the ones where I'm just being
chill. Um and that's unfortunate. I
think a lot as a game designer about the
design of social media. And
unfortunately,
social media in general is designed in
such a way where
the maximum hyperbole
works
and that's how you get the most points
is by being max hyperbolic.
>> And usually unfortunately it's more in
the negative direction than the positive
direction. You know, if I say
that's that's a pretty nice mug.
I've seen nicer, but I like this one.
No one's interested in that. I have to
either love this thing or better, this
thing's a crime against humanity in some
way.
>> And it's very selfreinforcing
and everybody sort of feeds into it. And
>> especially when you're young, I got to
see this kind of interesting thing. So I
was at uh I spent as we were talking
about you're from Pasadena. I've been
spending a lot of time in in Caltech and
uh working on robots and we get to see
uh students come in from high school uh
undergraduates come in and like a tour
hang out with the robots in middle
school also. And the interesting thing
you see the younger they they are the
more prevalent this effect which is
all all of them are kind of afraid to
show that they think a thing is awesome.
They're all you could just feel they're
checking is it okay?
>> Yeah. So they're they're kind of like
the default mode is whatever this
everything is stupid this stupid you
know that because that's the safe place
to be. It's a real act of vulnerability.
I would say it's an act of courage
especially for a young person to be like
holy that's awesome. Like I'm going
to if I think this is awesome I'm going
to be the nerd. I'm going to take the
risk and be made fun of for saying I
love this. In that case it's I love this
robot. So that that's a actual
psychological effect that also young
people are dealing with in person also.
So I think I just want to say for young
people listening to this be vulnerable,
be courageous and say you love a thing
if you love a thing and do more of that
on the internet. I think um I think
people make up the internet, people
build the internet and young people more
than anybody else define the future of
the internet. So put more love out there
in the world. If you love a video game,
if you love Overwatch, say you love it.
>> I I couldn't agree more. You know, as
somebody who's taken a lot of heat
online, like any game developer, you
just get destroyed doing what you do.
You must get destroyed, you know, and it
doesn't matter. You get a hundred
compliments.
It's the one, you know, you and you're
you're supposed to read it and supposed
to be fine with it and have it not
affect you. It'll stay with you for
years. You know, I have those and I
think of it like the cheesy the cheesy
way I think about it is like is there
some kind of social Darwinism going on?
And my big worry is that there are
creators
like now being a creator of anything,
writer, musician, you make online
videos, whatever, whatever creator means
to you, make games.
Now, part of the skill set is being able
to weather
like a fire hose of criticism like the
world has never seen. And I I I make up
these scenarios in my head of like
you would Van Gogh have existed
if
you know Reddit and all these things
were out there commenting on like how
many people were able to communicate
with Beethoven in his lifetime or or in
a week like how many influences
could comment on his music directly to
him versus like if I want to insult Brad
Pitt right now, I can just go on 10
different devices and do it. And it's
like
that level of access is very dangerous.
And I worry that there is a whole group
of people who's receding from us that
will never see the brilliance and
they're being shut out by the
negativity. There there's a very real
example was Jay Wilson who I think is
one of the great design minds who was
the game director of Diablo III
and he took so much heat it just
affected him to the point where he
essentially retired from making games
when you know wrote novels. I was very
happy for him because, you know, I'm
glad he found his place and I think he's
getting back into making games now, but
we lost. We essentially, like, think how
many people loved Diablo II and played
the out of Diablo II.
>> And Jay was one of the people you have
to thank for that. And yet, that
community basically removed him from
making games for like 10, 15 years. And
it feels criminal to me.
>> Yeah. Absolutely. Now, so this is a call
to action again. People out there,
support, support, especially young
creators, support them. They need it.
Like you think negativity has no pro no
cost, but it does. You're robbing the
world of some of the great creations.
and also allow creators to suck and to
improve
because that's that's what the process
of creation is like is to take risks to
uh and and take risks meaning being
vulnerable being cringe.
So, doing the thing that like the
embarrassing failure where you're
standing there uh on on, you know, in in
a silly clown outfit on stage dancing
and nobody and nobody's laughing and
it's a comedians go through this all the
time when they talk about this all the
time when they bomb, right? They they
the act just doesn't work. And you have
to go through that and and you have to
you have to support the creators through
that journey.
Uh in order to have great things, we
need to support those those folks.
[sighs and gasps] So after shipping WoW,
Wrath of the Lich King, again, many
consider it to be one of the great
expansions for WoW, you stepped down as
WoW's game director and switched to
developing Titan,
this epic
uh
huge game that promised to be the sort
of the MMO to end all MMOs.
Um, I mean, it's kind of a legendary
vision for a game, right? It's gigantic
uh with a lot of like you said a
brilliant team, a team that's now uh
hardened and knows how to do a great
game. Uh but it was cancelled after 7
years in development. Uh so tell me what
was the vision of the game and what
happened?
>> Sure. So, as we were experiencing
success with World of Warcraft, there
was this concept in the studio that WoW
wasn't going to last forever. WoW would
be maybe successful for 5 years and
eventually kind of age out and the
studio would be real in real trouble if
we didn't have another massively
multiplayer online game uh sort of
waiting in the wings. So, starting
around
I want to say 2006,
maybe 2005.
Um,
the talk of starting a team
really picked up momentum and we were
working on Burning Crusade.
Uh, Rob Partardo took the helm to start
sort of Titan development. We didn't
even really have a team then. And I
remember I remember being like embroiled
in Burning Crusade and going to Titan
meetings and Rob pulled a group, you
know, from kind of across the company
and we started talking about what this
next MMO could be and when it would get
going. And
eventually it started in earnest like
real development around 2007.
the first team members joined and it was
a real ambitious project including like
building a new engine from scratch. I
think maybe the first team member was a
guy named John Laflur
who was just a stellar game programmer.
And the engine which ultimately failed
for Titan ended up becoming the engine
for Overwatch which is a great success
story for him. And the idea behind the
game, it was going to take place in
future Earth and the players played as
secret agents
and by day they all had day jobs and by
night they went off and did cool secret
agent stuff.
And the secret agent stuff was very
first person shooter but over-the-top
abilities
uh like you would see in Overwatch
because that's where they came from.
And the by day stuff, we were going to
let you run businesses.
Uh we took a lot of influence from games
like Animal Crossing,
um Harvest Moon, The Sims. We had a
brilliant game designer um and game
director named Matt Brown who was the
creative director on The Sims. He came
over
um and so we had this vision that there
was going to be all this like daytime
business
house stuff. You could you could build a
house, you could live in a neighborhood.
Um, and beyond that, there was also a
vision on the technical side, game
design and technical side that unlike
World of Warcraft, which the the modern
day term for is is um that it's sharded.
Mhm.
>> So, meaning people play on different
realms or servers. And a WoW server, I I
don't I haven't been on that team in a
very long time, but back in the day, you
might have 5,000 people on a WoW server
before they'd have to spin up another
WoW server.
The big idea behind Titan is that
everybody would play on one server. It
was a one server, one world game, and
the world was massive. It was going to
take place in future earth and we were
literally building like we had what we
call Bay City which was San Francisco.
We had you know Hollywood and then we
had to build all of California between
that and we also wanted to build like
Cairo and London
and there was this realization of like
how do we connect all of these? The game
had driving in it, like full-blown like
GTA style driving.
It was such a gargantuan
huge undertaking with a with a brand new
engine, a brand new team, a brand new
IP, intellectual property, you know,
setting which we really wrestled over
like the amount that the IP just, you
know, trying to figure out like are
there aliens or not aliens, you know,
like all that sounds kind of dumb and
fun, but when you're building a game
like you especially world building you
have to have rules. That's it's what
makes world building work is that like
this exists in this world and this
doesn't and you know why it's like cuz
someone said so and just the way it
needs to be. But that development
started in 2007 kind of as ideation,
brainstorming, early work really got
going in late two 2007 and then I had to
ship Wrath of the Lich King. Um, and it
was we had the like we always did like a
champagne toast. Uh, I I still remember
it because it was election day. I think
it was like election day and my birthday
and the day Obama got elected
and then I left the WOW team on that
day. It was like memorable in all those
ways. Uh and then I joined the the Titan
team
and um that game
we went on like the fastforward part of
that is we shut it down in 2013.
That was one of the most painful
development processes that I've ever
been a part of. And um probably
probably deep into 2009,
I knew that the game in its current form
could never ship and would never exist.
And by 2010,
like after numerous times trying to
convince the powers that be that like
this game is not going to happen, it's
in trouble.
>> I remember going to Mike Moore in 2010
and like you're going to the CEO of, you
know, at that time Blizzard was a big
company and I'm like, you got to shut us
down.
we're just gonna burn money.
>> What was your intuition about why? So
like from my understanding there was a
few issues. So one was such a gigantic
world which by the way is a beautiful
dream. This kind of universe simulator
cuz I love every game you mentioned
there is is great. I empathize with the
dream. I would love to play that game.
But one of the issues as I understand
was it was unclear what like the quest
flow is like uh what are you supposed to
really do in this game? What's the thing
that connects all of the pieces
together? So it was a multiaceted
failure for for many reasons. Um
ultimately the failure of Titan lies
with leadership, team leadership, myself
included. like there's just no getting
around that.
And then on top of that, like a lot of
games you can point to as being like an
engineering failure, like the, you know,
the servers didn't work
>> or like an art failure, like no one
responded to the look of the game, or
design failure, like the it's just not
fun or it's tuned poorly.
>> We failed on art, engineering, and
design. And I'm cautious about calling
out art because some of the best art
ever made at Blizzard was made for
Titan.
>> My criticism isn't of the art that was
created. My criticism is that we never
had any art cohesion.
So the art looked like it could have
come from 10 different games.
>> And we should say it cost $83 million
across those years. So large team doing
a lot of stuff but not conversion
towards a game that could actually ship.
>> Correct. As like a game designer, I use
semantics a lot and I like to define my
semantics so people know where I'm
coming from.
Talking about ideas versus vision for a
second. Ideas are easy.
ideas, you know, I can have 10 and 10
seconds, you know, let's make a 2D
platformer about a mouse, you know,
whatever. Like you can I want a a secret
agent by day is, you know, doing all
this cool shooting stuff by night is
running a flower shop. You know, ideas
are just infinite. At least on creative
teams, you know, you have no shortage of
ideas.
What I call vision is the ability to not
only take a great idea but shepherd it
into existence. And you're doing that
through inspiration first and foremost.
If you need a team to make it, you need
a team to believe in the vision of the
idea. And then there also has to be a
technological plan for the idea. There
has to be a design plan. There has to be
an art style for the plan. There has to
be a pragmatic production reality to the
plan.
And Titan kind of was like that was the
hubris
of Blizzard in that era at its height
of, you know, we were over being hurt
about, you know, World of Warcraft. I
don't know if people are going to like
it. And we were now in the era of like
we made World of Warcraft, we can do no
wrong, this next thing is going to be
the best ever.
And there was also a lot of um what I
call anticipatory hiring
>> or like there's opportunity hiring and
then there's also anticipatory hiring. I
have the exact opposite hiring
philosophy. I won't hire anybody on any
team until like we're feeling like we
gotta work overtime or like we might not
ship if we don't get, you know, somebody
else in here. And Titan kind of had that
hubris of like, well, we're going to
build a really big world. We don't know
the story of the world yet. We don't
really have it mapped out what it should
be like. We don't have the art style
really defined. We don't know
technically how we're going to make the
art or what the constraints of it are,
but we know we're going to build a
really big world. So, let's just start
hiring environmental artists. And like
in one year, we would hire like 70
environmental artists from all over the
world. you know, we're getting visas and
like the top tier talent because at the
height of World of Warcraft and nobody
knew the team that they were coming on,
it was Blizzard's next MMO top secret
and they, you know, their first day at
work like some, you know, poor guy from
Belgium just shows up and he's first day
at work and he's like, "Oh, are we
making World of Starcraft? Is that" and
they're like, "No, dude. Let me show you
what." And he's like, "What is this
game?" you know, we're we were in that
world and we hired way too many people.
The right way to incubate a video game
is you have the smallest group possible
and you try to get the idea across with
whatever technology you can get your
hands on using other engines, using art
from whatever. you prove out that idea
and once you know what you're doing then
you expand the team.
>> You know the cliche of idle hands is the
devil's work or whatever.
>> You have these like brilliant team huge
and we don't have a roadmap for what
we're making or how we're gonna make it.
And now you're having to deal with all
these people like they're coming into
your office. You know, you're trying to
figure out what is the quest flow? What
how do I design the quest system for
Titan? How can we prototype it? And
we're like, oh, this prop artist over
here is running out of stuff to do. What
prop should he make? Should he work on
Chinatown
or the Hollywood set? And you're just
making up busy work. The engine didn't
work. When we would run play tests on
Titan,
we would have to tell the team, "Stop
checking in because it slows us down."
We had this really great uh technical
artist guy named Dylan Jones and he was
on Titan with us and I remember in like
the last days we asked him because he
was a very active user uh Titan uh
editor was called Titanedit or TED um
which is to this day TED is the
proprietary tool for Overwatch since
Overwatch came from the Titan engine
which was Tank. And we said to Dylan,
um, I want you to log your uptime in the
editor and TED. And in a 40hour week, he
was only able to work for 20 hours.
And you can imagine, you're building a
team of the best in the like the best in
the industry,
and they can't work. So, not only are
you just burning cash faster than
anybody on the planet, it's also like
imagine having fighter pilots, but we
don't let them fly.
>> Yeah.
>> Like the creative frustration and the
way that that manifested itself and uh
how demoralized the team got. It it was
a disaster
>> and so many elements of that were done
completely differently for Overwatch
which turned out to be this incredibly
masterful execution on a short time
scale with a small team uh with a clear
vision. I read that sort of if you you
were to compare Overwatch and Titan so
the defining characteristic for the
Titan team that said yes to everything
and the Overwatch team said no to
everything meaning focus like deep deep
focus on the execution of a very clear u
vision and maybe that's the process of
designing games like you said is you
know
uh on a team that's full of incredible
ideas cuz it's creative minds it's
constantly saying no it's a really
painful process this. But uh perhaps it
is the responsibility of leadership to
just keep saying no, which sucks. I
guess it sucks to be a leader on the
team in that sense cuz you're constantly
saying no.
>> The being a creative leader, you're in
two modes. You're pushing or you're
pulling and whatever mode you're in is
the exact opposite of the team. Mhm.
>> When when they're not
thinking outside the box enough or like
elevating the vision enough, that's when
you're pushing them. Like, come on guys,
you know, don't worry about the
schedule. We got, you know, capture
hearts and minds, inspire people. And
when they're going a little crazy and
they endless source of great ideas and
really fun development, that's when you
got to pull and say, "Guys, we need to
ship this. The best feature we can add
for the player is shipping." That was a
a common phrase that we had.
>> So when uh Titan was cancelled, I mean,
that must have been a gigantic
heartbreak for everybody. Uh, and there
was this moment when um the plan was for
the Titan team to be disbanded and uh
moved elsewhere, but you fought for um
for keeping some part of the Titan team,
the core of the team together. And uh
Mike Moore gave you uh six weeks to come
up with a pitch for a new game. and
you've talked about this process and
you've mentioned that there are three
possible ideas, directions. You're
thinking about a Starcraft MMO,
uh maybe an MMO in a new IP called
Crossworlds, and then the third idea was
Overwatch. Can you uh take me through
those six weeks? Yeah, the six weeks
it's it was supposed to be the greatest
time ever if you think about it because
you're a game developer at Blizzard and
you get to come up with a new idea.
>> Mhm.
>> So that sounds awesome. Like to
everybody at Blizzard, to all game
developers, it sounds great. But we were
probably the most demoralized we'd ever
been in our careers. At least I was. You
know, I I didn't know if I was going to
be fired. I didn't know if that was the
end of my career at that point. And so
it was like a really serious kind of
dire
environment that this was happening in.
And we were given two criteria that we
had to hit for these pitches. The first
one was that we had to ship within 2
years.
>> And that is a very am ambitious time
frame for any game. That's crazy.
>> But for a Blizzard game, it's kind of
insane.
>> Yeah.
>> And then the second [laughter]
Okay. The the second is even more
ambitious and crazy was whatever we
made, whatever we pitched had to have
the potential to have World of Warcraft
like revenue.
>> Yeah. Right.
>> And to date at that point, there was one
game that had World of Warcraft like
revenue, which was World of Warcraft. So
immediately I just threw out the revenue
thing cuz it's all monopoly
money to me. Like this game money is
it's insane and I just don't think about
it. Um that's someone else's problem.
But uh I did want to be as realistic as
I could about the schedule part of it.
So most of our team, the Titan team was
140ome people. Most of that team got
moved to go work on uh Heroes of the
Storm, the D3 expansion,
World of Warcraft, Hearthstone. Um so
immediately large number of the team was
gone. Then we had a bunch of like what
we called temp loans, people that
someday were going to come back to us,
but we loaned off for like six month
tour of duty. And then there was a very
small team. And there was a group of
engineers that was mothballing Titan. So
it exists somewhere at Blizzard at that
point. And they were also deconstructing
the engine because they knew it didn't
work anymore. And to make a new game, it
had to be way reconsidered to sort of
what it is today.
And then there was a very small creative
group that was supposed to come up with
these three pitches and given six weeks.
Um, and we just sort of arbitrarily
decided like let's spend two weeks on
each pitch. The ground rules that I sort
of led with is you have to be allin for
the two weeks on the pitch. So, if
we're, you know, pitch one was a
Starcraft MMO and we have to live and
breathe and want it more than anything.
And I kind of warned everybody. I said,
"At the end of this two weeks, you're
going to think this is the only game
idea, and you're not going to be
invested in the next, but we're going to
throw it out as soon as we finish it and
do the next one." And the Starcraft MMO,
I actually really love that pitch. It
was called Starcraft Frontiers.
And the concept was like less of you're
playing like Space Marine, like it was
less armies. Starcraft the RTS is always
about the three races and the giant
armies. And kind of what made WoW wow
and separate from the Warcraft RTS
series was that instead of being like a
footman in the army in World of
Warcraft, you were like a lone
adventurer,
you know, make your mark on the world.
So we had this idea, it was this old
Chris Metson drawing of a space
prospector. And I love that idea that
like somewhere out in like where all the
giant Starcraft battles were happening,
you know, thousands of Zurg and Protos
and Terran, there's like this like lone
prospector on some planet like going
through like a mysterious dungeon, you
know, looking for minerals but finding
monsters. Like it was that kind of
spirit of
>> That's awesome.
>> More on the ground level. I didn't even
think about that because my intuition
with Starcraft MO would be the soldier
as part of the army, right? The
prospector. That's such a beautiful
vision. Yeah.
>> Looking for the resources and on the way
finding the the monsters.
>> You want to be on the ground like what's
it like on the ground floor? Um and I
don't want to be a minion in a giant
army. I want to I want to be Indiana
Jones in space, you know?
Um, so then there was this Metson
picture of the Prospector
and then two of the most amazing
artists, Arnold Sang and Peter Lee.
Arnold's the great character artist.
Peter Lee is the great environment
artist. They did this concept art for
Frontiers. That was Metson Space
Prospector. He's smoking a cigar and
he's got his foot on a hydra skull.
>> Nice. And then there's like a medvac in
the background and they're on this like
big alien planet and like that picture
you just wanted to like here's my money.
I'll pre-order now. Like sign me up for
that game.
Um
that picture ended up being McCree from
Overwatch.
>> We redid it. Um but but yeah, that's
that was where McCree actually came
from. So that was the Starcraft
Frontiers idea. We kind of we we went
all in on the design. We had a world
design. We had class design, like how
how the classes would work. Um what
progression might look like. And you
also have to think when you're trying to
design an MMO, like what could
expansions and live content be like, and
we put together a really good pitch. We
all knew there's no way you can make
this game. like this, even though it was
more focused than Titan,
it's 5 years on Blizzard's best day with
nothing going wrong. In perfect
scenario, five years to make that game.
Um, probably with, you know, 150 to 200
people,
>> like these 40 people are not making that
game in two years. So, as much as I
like, again, that was an idea, not a
vision, cuz it lacked
it lacked the path to reality, you know,
>> cuz that's a legit large scale MMO in a
in a world that you haven't quite
developed in the way that an MMO needs.
It was really crafted for the art, the
real-time strategy formulation of
Starcraft. And since space it's it would
it would take I mean it would be
incredible but it would be a fiveyear
and realistically even more
>> like an endless thing that you'd spin on
on that team. You're making the
Starcraft game. How do you get from
planet to planet? Is it a cutscene?
>> No one's going to want a cutscene, but
we should probably make it a cutscene
because that's easy. But well, we got to
have space flight. That you're adding
like three years just by saying we got
to have space flight.
>> You are. And then how do you make a
space game without space flight? We've
all played them. We know we know those
games. So
>> So are you essentially when you're
brainstorming like that? And by the way,
it's such an incredible thing that for 2
weeks you're just really falling in love
with the game all together and trying to
figure out if it's actually possible. So
if you're developing that, are you just
constantly trying to say like what is
the simplest possible thing we could do
that's a complete world? Like are you
constantly trying to simplify or are you
allowing yourself to go big?
>> So when you're brainstorming and you're
with the team and you're the creative
leader, it's guys, what's
amazing? What's big? What what's what's
players need? There's there's a Blizzard
design value called what is the fantasy?
>> What is the fantasy? You you want to be
in space. uh you want to be in the
Starcraft universe and then your job as
the game director and if you have a
great creative director, art director,
tech director, the director should be
scoping it back into reality. The
mistake I see on a lot of game teams is
scope becomes a production problem.
you give it to the project managers or
the executives or the producers to say
no, there's not enough time or you guys
should hire more because
>> right
>> like what what do executives what do
those types have at their disposal that
they can hit you with meetings in
Outlook and tell you that you can hire
more people? That's not really how you
get the game made. That's why they get
paid the big bucks.
>> The scoping, your best case scenario is
when your tech director, art director,
and game director are doing the scoping.
>> Mhm.
>> Um because then you know like this part
we got to spend big bucks on. There's no
getting around it. This part we can
cheat. Um, if you have a giant team and
one guy's job is just to make props, you
know, crates and chairs,
guy's gonna make the, you know, that's a
AAA awesome developer who's going to put
his heart and soul into it. If you let
him, he'll take, you know, six weeks to
make a crate.
>> You have to have that moment where
you're like, I I kind of need 200
crates, so just spend like a couple
hours on that one. And that's a hard
thing to say to somebody.
>> You're doing this kind of scope carving
while also
talking about what is the fantasy. So
you're there's a tension there that
you're constantly dancing with. So
you're allowing yourself to think big,
but then sculpting it down and doing
that what on a scale of days in this
case like
>> Yeah, we had two weeks. So, and I don't
think we were I was working on weekends,
but we weren't getting the group
together. So, it's, you know, like 10
working days.
>> And then you like shut it off and go to
idea number two.
>> Yeah. Idea number two was Crossworlds.
That was a Metson vision for a universe.
And like I'm I'm glad Metson's back at
Blizzard and I hope they make this game
someday. Um, the way Chris described it
was, uh, there's a planet on the edge of
the universe that's like the Mossicle
spaceport with all these, you know,
freakish aliens and people from all
walks of life and it's kind of seedy and
criminal
>> and there's traitors and smugglers and
diplomats and
>> but this one planet is sort of the
planet that they've agreed to like meet
on and this is like the neutral place
and then the game was going to take
place on that planet. So,
>> this is awesome.
>> Yeah. So, that was more of like a world
IP driven one that was really inspired
by Chris and it allows you to play with
different characters, different I I like
that. I like that idea a lot because
it's the meeting place of different
worlds and then you can allow your
imagination to drive what the worlds
from which they came from are like. So,
you don't have to design those worlds.
No, you you don't have to design them,
but then they're yours. Like if the
players really are reacting to like the
green people planet or whatever and
someday you're like, "Hey, what
expansion should we make?" I don't know.
Green people planet. Yeah.
>> Like let's do it. [laughter]
>> Oh my god.
>> So it was actually that it was
crossworlds.
We were working on crossworlds and like
the Starcraft Frontiers, you know, for
for Frontiers, we were having the class
meetings, you know, how class
progression work like the game designery
stuff.
And on Crossworld, we were having a
class meeting of like
a big decision in like RPG type games is
always are you doing like skill-based or
class-based? And it's usually some
combination of those. But class class
base, you're like choosing I'm going to
be a warrior, therefore I use sword and
shield and I do these things where more
of a skill base is everybody's kind of
an avatar and then the skills that you
pick define. So I might take that I know
how to use swords. So you're kind of
making those decisions. And with all
things game design there there's no
right or wrong. It's all tradeoffs. So,
the trade-off um decision we were making
is like, "Oh, I think we want to be
class-based with this crossworld thing."
And we were in a design meeting and one
of my favorite designers of all time is
a guy named Jeff Goodman. He was one of
the original WoW encounter designer. He
designed like Onixia and all the big
raid bosses. Like if someone has a
favorite raid boss, Jeff probably
designed it. And he just kind of off the
cuff said in this meeting, he said, "I
wish instead of making like six classes,
I wish we could make 50 classes. And I
wish instead of having like, you know, a
hundred abilities on the classes, the
the 50 classes all just had like one or
two things that was really interesting
about them."
And then the class meeting ended like we
designed our six classes in that
meeting. And then the meeting ended
and
I was back at my desk and it just stuck
with me what Jeff had said about the way
he wished he could design the classes.
And then I also had we had this
directory of all the amazing Titan art.
>> And I started pulling up Arnold Sang's
characters. Arnold's vision and his art
is second to none.
And I started taking some of the old
Titan characters that we had designed.
We had a class called the the Jumper.
And the Jumper could like teleport
forward and rewind time and come back.
And the Jumper used dual wield pistols,
which was at the time designed after my
dual G18s from Modern Warfare 2. was my
favorite [laughter] loadout.
>> Uh I was just cribbing Infinity Ward.
That's where Tracer's guns came from.
>> And we had all these like different
guns, like some that bloomed and some
that, you know, had this like really
crazy recoil. And we had other types of
guns. And I took every version of like
the Titan jumper and I just distilled it
into what I thought was the best version
of the jumper, which was, you know, the
dual wield pistols, the blink, the
recall, and time bomb. And then I took
Arnold Sang Art. And I went, you know,
to Arnold and I'm like, what if this
wasn't like a class? You know, who is
this as a person, not a class? And ar,
oh, what if she's British and her name's
Tracer? And like that was the origin of
Overwatch. And some of the pragmatic
part of that was I knew that Jeff
Goodman was going to be on this team and
I knew that Arnold Sang was going to be
on this team and it's a play to your
strengths moment. Like what could we
make in two years with the talent we
have and um what is realistic? Like what
could we realistically make? And so then
I just sat there and I sort of um I went
through a bunch of Titan classes um with
a guy named the Gunjack who was became
Reaper. Um we had uh actually the Ranger
got split out and became 76
and became Bastion of all things. You
>> you're describing the game of Overwatch
where exactly that vision from that
meeting
>> Yes. came to life where you as opposed
to having a small number of classes with
a large number of skills, you have a
large number of heroes with each their
distinct look, distinct set of skills.
>> Yeah. And personal the personality was a
big part of it like capturing this isn't
some generic the jumper. It's this
person, Lena Oxton.
>> Mhm.
>> You know, and she she has a life and
we're going to, you know, make you
interested in her.
>> Yeah. There's like a deep backstory. And
that's also what's interesting about
Overwatch is that backstory is not like
revealed in in a direct way. It's it's
like seeps in indirectly throughout the
game. So, the backstory is implied
almost
>> and it's told not directly. So there's a
lot of ideas like this and so you're
this is the thing that the team
converged to.
>> Yeah. Well, and it was funny because
like we're having these crossworld like
people are you know writing design docs
and doing concept art for crossworld and
you know we'd have some brainstorm
meetings every day and I put together it
was a sevenpage deck Overwatch deck um
and it was called monetize shooter at
the time.
>> Yeah. and it just said monetized shooter
and then the first slide was League of
Legends plus Team Fortress 2 logos.
>> Yeah.
>> And then I had like six heroes like
sloppily designed and as everybody was
working on Crossworlds
um
there were two you know co-leaders of
that team four. There was, you know,
Chris Metsim was there and Ray Gresco.
And I remember Ry coming over. Uh Ray is
like a phenomenal game developer of all
time. He like wrote the Dark Forces
engine, was the production director on
Diablo III. He and I killed Titan. And
then um he's at my desk looking over my
shoulder and he's like, "Well, what are
you working on? Is this the Crossworlds
pitch?" And I'm like, "No, this is like
another idea that I'm just working on on
the side."
And I show him the seven slides.
And he just looks at me and he says, "Go
show Metson this. This is what we should
make instead."
And then I went and I showed Metson
like, "Hey, this is Hey, this is just an
idea." And then Metson was like, "Yes."
you know, [laughter] like this is what
we should make and I showed Arnold and
it was Arnold's art.
>> And then Rey tells me, he's like,
because we would every morning we get
the team together because we were in
those like dire, you know, dire straits
and we're midway through at that point
and Rey and a producer named Matt Holly
said, "Tomorrow morning at the meeting,
you're going to pitch this monetized
shooter idea." It was called monetized
shooter because originally when I
pitched it, it was free to play and you
had to buy the heroes, which is
terrible, but at the time I actually
thought that was a good idea.
>> And
I'm walking down the hall with Matt
Holly to go like pitch this to this
group, you know, out of we're supposed
to be working on Crossworlds. And
they're like, you got to pitch this idea
to them. And Matt Holly stops me in the
hall and says,
"You, Jeff, you cannot go into that
meeting. I'm I refuse to put up a deck
in front of the team where the first
slide says monetized shooter."
>> Mh.
>> They'll hate that. And that's not the
spirit of who we are as, you know,
creative develop. I'm like, "Yeah,
you're right." Like, "Well, no one was
supposed to see this deck anyway. You
guys were all looking over my shoulder."
And he's like, I you need to put a name
on it. I'm like, it's Overwatch. Like,
right on the spot, I said the name was
Overwatch. And where that had come from
was when we were working on Titan,
I I was really angry about this. We did
this fake I did not do this. Another
leader on the team did this of this fake
like we're going to put up whiteboards
and everyone gets to vote for their
favorite name for Titan.
But the person who did it already had a
name in mind for the game
>> and just kept pushing towards that name.
>> Yeah.
>> And the thing that got the most votes
was Overwatch. Overwatch in Titan was
like a police group essentially. But
somebody had written Overwatch on that
board and it got the most votes.
So, I basically named the game Overwatch
to like high-five my team and kind of
middle finger.
>> Yeah.
>> Like,
>> yeah.
>> Don't act like it's a democracy when
it's not, you know?
>> So, it's a middle finger.
>> Yeah.
>> So, Overwatch and then the I mean, the
rest is history. So, what what in that
slide deck is that in that slide deck?
Did you already have a kind of crawl,
walk, run idea of of the way this would
be developed? So, my my deck was
terrible. People actually there's a
thing called a Jeff deck, which is it's
always gray with black writing and then
the default like PowerPoint blue shapes
because I just don't bother making it
look good.
>> Yeah.
>> Um besides dragging Arnold Sang's art,
you know, desecrating it into my deck.
Um, we put together, we had this amazing
game designer on the Overwatch team, a
guy named Jeremy Craig, um, who's now
actually game directing a game over at
Bonfire.
Um, Jeremy, not only was he a great game
designer, but he had the ability to sell
things better than anybody else
visually. So Jeremy took my shitty deck
and then we had lots more like creative
brainstorms and we thought through the
game of Overwatch a lot more and then he
made this gorgeous pitch deck that we
pitched. We first had to go through the
Blizzard production and game directors
for them to approve it and give it their
thumbs up. Then we had to go through the
Blizzard executives. Then we had to go
through Activision. Mhm.
>> Um and in that deck because we had to
speak to schedule. We had to speak to
two things that were tough to speak to.
One, we had to speak to schedule and we
came up with this concept of crawl,
walk, run. We had identified the reason
Titan failed is we just tried to run. We
tried to come up with the next World of
Warcraft. But if you think about World
of Warcraft,
it had Warcraft 1, 2, and three to build
upon to even get to the point where
people gave a enough about that
world to want to live in the World of
Warcraft.
So, the idea was that instead of trying
to cut right to World of Warcraft, let's
try to honor Warcraft 1 essentially. So
this first game is just to establish
that there's a universe you might give a
about.
>> We also knew that the time frame we were
given of two years, there was no way to
create a compelling PVE experience. So,
we just kind of randomly put dates in a
slide of crawl, walk, run, thinking it
was aspirational and really we were just
trying to save save ourselves like don't
cancel the don't cancel us. You know,
this team can make something great. The
other part that we had to talk to too
was like a mobile strategy.
Like at that time it was like everything
has to be also on mobile which I think
is the dumbest thing ever.
>> And so literally what we did is this was
Jeremy's brilliant part. We had a
picture with all the boxes and then one
of them is like a tablet with just a
Photoshop of you know Arnold's
art on it and we're like and also it'll
be on mobile.
>> Brilliant.
>> Yeah.
>> But I think this crawlwalk run idea is
really nice. So that the the initial
idea is you would have basically a
shooter with all these different
characters, all these heroes, and then
the the walk would be the uh PVE version
of that co-op. And then if people really
fall in love with the world, then you
build a big MMO around it. [gasps] Quick
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Choose wisely, my friends. And now back
to my conversation with Jeff Kaplan.
And we should also say that there's a
whole world that was built around
Overwatch. And one of the ideas was so
Warcraft is a very particular kind of
world. Starcraft is a particular kind of
world. Diablo is a particular kind of
world. And you wanted to bring Overwatch
to Earth and make it positive. You gave
this talk where there was um a lot of
respect paid to the sort of dark, gritty
postapocalyptic
games on Earth. uh also give a lot of
respect to the ultra realistic uh
firstperson shooter games like Call of
Duty
and you wanted to create something more
that paints a vision of a near-term
hopeful future and fun and more sort of
surreal versus like ultra real. So it's
it's interesting to talk through
how a world comes to life, how you think
about that world, how you create the
tone of the game, how you think, how you
craft in this vision. Uh not just like
different characters like Tracer and so
on like what the personalities but like
bringing the world to life in which they
will be. What was the what was that
process like? the the process was a
blast and like the goal was that bright
hopeful future and the other uh phrase
we used all the time on the team was a
future worth fighting for.
>> Mhm.
>> You know, if there's going to be all
this fighting like that it kind of has
to be worth it for something.
Picking the locations in the world was
the funnest thing. You know, there's
just a group of us who would sit around
and like where do you want to go? you
know, Santorini looks amazing and you're
looking at pictures and like, let's make
that place. You know, in a video game,
people are going to spend hours and
hours in a location.
Resist the urge to do the common, I call
them the cargo container mazes that you
see in every game. Um, and I know why
they exist. They're easy to make, but we
kind of wanted Overwatch to be this
world tour of great places that you'd
want to go to.
>> Or in the case of like Oasis, it's like,
okay, maybe Iraq back when we were
making this game wasn't the top of
people's list, but what is the bright
hopeful version of what that could look
like? Um, so we just really tried to
sell this idea of these uh aspirational
locations. One, just to get people
thinking about different places on
planet Earth and how awesome they all
are, but also from like a pure game
design standpoint.
You're going to spend a lot of time in
the environment, so the environment
should be pleasing and not oppressive.
>> Can you go through some of the heroes
that you ended up putting in the game?
Maybe a good way to do it is whi which
are your favorites and what's from the
best of your knowledge of the internet
favorites?
>> My my favorite I I have a couple
favorite heroes. Uh obviously Tracer,
>> she's the OG.
>> The OG, the cornerstone, you know, we
put her on the front of the box. Um, she
was that moment of we should just take
the best of the best and we know this
game play is good and solid and it's so
simple. Like the mechanics are very easy
to explain to somebody. It's very easy
to pick up the first time anybody hits
recall for the first time and they try
to wrap their mind around like, wait,
does that mean if I, you know, and
they're mapping out the possibilities?
And by the way, we should say that uh
it's a PVP game with six versus six at
first uh and where there's uh three
distinct roles that people take on those
uh on on a team and those roles at first
I guess were not required like you can
reallocate those roles as you wanted and
then to maximize the fund you add a
little bit of structure you enforce two
per roll and the role being tank support
and uh damage.
>> Yeah.
>> So that and then there's all kinds of
heroes that are associated with the
different roles and people pick and and
there's lore and some people are
probably like hardcore just one
particular hero and and and so there's a
lot of personality and story and
community that builds around each of the
heroes and but at the end of the day it
is just a fun shooter.
>> Yeah. Our goal was to pay homage to the
shooters before us that we loved. Uh
there's no way you can talk about
Overwatch without talking about Team
Fortress 2.
>> Uh Team Fortress started as a Quake mod.
Um which was brilliant and I played tons
of. Then there was Team Fortress Classic
that came out with HalfLife 1
>> and then Team Fortress 2. I think
everything about it blew everybody away
when it came out in 2007.
And there's obviously just huge
influence there. But the shooter
mechanics of Overwatch
are they hearken back to what people
call the arcade or arena shooter uh
genre, which which pains me because I
never back in the day I didn't think of
Quake as a arcade shooter. was it's
almost an insulting way of saying it,
but just the fast movement. Um, really
epic over-the-top weapons. You have a
low time to kill or TTK that players
call it, meaning you're very survivable.
You can take a few hits where in a game
like Call of Duty or Counterstrike, if
you get shot in the head, you're just
dead right away. So, it was supposed to
be this explosive,
larger than-l life, fun arcadey shooter,
>> um, with a lot of teamwork involved.
>> And so, you said Tracer up there. She's
the OG. Who else?
>> McCree. Um, McCree is another, like, I'm
somebody who's attracted to the
simplicity in design, and I did not
design McCree's six shooter. The way
that gun feels is phenomenal. And to
capture the spirit of that, we had a
designer named Mike Hyberg designed the
High Noon Ultimate. Um, and then just
all the care and love the team put in,
like when he does the Ultimate, we roll
a tumble weed across the screen like
every time. Um, it's a very simple hero,
but the simplicity is what I like best
in design. And I'm not a fan of when
somebody starts explaining, you know, in
any of these games, whether they're
MOBAs or hero shooters, and they start
like this guy throws orbs and he throws
three orbs and then he runs out of his
orb uh bank and then he can call the
orbs back or he can cash the orb and I'm
just my my head is spinning and I'm like
just give me a good gun,
>> you know, and I'm done.
>> Simplicity is everything. Yeah. Uh, what
about Reinhardt, the tank?
>> Reinhardt was actually my main. Uh, so I
played the most of Reinhardt. Um, that
was another amazing Jeff Goodman design
of this guy who just has a shield. Uh,
as soon as you give somebody a shield,
they know what to do. They go into
protector mode. The shield was designed
to shoot through. The shield has since
been copied by like every hero shooter
since and even non-hero shooters. Um,
and then he just has a giant rocket
hammer and he does a charge ability.
It's really interesting where the charge
ability came from.
I was playing a ton of Left 4 Dead 2 and
there was you could play in versus mode
where you could be the enemy zombie guys
and there was an enemy boss zombie
called the Charger who had that charge
ability. And I thought the reason that
ability was so cool is because it's a
commit. Once you press the button,
you're a runaway train.
>> And watching Reinhardts charge to their
deaths is kind of hilarious. And it's
what separates a great Rin from a a
shitty one.
>> Uh you've explained that the Overwatch
matchmaker process is designed to keep
players at a 50% win rate. I think it's
just a fascinating topic. Not to get too
philosophical, but you can't have the up
without the down, hence the 50%. Can you
can you speak to the complexity of like
what makes a good matchmaker?
>> The matchmaking systems are some of the
most complex design and engineering
tasks you're ever going to tackle. Um
and they're thankless.
It's it's very hard too because I think
most people and they're not being
disingenuous like if you ask a gamer
what do you want? They're like I just
want a fair match like just make it
even. Mhm.
>> And the reality what they want is they
want a match where they're slightly
better than the other guy.
>> Yeah.
>> Like they want it to feel like it was
close but then win.
And you can't architect that like there
it's, you know, it's a zero sum
situation. So there's got to be winners
and there's got to be losers. Um the
other really core problem and we would
study this all the time when people
would complain. You know, you see a
Reddit post and somebody would say, "I
had a sixgame losing streak. This is so
It's the worst matchmaker ever."
>> Oh, Reddit.
>> Yeah. [laughter]
I love Reddit. But we would look up that
person's account. I would do that all
the time. I love looking up people's
accounts and seeing what would happen.
It's like, yeah, he had the six game
losing streak. He had an eightgame
winning streak before that.
>> Yeah. There was no post about how
awesome is this and the human psychology
doesn't allow for that. The
one of my hindsight regrets about
Overwatch and this is I think we did the
right thing in the moment. It's, you
know, like I I wouldn't go back and redo
it. But if I was making a hero shooter
from scratch today, I would make it less
team focused.
And we we put all of our eggs in you
noticing if the team won or lost.
>> And we downplayed your individual
contribution as much as possible. There
wasn't a scoreboard. We had a medal
system, but the medal system was, in my
opinion, it was not good because the
losing team got medals and the winning
team got medals. And uh on the losing
team, they would use that. They would
weaponize it against their teammate.
Well, I'm the top kills and all you guys
are making us lose. And it's like, okay,
you you're the top kills by like one and
you guys still lost. So, I would, if I
was to redo it today or for any aspiring
hero shooter makers out there, I would
actually downplay the team factor and uh
try to put more focus on individual
contribution
>> because that's just how people play.
They're they're selfish.
And I don't mean that in a bad way. It's
just it's that human nature they can't
help. And in terms of how they
experience the game, in terms of how
they derive joy from it or how they see
the challenge of the game, it's
individual. Even when you're on a team,
you're still feeling it's individual
fundamental individual experience.
>> Uh let me as a small aside before I
forget, since we mentioned first person
shooters so much, outside of Overwatch,
what are some of the great shooters of
all time that you've played?
>> Quake is the greatest.
>> Quake is goat. Yeah, Quake is Goat.
There's a lot of contenders up there.
What have you logged the most hours in
outside of the games?
>> Okay.
>> Can you Okay. Uh, a lot of folks have
written to me that I need to play Rust
the video game. I have not have not even
looked into it. Somebody on Reddit said
it has a a steep learning curve. I would
like to give it a chance because I've
spoken as you have to me spoken so
highly of it. So can you explain Rust?
>> Yeah, Rust is an openw world game. It's
a procedural map. So it means that every
time it's different. Uh you're always on
an island and it resets every month. So
>> is it PvP?
>> It's all PvP. In fact, Rust is the most
PvP thing in all of PvP.
Well, I don't know what that means,
[laughter] but
>> Rust players know what that means.
>> Everybody who plays Rust and loves it
sounds to me like they're in a cult. So,
I uh with all due respect, please don't
write me letters.
>> They're too busy playing Rust. They're
too busy checking on their base, making
sure it's not raided to write you
letters.
>> Okay.
>> Um, it takes place, it's basically,
it's open world. You can do whatever you
want. There's not really any directed
gameplay to it, but at any time any
other player can kill you and take
anything that's on you.
>> Oh, wow.
>> Yeah. And then you build what Russ
players called bases, and you upgrade
the base, and you try to make the base
as safe as possible to store your stuff.
And then you can make explosives and
blow up other people's walls to get into
their base where they're keeping all
their best stuff and take all their
>> It like permanently.
>> Permanently. Like
>> it would be like PvPing in WoW. Imagine
in World of Warcraft if somebody
>> could not only kill you but take
everything that's in your bank and make
you level one the next time you log in.
Wow, that's very stressful.
>> The beauty of Rust and why it's so good
is you can't have the high highs without
the low lows.
>> Mhm.
>> And
>> like real low lows.
>> Real low lows.
>> Wow. Like debilitating.
Like am I ever going to play this game
lows? You know, like you spend
>> a week building the world's most perfect
base and getting tons of loot and then
it there's what's called online raiding
and offline rating. Online raiding means
that my enemy is I can see that they're
in their base right now and I'm going to
try to attack them while they're in
their base. Mhm.
>> offlining, which is like all Rust
players will say you're the scum of the
earth if you offline someone and then
all Rust players also offline people all
the time.
>> Yeah. It's Yes.
>> gamer etiquette. Yes.
>> Um offline's when like, hey, I think
that my neighbor logged off for the
night. You know, they they just played
six hours. I've been watching them and
now there's no activity in their base.
So, I'm going to like blow up their
walls and take up all their stuff when
they're not here.
>> Mhm. Yeah. So, Rust because real life is
not hard enough is what it sounds like.
I wantag if I want more stress in my
life, I'll play Rust. Yeah. I can't
wait. So, [snorts] okay. So, that's one
that that sounds like a unique
experience and a great joy. So, uh Quake
number one, Rustin up there. Call of
Duty.
>> Call of Duty just,
>> you know, there's a lot of haters like
Call of Duty 4 and Modern Warfare 2 were
the pinnacle of Call of Duty with Black
Ops being a very respectable, you know,
third. But you're never going to get a
better gun feel from a game than call.
Like just study the visual effects, the
animation, the modeling, the sounds,
every aspect of shooting a gun in Call
of Duty is so masterfully done. And then
the maps, like the flow of the
multiplayer is just great. like those.
There's a map called Crash from Call of
Duty 4 that Aaron Keller and I, Aaron's
now the game director on Overwatch. We
just sat and studied that map or
terminal from Modern Warfare 2, just
studied the maps of just like this map
design is off the hook. So, Call of Duty
is definitely up there.
>> So, even though you were not thinking
about it, uh Overwatch ended up being a
gigantic success.
So did you start thinking about in this
framework of crawl, walk, run about the
walk, the PVE piece?
>> Yes. So the PVE piece was what Overwatch
2 was supposed to be. Mhm.
>> And I don't know if people know this or
not, but we started working on Overwatch
2 in 2015. So over O over O over O over
O over O over O over O over O over O
over O over Overwatch one didn't ship
until 2016.
So before Overwatch and and it wasn't
like work in earnest, it was like
pitching the game. Um, I remember I
spent a lot of time, it was myself,
Chris Metson, and Michael Chu sort of
brainstorming a framework for what like
a campaign could look like. And we had
this idea of like a cooperative PVE
shooter. And we actually pitched it to
the team before we launched because we
were trying to put a bunch of runway in
front of us that worked against us. And
it's one of my biggest mistakes I made
as a creative leader in my career was
Overwatch 2. There were two points of
failure for me. The first was I had
people on the game team who didn't like
PvP or competitive shooters and they
really loved the Overwatch universe and
wanted to play these characters and
heroes but they wanted to kind of do it
on their own terms in like a PvE
setting. So even though Overwatch is
this like runaway success and
everybody's talking about it, they felt
like they couldn't really engage with
it. And so like people on the dev team
are like okay thank god we you know
shipped that PvP thing
when do we start work on this other
thing. So that came from a genuine place
of excitement.
And then the other point of pressure was
from the executive team. And this was
both the Blizzard and more so the
Activision executive teams. And they
started really putting the heat on,
well, you said Overwatch
2 was going to be out in 2019. and
they're referring back to these slides
that were just crazy dates. Like
>> it it was you never want to put a
PowerPoint deck in front of a corporate
executive like you might as well etch it
in stone and come down from the mountain
on it.
>> So you just threw some dates cuz the
layout looked good.
>> Yeah, this is just all
>> [laughter]
>> This is just in the same way we put like
the tablet, you know, we just put
Overwatch like
>> put Tracer on a tablet and say we have a
mobile strategy.
>> So
the executives started getting really
angry at us that Overwatch 2 was
slipping slipping. And so when Overwatch
one took off, I remember very early, we
were in like May of 2016
and that year the Olympics were going to
be in Rio, I think. Um, and you know, I
always like to pay pay respects to like
when a big event is happening and I'm
like, "Hey, we should do like an event
for the Olympics." You can't call it the
Olympics or else they sue you. So you
just even though you're advertising for
them to a bunch of kids who want to play
video games and not watch the Olympics.
But
we also had uh like these two developers
Mike Hyberg and Dave Adams like worked
on this quirky like they made soccer in
Overwatch. We called it Lucio Ball. Like
they made a a map and they made these
mechanics. We're like, "Yeah, we let's
do an event called the Summer Games."
>> And we we do a live patch that's the
Summer Games. It's extremely successful.
And then after that, we're like, "Yeah,
let's do Halloween's coming up. Let's do
a Halloween event. How cool will that
be?" And our fans just loved these
events, but there were two groups that
were struggling with it. One was that
group I told you on the dev team who was
like, "Oh my god, you guys are over
scoping the patches.
Why are we doing this Halloween event?
We should be doing we should start work
on Overwatch 2. We shouldn't be this
focused on the live game,
which was nuts. Like that was
just crazy. There's this phrase of catch
the wave, ride the wave. Most games fall
off the back of the wave. they don't
catch the wave. No one plays it or plays
it for two weeks. If you're lucky enough
to have caught the wave, [clears throat]
>> write it till the end.
>> And my instincts at that point were
like, let's just keep how many more of
these live events can we do?
>> So, yeah. So, now there's this wave and
the live game and events, but the
pressure on creating Overwatch 2 was
building. Yeah, we had a coalition on
the team that was really wanted
Overwatch 2 built instead of the live
events and then the executive pressure
became monumental.
And what would have been correct was to
do more world events, like keep it
going,
but the major derail was Overwatch
League. And we really like the the
weirdest part about Overwatch League is
I believe in it. You know, I helped
pitch it along with some other people.
Um we thought it was like the future of
esports and doing regionalbased teams,
ensuring minimum player salaries and
player protections. Like there was a lot
of very good about Overwatch League
>> and there would be teams associated with
particular cities and it' be
international be real competition. So
the the the dream the ambition was
really huge there. Yeah, the team's part
of the dream was more of like
regionalbased
player protection, try to make esports
more of a first class citizen because
there were all these stories about like
shady teams, you know, screwing their
players over.
Where it got away from us was there was
a lot of excitement about Overwatch
League, like too much so, and then it
got over marketed to the people buying
the teams. Um, they went on this road
show where they had a deck basically and
like you could put anything in a deck
and sell anything. And they were pretty
much selling the Brooklyn Bridge that
Overwatch League was going to be more
popular than the NFL.
>> And we got a bunch of billionaire
investors
in these teams.
And when 2018 started, like for example,
um the day I got back, they said, "We
signed this huge deal with Twitch
for streaming of Overwatch League, like
a media rights deal, and that means that
here's all these commitments we made for
Overwatch League of like in-game stuff
that had to exist. like a lot of it was
integration with Twitch and camera
control and that kind of stuff. The
other part of it was a bunch of skins
and um you know uniforms for all the
teams which was not just getting the art
in the game but there was huge technical
challenges to like how all that worked
and was efficient and hit the right you
know memory footprint and all that kind
of stuff.
And so all of your plans at that point
kind of go out the window. Like you're
not going to work on new world events.
You're not really even focused on
Overwatch 2. You're just kind of
treading water.
>> There was a lot of talk of like, oh god,
you know, the deal like the deal didn't
go well and we've got to do make goods
to make the deal better for them. I'm
like, just give them some money back,
you know? like if you the deal isn't
what people wanted
like putting it on us the Overwatch team
to like support this beast.
>> Yeah. And it was a it was a great idea
that the wrong instincts and sort of
I don't know how to phrase this in a way
that's
not damning, but there was too much
focus on let's make lots of money really
fast and a lot of people got dragged
into it. And um while Overwatch League
was great for Overwatch in terms of the
players that it brought in like and the
the the Overwatch League players, they
were awesome. I love them. The Overwatch
League staff at Blizzard, some of the
nicest, most motivated, great, creative
people. Like all these organizations got
built and they were all great, but it
was a house of cards waiting to fall.
And it was became more about the money
versus
uh the quality of the experience of the
different teams playing together and
actually building this ecosystem of
esports. The financial reality kicked in
where these teams now we didn't just
have, you know, executives at Activision
and Blizzard who cared about the bottom
line of Overwatch.
We had all these people who basically
invested in the game and then they
started to express their opinions.
Originally, the business model was going
to be that they were going to do
in-person
events and there's going to be big
ticket sales and then merch, you know,
and all of that.
And I think really quickly everybody
learned like, yeah, we can't do in-game
events when you have a London team and a
Shanghai team and like how does this
work? So that fell apart super quickly.
The merch was good, but it wasn't going
to be making NFL level money, whatever
insanity anybody thought that was going
to be. So everybody quickly defaulted
back to, hey, didn't Overwatch make like
$500 million just in the live game last
year? What can we sell and what can you
give us? that pressure comes onto the
team
and then the pressure to ship Overwatch
2 and all care and love that we had for
like the live game and the live s let's
just make events and new heroes and new
maps
were losing all these resources. Um, and
it got to the point,
you know, my exit at Blizzard. I I
believed in Overwatch, too. I think we
could have made a great I have a lot of
hindsight of like how I would have
designed that game differently with what
I know now versus what ultimately we
didn't ship. And I'm not there's
Overwatch 2 is out now, but it's not the
Overwatch 2 that we planned and
announced. So, when you're referring to
Overwatch 2 in this conversation, you're
referring to the PvE version,
>> the PvE version,
>> which by the way, I would have loved to
play I'm one of the people that were
Overwatch is great, but the PvP,
>> but I I would I would have loved to play
the PvE version.
>> I think everybody would have loved to
have played it. And there's a
misconception online that all I cared
about was PvE and I didn't care about
PvP.
All of the Overwatch 2 PVP maps were
something that I said to the team over
and over. We have a PvP audience. If we
get anything right, it has to be the
PvP. We would be lucky to welcome these
PVE players, but that's not guaranteed.
So, it was never a PV only focus. It's
>> just almost expanding it to also the E.
And what eventually broke me was it used
to be like in 2016 and 2017 I felt very
in control of
the Overwatch team and the direction of
the game as a game director. You know,
working with Ray Gresco as the
production director. It felt like we
were running Overwatch
>> and we were very very successful and
doing a good job and I think the fans
were happy. And then as we transitioned,
you know, Overwatch League was the best
intention. You know, my parents always
say the road to hell is paved with good
intentions. That was the Overwatch
League. And it ended up being an
albatross.
And then Overwatch 2 was the same thing.
And what it boiled down for me, like
what sort of
ultimately broke me in my Blizzard
career was I got called in the CFO's
office
and
he sits me down and he says
it he gives me a date which at the time
was 2020 and was going to slip to 2021
but at the time it was 2020.
and he said Overwatch has to make
in 2020 and then every year after that
it needs a recurring revenue.
And then he says to me, if it doesn't do
dollars,
we're going to lay off a thousand people
and that's going to be on you.
And that was just the biggest you
moment I had in my career.
It felt surreal to be in that condition.
And as somebody who's worked on a lot of
games, made a lot of games, and you get
in these meetings where they're like,
there's Fortnite has 1,400 people
working on it. If you just hire 1,400
people and make it free to play, we'll
make that money, right? And that was I I
had believed I would never work any
place but Blizzard. I loved it. It was a
part of who I was. Um and I felt I was a
part of it. And I literally thought I
would retire from the place. I never
thought the day would come. And uh that
was it. I was like it it's
we're done here. Luckily for Blizzard
that CFO is no longer there. I mean,
Blizzard is one of the greatest
companies in in the history of Earth.
They've created so many incredible video
games. It's so difficult to create so
many hits. And they were done not by
chasing money. They're done by small,
incredible teams. the hodge podge that
you describe,
uh, taking big risks and falling in love
with the thing they do and and then just
chasing it, working extremely hard. And
just because you figured out a way how
to make a lot of money, it doesn't mean
it's not at the core
uh this this incredible creative journey
that's incredibly difficult to pull pull
off. And just because you got a bunch of
really smart, creative people who have
somehow figured out how to pull it off
multiple times in a row doesn't mean you
can just treat it like a machine every
single time. It's this beautiful journey
of of a hodgepodge of weirdos working
together. And weirdos
have to run that thing. If you have ever
have a chance to create something
special, you have to have weirdos at the
helm. And the degree to which you don't
have weirdos at the helm, creative minds
at the helm,
uh, and you're a business person at the
helm, get out of their way, right? You
can't you cannot have the meetings like
you're describing. And I I don't just
speak about this particular company.
It's just the the entire industry. I
just there's so much joy to be had if we
keep creating great games. And I just
hope we get to see those great games.
>> I I think there's a message to creative
people out there and people who make
stuff.
We're generally we're so focused on the
love of the craft that we get lost in it
and we love doing it. Um and we're not
cutthroat
and we don't have that kind of ambition.
We have a different kind of ambition.
But there's this whole world, especially
as soon as you're lucky enough to have
success, that are very cutthroat and
very ambitious.
And for whatever reason, we keep giving
ourselves to them.
And uh we need to stop giving ourselves.
World of Warcraft when we made it, there
was no CFO at Blizzard. You don't need a
CFO to make World of Warcraft. You need
artists, engineers, designers,
producers, and an audio team.
>> You don't need to bring in just because
you're making a lot of money doesn't
mean you need to now start adultting by
bringing in a CFO. You can figure it
out.
>> And there are great finance guys. Like
I've worked with finance guys who get it
and get out of the way and respect and
they're gamers and they sort of
understand, but like
I I wish developers would understand
their own value more and stop handing
the golden goose to people who don't
deserve it.
>> How painful was it to say goodbye?
>> I it broke me.
I think after you've been at a place
like Blizzard, which I re I love
Blizzard to this day, I have nothing but
warm fond memories. I mean, there's
those moments where you're like, I wish
that hadn't happened. But on the whole,
that place is mecca for game
development. And uh everything I have
is due to Blizzard. They provided for me
and my family made me the person I am.
So separating from Blizzard was one of
the most painful things. And I was very
sad when I resigned.
And I didn't realize how broken I was
until recently. Like the mourning
grieving I had gone through of like I
think I'm a little in the head
for not being there any how could I give
that up? How could I not be there
anymore? It was it was really really
painful
uh leaving.
>> Can we just speak to I don't know. I
don't think we can give enough love to
Blizzard. Uh it's a legendary company.
For me personally, for everybody, for
millions of people, created some of the
greatest games ever. Warcraft, Starcraft
Universe, Diablo, WoW, Overwatch.
What made it such a legendary game
company? Just looking back at the whole
of it,
>> the start is Mike, Allan, and Frank. It
was run by three gamers. They were all
three of them programmers.
They they made the games before they
just ran the company. So, they knew what
each of us as developers beneath them
were going through. And they protected
us. They shielded us from all of the
nonsense. And even when they would align
with a business person, they had a COO
in the early days named Paul Sams.
And Paul protected us, you know, they
just they found great people who got it.
The company when I joined was like 95%
developers and like 5% operations.
It's when I left it was, you know, 50/50
and that's like a 4500 person company.
That love of the games and the respect
and good treatment for game developers
really turned it into the place that it
was. Just the commitment to excellence,
the high quality bar. Um, and then
finding these passionate people like
Chris Metson or Sam Diddier. They were
like the visionaries of early Blizzard,
Alan Adam, of just these worlds that
we're still making and we're still
playing in today. Um,
it was infectious and it was
inspirational. And you wore the Blizzard
Blue with an Aspree decor, like you felt
proud to be part of it. And you felt
like you had made it to be there. And um
everything you did, you did wanting to
respect and honor those who had come
before you. Um I know it sounds almost
cheesy saying it that way, but it really
had that sense of reverence like you
knew you were part of something special.
You didn't take it for granted. Yeah,
that's the sense reading everything
that's the sense I got everybody that
was a part of it that truly truly truly
uh honored that time. Uh just to just to
take a small slice, what were some of
the brain you mentioned Chris Metson?
You you gave so much love to so many
people on the team, but I got to ask
about Chris Mson who I would by the way
love to do a podcast with at some point.
What were the brainstorming sessions
with him like? It seems like those are
pretty uh uh like awesome. They were the
best. Like you could walk into a room
like the way I would work with Chris is
early on when I was more junior. It was
just sort of getting creative direction
from him. Hey Chris, I'm about to work
on this zone called Westfall.
What are your ideas? You know, how could
I capture them in gameplay? Well, that
won't quite work. How about like this?
It was more like that later on. Like I I
still remember um
the first discussion I ever had with
Chris about Wrath of the Lich King. I
went up to his office like, "Hey, we're
we're finally doing it. We're doing the
Northrand expansion.
You know what excites you about
Northrand?"
And that's all you had to say. and he
would draw a map and he'd start pulling
up old like Warcraft 2 and Warcraft one
manuals and you know showing you like
pictures he and Sammy had drawn and like
maps and and he all of it he would just
go on for an hour and then I would sort
of digest I just listen
taking constant notes I'm photographing
his whiteboards all the time and then I
go back and start to put those into
design flow of like, okay, what what's a
zone? What's a dungeon? What could be
cool? What should come first? What
should come last? You know, Lich King,
for example, we wanted to try a very
specific design to counter a problem we
had in Burning Crusade, which is
everybody entered through the Dark
Portal through Hellfire Peninsula. All
the server programmers hate you because
everybody loads into the same zone at
the same time. Lich King, we split them
up for better player flow. Plus, it's
more interesting the more choice you
have. Uh, you know, Sid Meer says games
are a series of interesting choices. So,
we give him two starting zones. But that
was the flow with Chris. And so often we
would just like, okay, in that first
meeting, Chris had put a zone called
Grizzly Hills on the board. Well, I
don't know anything about Grizzly Hills.
>> Mhm.
>> Hey, Chris, talk about Grizzly Hills.
If you didn't interrupt him, he'd just
go for an hour. And you have no idea how
much of it like he had pre-thought about
or had existed in previous lore and how
much of it he was just making up on the
spot.
>> He's just that charismatic and
captivating,
>> creating these worlds and be able to
brainstorm through them and together. I
mean, that that is what you're doing as
a consumer of those worlds. you kind of
take it for granted
that they're incredible, but like you're
crafting them like you're looking at a
blank sheet of paper and then together
coming up my job as I saw it working
with Chris was I had to on World of
Warcraft specifically working with Chris
is I was like the translator into game
play of what Chris wanted how to get it
to play like how Chris wanted. So, my
favorite story is we're working on
Burning Crusade and we're in this
meeting and Chris is like he's the
gentlest, sweetest guy, but because he
carries himself with such confidence and
everybody's in awe of him, the junior
developers get kind of intimidated by
him. So, we're in this meeting and we're
talking about Silver Moon City because
we're introducing the blood elves. And
Chris is like, "In Silver Moon City,
it's got the tallest tower in
all of Azeroth." I mean, it is the
tallest thing, you know? It's
mindblowing. The awe of it. Only the
blood elves could build it. Fast forward
like two weeks later, I'm walking
through the hall and I see a bunch of
level designers and artists. They're all
like crowded around the screen. And on
the screen they've dragged Black Rock
Mountain and Kerazon
and the Stormwind Cathedral.
I'm like, "What the are you guys
doing?" And they're like, "Well, Chris
said that the Silver Moon Tower had to
be the tallest thing in World of
Warcraft."
>> And so we're measuring how tall all of
these other things are so we can make
the tower taller.
And I'm like, "Guys,
Chris doesn't know how tall the burning
steps, you know, [laughter] and the
cathedral and Stormwind is."
>> What Chris means is just make the tower
really tall. You don't need to
measure it. And they're, "Oh, okay.
That's okay."
>> Like, are you willing to take the heat?
If he I'm like, I'm willing to take the
heat on this one, guys.
>> Yeah. It's just a feeling. It's a vibe.
Yeah.
>> Uh, and I also just uh personally have
to give all the love in the world for um
for the current Diablo I team cuz I I've
spent mo most recently out of the
Blizzard games spent a huge amount of
time in Diablo and they've they've
created and it's not just the loot. All
right. It's the the whole experience,
the art, everything together and the
season they've created. They've created
a really wonderful world. So, I I can I
could see I could feel how much effort
goes into that.
>> They're crushing it. And I think Diablo
I in like modern times is one of the
best worlds that have built and they
know they understand Diablo players.
>> Like that community is so hard and so
demanding and um that team is amazing.
>> Yeah, there's a lot of richness. It's
like this is really I mean I don't know
how often you get that but it's really
the perfect Diablo game. they've really
like evolved a lot, grew a lot. So,
there's this whole mathematical
component of just so many numbers
everywhere and it's all balanced really
masterfully. And then, of course, you
have to come up with new content with
the seasons, and they they figure out
ways to do that. So, and a and a crazy
pace.
>> Yeah.
>> And still make it super fun.
>> They're a great live team. Yeah. And for
me personally, like I said, the co-op,
the college co-op experience have been
really like that aspect of it is really
great. Just all of it is one of the
greatest games uh in recent history.
[snorts] Uh one of the things I wanted
to mention because this is a powerful
speech is um sort of instead of doing
some kind of a corporate goodbye as you
were leaving Blizzard,
you allegedly shared with your team a
video of Day with Bowie giving advice.
And people should go watch this clip,
but if I may read it, Bowie says, "Never
play to the gallery. Always remember
that the reason that you initially
started working was that there was
something inside yourself that you felt
that if you could manifest in some way,
you would understand more about yourself
and how you coexist with the rest of
society. I think it's terribly dangerous
for an artist to fulfill other people's
expectations.
I think they generally produce their
worst work when they do that. And the
other thing I would say is that if you
feel safe in the area that you're
working in, you're not working in the
right area. Always go a little further
into the water than you feel you're
capable of being in. Go a little bit out
of your depth. And when you don't feel
that your feet are quite touching the
bottom, you're just about in the right
place to do something exciting.
Speaking of which,
you are
just about in a place to do something
exciting
after leaving Blizzard.
Uh
you told me that you tried to take some
time off. How did that work out for you?
>> Not so well. My my wife, who is
wonderful,
told me I needed to take at least a year
off and just, you know, I've been going
really hard. I'd gone 19 years, barely
taken vacation.
[gasps] Um, and I let Blizzard consume
me. And you know, I was crushed by
leaving because I loved the place.
And, uh,
I didn't know what to do with myself. I
was pulling weeds in the in the
backyard.
>> Literally gardening.
>> Yeah. Well, she won't let me garden in
the garden because that's hers. But I'm
allowed to pull the weeds,
>> right?
>> So, I I got very good at that. I was
very proficient.
>> And then, of all things, I cracked out
on Call of Duty Black Ops Cold War and I
unlocked Dark Matter Ultra, which I
never that's like a crazy achievement to
do in that game.
>> So, I did that and then I just I
couldn't help it. Like, it's how I'm
programmed. It was like at this point
it's late spring, early summer and I'm
just sitting in the backyard
and I just started writing with notepad
about here's a game I want to make and
it was so terrifying
because
for 19 years I had worked with the
greatest developers I thought in the
industry
and you know there'd be moments where
it's like okay I want to do like a game
world app like, "Hey Aaron, you're
amazing at making game world maps. Like,
you do that and uh you know, like I need
some story hooks. Hey Chris, what do you
think would be cool here?" Like it, you
know, was so collaborative and I was
surrounded by the best of the best. And
there I was by myself
and I was out there again and I loved
it. It brought all the joy of game
making. I thought games were no longer
fun to make because it was only about
business and somebody's asking me for
unreasonable amounts of money and
unreasonable amounts of time. And I had
forgotten the pure joy of the craft of
making games.
And I was designing I was going on I was
watching YouTube videos to learn Unreal
and Adobe Illustrator and all these
things to like help me make games,
whatever, Blender. Um, I had no right to
be doing any of that. And it just felt
so amazing to do it. And I sort of
realized I I I came to two realizations.
One,
I never want to work for someone else
again. I never want to
create something and then have somebody
take my baby away from me,
>> you know, that's really hard when when
that happens. And it's sort of happened
a few times now, you know, where you
have to just let something go that you
created. And I wanted it all to be
focused on the craft of making games.
The art, programming, design, audio, you
know, like just not about the
of the games industry. I I I'm not
interested in the games industry. I'm
not interested in the business of games.
Not interested in the entertainment
industry. It's just game jamming, making
stuff that we're going to play together.
And around that time, my
I call him my development soulmate.
There's a programmer named Tim Ford.
>> Mhm. [clears throat]
>> He reached out and he's like, "Hey,
man." He he was uh like associate tech
director on Overwatch at the time. He's
like, "Yeah, I don't think I can do this
anymore. It's just not like it was,
you know, I I just handed him my
notice."
And I'm like, "Whoa, you know, well, if
you want to do something together, like,
it. Let's take a stab and, you
know, just see what happens."
And Tim came over to my house and well
before that he says my last day is on
Friday
and uh my exit interviews at like 1:00.
I'm going to be over your house at like
2:00 that afternoon. And I'm like,
"Well, don't you think you should take
some time off, Tim? You know, before
whatever's next for you, take a month
off. You know, Meg, his wife, will
appreciate it. you know, just go pull
weeds in in the garden for a while.
>> And he's like, I'm a programmer. All I'm
going to do is program for a month. If I
take a month off, I might as well start
programming our game.
>> Mhm.
>> Which
>> brilliant.
>> It was so awesome when he said that.
>> He came over and I pitched him this idea
for a game and I pitched him, let's
start a company.
And uh that was it. Like that was the
birth of us making a studio.
>> Now meanwhile, as far as the outside
world is concerned, you've disappeared
off the face of the earth, but you were
actually working on a game.
>> Yeah. I
I needed to be away from the world. I
needed to not have I wanted to not get
attention from anyone. I I needed to not
read my name on Reddit or, [laughter]
you know, any internet site. I wanted to
not come up let some other Jeff Kaplan
bubble the top of the Google, you know,
search list.
>> You know, our man uh Dino Flask is going
to be all over this conversation, right?
>> Oh god. Well, there's Yeah, that's this
one's going to set him back uh some
time, but I need
>> you know what to do.
>> I needed for none of that to happen. I
just needed to be able to like mourn the
loss of Blizzard
>> and create on my own. Um, so it was
great. And at that time, like as soon as
it was announced that I was leaving
Blizzard, I had like 60 people reach out
to me. It was, this was April of 2021,
and investment money was nuts. Both like
the VC money and um the strategic money
was crazy. like the especially the
Chinese companies because apparently
they weren't getting uh publishing
numbers in China or something. The whole
economy was crazy and so just everybody
was trying to throw money at me
which was a very good position to sort
of be at to start a company. So, what
Tim and I did was say, "We're not doing
this for money, but here's the game we
want to make, and it's going to take
this many developers, and we think it's
going to take this length of time, and
that means the budget is this, and we
need for any of these people who want to
invest in us, we got to hit that number,
but after that, we're not going to go
for more money. It's not an auction to
raise
as high as we can go. We're going to
optimize for control.
>> I don't know if this is something that
you can talk about, but uh I got a
chance to see the game for a few hours
and I have to say it's incredible, Jeff.
Like, it's incredible. But I almost
immediately fell in love with the world
and everything I saw. See, I'm tempted
to say some of the things I saw. Um, but
it's just an incredible game. So, how
much can you talk about it? Do you know
what [music] it's going to be called?
Can you talk about that? Do you know
about the company? Are you allowed to
say any of that?
>> Sure. The most unconventional way to
talk about this stuff for the first
time. So, our company name is Kinugyama,
which most people will struggle to
pronounce.
>> And the company name has a deep meaning
to me, which I'm happy to explain later
if you're interested. And the game name
that we're working on,
it's called The Legend of California.
And it's an openw world game. People are
going to call it a survival crafting
game. Um, people like to
compartmentalize these. I think it's an
action game. It's a game that takes
place on a mythical island of
California.
>> Mhm. In the 1800s
>> in the gold rush. If you're trying to if
you're trying to nail the most important
time in California history, it's got to
be that gold rush. So, it's this
beautiful almost ultra realistic version
of California, but it's in an alternate
history, alternate version of
California, where it's an
>> island almost like a Atlantis type of
>> ethereal island, but still very
realistic to what the California terrain
is.
>> Correct.
>> And that time period. So, it's this
weird like amalgamation of the ultra
realistic and the surreal.
>> The theme of the game is very weird.
We're not trying to make a historical
game. There's no historical accuracy to
this. In fact, the island when first
discovered is uninhabited. That's
already not true. As we know, there were
lots of people in California. It's an
island, which we know is not true. Um,
we want it to feel authentic to that
time period because we think that time
period is cool. prospectors,
you you know, cowboys, like it's a
really fun thing for us to explore all
of those themes. Um, people in minds, we
want to build minds and we just want to
create a world that you can live in. I
love creating worlds. Everything that
I've worked on before, from World of
Warcraft to Overwatch, it's always been
how do you create this place for players
to escape to? So,
>> so it's an online multiplayer game. I
should say the experience of it is just
gorgeous. And then the music is
wonderful.
>> I'm glad you like it.
>> One of my favorite things is just going
down to the mine and and digging. I
mean, that's done extremely well. And as
you described, the whole world is voxil.
So, it's generated. Can you explain how
that works?
>> Yeah, as as a world, we handcrafted the
world. So like the shape of California
is always the familiar shape of
California except it's an island. So you
know there's no Nevada on on the eastern
side. Um we handcrafted all of that. It
looks gorgeous. And places like Yoseite
are where you would expect Yusede to be.
And so all of those familiar landmarks
are there. But then we have like dozens
of points of interest and those move
around the map and depending on the map
seed and the map is also tiered in in
terms of difficulty. We don't really
have levels in this game. We have tiers
and there's only four tiers right now.
Maybe maybe that will change, but the
way that the map tiers itself each time
changes with every world seed. So, not
only any server that you join will have
a different seed in terms of how the
tiers play out. So, Mojave might be the
easiest newbie area on your server, but
on my server, it's endgame tier 4 area,
>> but all of our notable points of
interest also move around. So, we have a
really amazing point of interest that we
call Dread Rock that's inspired by
Alcatraz. And like sure sometimes it's
in San Francisco, but sometimes it can
be sitting in the middle of the Mojave
Desert also.
>> It integrates it into the environment to
where it makes sense
>> to be in that environment. And like you
said, so much of what makes a world is
sound and lighting.
>> Yes.
>> And that that's definitely a thing that
I've uh noticed. I mean, it's probably
the most beautiful sunset and sunrise
I've seen in a game.
>> We have a great lighting artist who is
this amazing guy named Mike Mara. And
some of the inspiration for the game,
like there's a lot of inspirations for
this game, but there's a painter named
Albert Beardstat who I discovered while
researching California, and he painted
these just epic landscape pieces of, you
know, Yusede and a lot of other the
gorgeous parts of
>> We're looking at one one photo of his.
>> Yeah, it's just amazing. And these
paintings were huge, too. Um I'd love to
see one in person.
And so you see a painting like that and
you're saying we want to create that
world.
>> Yeah. I want I mean when I see that
painting this is this is what video
games brings to the table. So every art
form that evolves after another gets to
incorporate previous art forms. Movies
got to take sound and you know uh fine
art. We get to take everything including
movies. So, you know, it's it's Katamari
Damasi, the art form, but like I see a
beard stat painting and I want to walk
around that world. I want to see what's
around the corner. Um, and our lighting
artist, Mike, he, you know, he sees
these pictures and he's like, "Okay,
yeah, hold my beer. Like, I'll make it
look like that." and he and he
we are all blown away by the like how
much impact just the lighting and I'm
not an artist so I don't think about
things like the color theory the lights
the clouds what all of that's bringing
to this I just know I want to live in
that world and these are the types of
worlds that we want to make
>> so what do you want the the tone of the
game to be the feeling of the game
>> this is really different it's it's been
hard for people when people were talking
to us about, you know, they know me and
Tim and they're, "Oh, the Blizzard guys,
the Overwatch guys, you you're making
like a bright, aspirational future team
based hero shooter, right?" And I'm
like, why would I want to do that? I
felt like, first of all,
respects to Blizzard in I don't want to
try to crib Blizzard and make a pseudo
Blizzard game. you know, this is I want
to make a kugyama game. You know, me and
Tim and this crack team. You know, we're
only 34 people. Um, we want to define
what a Ksugyama game is. And this world
seemed so inspiring to us. You know, the
setting is really interesting. You I
think California can be a game world. I
think um we can make it beautiful and
interesting. Um, we don't have to follow
history or geography. We can kind of do
a a spin where, you know, it feels
authentic. We can have guns that feel
like they're kind of from that time
period, but we're not spaceships and
aliens and steampunk.
>> That's what we would have done at
Blizzard. We're going to be a little
different here. So, the tone of this
game,
>> you know, Metson would describe Blizzard
as the hero factory. you know, we make
and what he means by that is not only
are we making heroes, but we make the
players into heroes. This game is going
to have an edgier tone. You're going to
enter this world. It's going to feel
lonier. It's going to feel mysterious,
larger than you. You're going to feel
small until you earn the right to feel
big. It's going to feel really
dangerous. You're going to want to see
what's over that next hill. But if the
sun is setting, like get to shelter,
can't wait to get back to my ranch and
put my cozy fireplace on and wait till
morning. You know, we want more of that
vibe. It's more solitary,
almost scary,
uh, but beautiful.
>> Yeah,
>> that makes that tension. I hate to ask
this question, but
given our previous discussion about a
timeline slide, [laughter]
but what do you think a timeline looks
like? When do you think it's possible
for somebody in the world to to be able
to play this game?
>> So, this is the beauty of me and Tim
kind of getting to run the show and why
we're excited about it. Um, we can kind
of do whatever we want within reason.
>> Yeah. Um, so we're just gonna kind of
quietly put it up on Steam and see what
happens. [laughter]
>> You know, no like big corporate
marketing group would ever think to do
that in a million years without like
some, you know, $10 million announce or
whatever. We'll just kind of put it on
Steam and be cool if people wishlisted
it. There's my plug. And then I think we
are shooting to have some sort of
publicish alpha
in
March. And then our plan is something
I'm really excited about because I've
never gotten to do this before. We want
to put the game in early access.
Some people hate early access and won't
touch it and I understand it. And then
some people are like, I want to be in on
the ground floor and see the thing from
day one and watch it evolve. So, we'll
put it into early access and we'll just
run that until
>> who knows.
>> Is it scary to you to to have a sort of
game with some rough edges out there in
the wild where people are interacting
with it through the alpha through the
beta?
>> Yes. And this game has more rough edges.
Probably like the most rough edges we
would have at Blizzard is like showing
it at Blizzcon, which was heavily
polished and controlled. This is going
to be more, you know, like in
development than anything else I've ever
worked on. But
>> I love it.
>> Part of the excitement, too. You know,
it's kind of like this is this is how
the sausage gets made. I mean, you're
going to see it front row. I'm going to
try to get myself into the alpha
somehow. Uh, anybody who is listening to
this, I highly recommend this game. You
will not be disappointed. The world
itself is just beautiful. So, whoever's
behind it, you and Tim and the team is
just doing an incredible job. And thank
you for putting out rough versions of
it. So, we get to not wait forever
>> for the perfect thing. And because you
feel in you feel like you're part of it
if you get the imperfect thing. I'm one
of the people who like the imperfect. We
get to see the uh the rough versions
develop and we get to be a part of uh it
developing. I saw the logo as a
mountain. Can you explain the meaning
behind the name? So, Kugi is a Japanese
craft of repairing broken pottery. So,
there's a lot of philosophy that goes
into it as well. And you know, I want to
do a good job of explaining it, but
basically like you take a broken piece
of pottery and then they would use
golden joinery.
>> Mhm.
>> Um like golden lacquer to put the piece
back together. And the thought was
rather than hiding the scars, you make
them more beautiful. And the
philosophical parts that sort of appeal
to me with that is there's a lot of me
and Tim in that of
we're so appreciative for our time at
Blizzard, but we didn't come away
unscarred.
And there's also a philosophy in Kugi
that nothing's ever perfect and the
pursuit of perfection is actually a
mistake and that there's beauty in
imperfection.
And so I relate that to myself
personally. That's how I feel um in an
aspirational way. I'm not saying I've
achieved it, but in an aspirational way
I want to be that way. And I think it's
also an analogy for the making of games.
Like it's a making of games is a
constant
pursuit of imperfection. Game is never
going to be perfect. Um, just ask the
players. They're they're very vocal
about it. And seeing the beauty in the
imperfections
um, and the strength in something that's
been broken that can be stronger. You
had a heck of a difficult couple years
here. And so, in some sense, it
represents that beauty in imperfection.
So, everybody listening to this, uh, I
hope I hope you do have it out on on
Steam. Go check out Legend of
California. Truly a beautiful world. I'm
so glad you were actually creating this
low-key, quietly creating this
beautiful, incredible world.
Uh,
ridiculous question, but can we talk
about some of the greatest games of all
time? [laughter]
>> Yes.
What I mean I I I know this is a bit of
a nerding out kind of thing and I I
outside of the games you've been part of
uh creating I think Blizzard has created
some of the greatest games of all time.
Outside of those what do you think are
in the list?
>> So there's one that's the best. It's
Legend of Zelda Breath of the Wild and
then there's this list of greatest
games. Zork Ultima.
So Breath of the Wild is is the best
>> the greatest game ever made.
>> What makes it the greatest game ever
made for you?
>> Every aspect is so thoughtful, so
welldesigned. The art matches the design
and the tech and even integrating with
the Switch in the way it does. How do
you keep making Zelda better? How can
Legend of Zelda: Ocarina of Time exist
and somebody make an even better Zelda
game the way you can chop down a tree
and float in a river and like the world
is a toy and everything works as you
wished and hoped it would work and
there's a narrative aspect to it and
there's really fun combat and action and
itemization. There's so many things that
that game gets right that other games
are lucky if they get one of those
things right and are become best in
their genre just for getting that one
thing right and Breath of the Wild does
them all right and the best there's a
certain kind of lightness to the way the
world feels the openness of the world
feels it's unlike any other game right
it's uniquely that company uniquely that
no one else nobody else creates that
you're right, under the pressure of
having created a bunch of Zeldas,
they're like really great games to be
able to deliver. Once again,
>> Nintendo is like the mecca. Like they're
the best, you know, that that's all
there is to it.
>> Do you understand how that company
works? No.
>> They're not
>> I I don't at all.
>> Like because I mean they've been around
for a long time is still to be able to
deliver.
>> I kind of rationally or irrationally
just worship. It's just sort of if it's
from Nintendo, it's going to be great.
[clears throat]
>> And even if my first impression is like,
"Wow, they're doing what weird thing
with the controller this time." And then
you get your hands on it, you're like,
"God, [gasps]
I was my son and I, we both played uh
Legend of Zelda: Breath of the Wild,
and he makes games also, and we had this
moment where he's like, "I'm so sad
after I played it." and he's like, "I
know I'll never make anything like
this." And it's that weird like you
honor it so much and think it's so
great. Red Dead was like that for me.
Red Dead Redemption 2 is uh that's a
game I put on a shrine. Not just how
brilliant the game itself is, but as a
game maker, as a crafts person who makes
games, how the hell do you make that?
like
only Rockstar with all the years of
making those types of games. No one else
can come in entry level
>> and compete with that. Um, so that's
>> purely single player narrative driven.
So you you also respect that kind of
like pure
>> Yeah. I don't give anyone a pass. I I
feel like a lot of gamers and game
developers like if it has writing
they're they're like the story is so
good. I'm like, actually, very few games
have great story, but Red Dead has a
great story. It's got great character
development. Um, it's got a good plot,
and the dialogue is like it's like
Tarantino level, high quality dialogue.
So, Red Dead's up there. I have my other
games that make the list for me. And
this these are both these games are I
would never tell you to play them.
EverQuest and Rust are
two of the most defining games to me and
my career and my life. And Rust I would
never recommend somebody go and play it.
Rust will come calling to you if you are
up to play it.
>> It is a cult. It's 100% a cult.
[laughter]
That's it. When you're ready, it will
come down.
>> It will come down. It will let you know.
[laughter]
>> In in Rush, you are considered a a
complete noob that doesn't know what
he's doing. If [laughter] you don't have
a thousand hours, even a thousand hours,
people would be like, "Oh, you only have
a thousand hours in that game."
>> Yeah.
>> Yeah. But Rust and a lot of inspiration
for me in the game I'm working on now.
it. My game is not like Rust in that
it's not a PvP centric game, but u it
will have PvP.
>> What aspect of Rust uh do you draw
inspiration from this?
>> I love the resetting world. Uh it's a
great game mechanic. Um and it's one
that I want to evolve and work upon. Um
>> how often does the world reset and do
you think in Legend of California?
>> I I don't know yet. probably every
month. We want it to be fast enough that
you're not too attached, but we want to
make it rewarding.
Like the trick is coming up with not why
am I upset that the world resets, but
why am I excited that the world resets?
And we know players can get very angry
about resetting worlds, but
>> anybody who's played 5,000 hours of
Rust, like some of us, um the resetting
world is the magic. It's I can't wait
for the next reset because
the adventure starts all over again. And
if you want to play the first time with
me, like if we want to play World of
Warcraft and I'm level 80 and you're
level one, there's no meaningful
experience we can have together. But in
Rust, we just wait for a reset and we're
we're both naked on the beach, you know,
from minute one. What about the
experience of Rust where you can have
everything taken away from you?
[laughter] Is that part we're not doing
that?
>> Great. Great. Because that feels awfully
stressful.
>> See, I just lost the entire Rust
audience when I said we're not doing
that. Because if [laughter] you're a
Rust player, you're not thinking you're
going to lose everything you have.
You're thinking, I'm going to take
everything somebody else has.
>> See, my perception of the Rust audience
is there's like three people. They're in
a castle somewhere. It's very exclusive
group.
>> They are they are highly skilled, highly
passionate, highly knowledgeable.
Um, but yeah, it's an inspiration for
me. That and EverQuest were def and the
amount of hours I've logged in both
those games are insane.
>> What do you think has more hours from
Jeff Kaplan? EverQuest or Rust? Well,
you said I was 6K on EQ, so that puts me
I'm at 5K in Rust
and
>> and also in that collection is Zor.
>> Zor was I mean Zor, it just brings me
back to that old IBM PC with my mom and
my brother trying to figure out, you
know, like how to keep the lights on or
else the GRU is going to eat us, you
know.
>> Yeah. So certain games just capture your
heart and they stay with you forever. Uh
[snorts] what do you think is the future
of video games? So there's a lot of
conversations about AI helping expand
uh maybe the storytelling aspects, the
world creation aspects becoming a tool
that people can can use more so maybe
creating more believable NPCs, that kind
of thing. Um, but also there's as as
we've talked about the video game
industry is changing and evolving and
trying to figure out whether it's the uh
the indie game makers that will have
more power or these larger uh game
makers will have more power. So what do
you think the future of games looks
like?
I think with AI in mind in particular, I
think the current state of AI trying to
integrate it into development is mostly
a hot mess.
>> Yeah.
>> But um I do think that you know games
are a technologydriven art form and uh
somebody much smarter than me once
described it and I'm paraphrasing.
Making a game is like making a movie if
you had to invent the camera every time
because you're kind of inventing the
technology of your specific game. And I
think AI can play a role in that and
would be silly not to look at it as an
option. The problem with AI right now is
it's overconfident
in what what it tries to deliver. or
like I fooled around obviously like
everybody like you mess around with you
know chat GPT and Gemini and you fool
around with some of the art generation
and it's fun for non-arts to fool around
on midjourney
but it's mostly weird and shitty and
even even like when trying to have AI
answer for me like I don't normally make
UI in a game and so I'm trying to figure
out like UMG and the Unreal Engine and
I'm asking chat GPT to how to how to fix
like a simple problem like how do I make
the chat wrap, you know, and it like
overconfidently gives me the wrong
answer and it's like right one in 10
times. So
its hit rate has to be a lot better. Um,
I think there's a a lot of moral
concerns around AI when it comes to
creative pursuits as well. Like
no one's creative work should ever be
used by AI without their permission.
>> You know, voice actors and artists, it
can't be lifting from them without their
permission. That's just immoral. It's no
different than just sort of stealing.
Um, so that's wrong. I think how I'm
curious like especially as somebody who
runs a small studio with 34 people, it's
like what are the points of tedium that
maybe AI could help out with that I
don't want to do and I'm not going to
hire someone to do. So I had like I have
really dumb example.
I'm making a bunch of images. is I size
them all incorrectly cuz I'm dumb and
I'm not an artist and I did it all in
Photoshop and I have like 2,000 images
that are the wrong size. I can have Chat
GPT resize those and zip it in a file
for me and it literally takes it like a
minute to do that. I wasn't going to
hire an intern to do it. I was just
going to work an hour later, two hours
later that night to do it. Like it made
my life easier. or it didn't take a job.
That seems okay. Um, as long as that
ethical line stays in place. What what I
don't worry about is no matter how good
AI gets, never going to draw a picture
like Arnold's saying, it's never going
to tell a story like Chris Metson. You
know that human spirit is irreplaceable.
>> Yeah. It's hard to put into words what
is that magic that humans produce, but
they do.
truly great creative minds, truly great
creative teams. They they create
something special. It's hard to really
articulate exactly what's missing with
with AI. You know, what people call AI
slop
because it creates really beautiful
imagery and beautiful stories and very
believable
uh text, but it's not quite it doesn't
have that I don't know what it is. The
edge that's human. Maybe it's the
imperfections.
>> Yeah, I think so. Like AI to me right
now currently it's it's like a
interesting fever dream, you know,
>> that's that's at the point I'm at with
it
>> and a useful tool for the mundane task
like you said. But do you think the
small studios have a hope
>> in uh in the future of gaming?
>> Small studios are the future of gaming.
The big studios basically acquire the
small studios for new IP and ideas and
the small studios grow in the
really compelling new innovative ideas
are going to come out of small studios.
>> What advice would you give to uh video
game creators,
small teams if they want to create a
truly special game?
>> Well, they know how to do it. I I mean
if they if they're doing it, they know
how to do it. It's more to video game
developers in general.
Own the craft. Own our art form. Stop
giving it to these corporate
jackoles. You are the golden goose.
>> Yeah.
>> Keep your eggs. [laughter]
Jeff, formerly from the Overwatch team,
I have to say from the bottom of my
heart, and I think I speak for millions
of people, thank you for everything
you've created in this world. Now that
I've gotten a chance to see the new
game, I'm I can't tell you how excited I
am to try it. Thank you for everything
you've created. Thank you for everything
you represent. Thank you for remaining
and fighting
for us as one of us.
So, uh, thank you and thank you for
talking today.
>> Thank you, Lex.
>> Thanks for listening to this
conversation with Jeff Kaplan. To
support this podcast, please check out
our sponsors in the description where
you can also find links to contact me,
ask questions, give feedback, and so on.
And now, let me leave you with some
words from France Kofka.
Don't bend. Don't water it down. Don't
try to make it logical. Don't edit your
own soul according to the fashion.
Rather, follow your most intense
obsessions mercilessly.
Thank you for listening and hope to see
you next time.