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Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493

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Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493

Transcript

4290 segments

0:00

- There's three types of fun, fun for the player,

0:04

fun for the designer, and fun for the computer.

0:06

- Is it PvP?

0:07

- It's all PvP. In fact, Rust is the most PvP thing in all of PvP.

0:16

- Well, I don't know what that means, but...

0:19

- Rust players know what that means. My whole career and my

0:22

family are thanks to EverQuest, so I think I won the game.

0:28

And we're idiots. We're reading the forums, and the forums are just

0:32

flaming us all the time. Like, "There's lag on this server,"

0:36

and, "Can't log into that ser-" And that's, that was our perspective

0:40

of what was happening. And when I showed up at that show,

0:46

it... One of the most emotional things in my life. It was

0:50

nothing but an outpouring of love. I had

0:54

believed I would never work any place but Blizzard.

0:58

I loved it. It was a part of who I was,

1:01

And I felt I was a part of it, and I literally thought I would

1:05

retire from the place. I never thought the day would come, and that was it.

1:11

- How painful was it to say goodbye?

1:14

- It broke me.

1:16

- Now, meanwhile, as far as the outside world is

1:19

concerned, you've disappeared off the face of the

1:22

earth, but you were actually working on a game.

1:27

The following is a conversation with Jeff Kaplan, a

1:31

legendary game designer of World of Warcraft and

1:35

Overwatch, which are two of the biggest, most influential games ever made. He is

1:43

genuinely one of the most amazing human beings I've ever

1:46

met. In the many conversations I was fortunate enough to have with him,

1:50

including while playing video games, he was always kind,

1:53

thoughtful, hilarious, and still and forever a

1:57

legit gamer, through and through. Of course,

2:01

he's always quick to celebrate the incredible teams of creative minds he has

2:05

gotten a chance to work with over the years, and they are truly

2:09

incredible. Blizzard has created some of the greatest games ever

2:12

made, games that to me personally have brought me

2:16

thousands of hours of fun, meaning, and

2:20

happiness, from Warcraft, to StarCraft, to Diablo,

2:24

WoW, Overwatch and more. So for that, a big thank you to

2:28

Jeff, to the entire Blizzard team, and to every

2:32

creative mind in the video game industry, giving their heart and soul

2:36

to build video game worlds that we fans get a chance to enjoy. This was a super fun,

2:42

inspiring, whirlwind conversation, pun

2:46

intended, with one of the most beloved gamers and game

2:49

designers ever. Full of memes, lulz,

2:52

wisdom, emotional rollercoaster moments, and of course, Blizzard

2:56

video game lore. Jeff left Blizzard in

3:00

2021, and has been secretly working on a new video game

3:05

called The Legend of California that I got a chance to play with Jeff. It is

3:12

incredibly beautiful. Set in the 1800s Gold

3:16

Rush era of California, it's an open world online multiplayer game,

3:21

part adventure and action, part

3:24

survival. Sometimes creating a feeling of loneliness and

3:27

desperation, and sometimes just awe watching the

3:31

sun rise over a beautiful landscape. It's unlike any game that

3:35

Jeff has ever worked on, and it's a game that I genuinely

3:39

can't wait to play with all of you. You can wishlist it on

3:43

Steam. Join the alpha later in March, I think, and early access is on the way. This

3:51

is the Lex Fridman Podcast. To support it, please check out our

3:54

sponsors in the description where you can also find links to

3:58

contact me, ask questions, give feedback, and so

4:02

on. And now, dear friends, here's Jeff Kaplan. You were first a legendary video

4:10

game player, in particular in EverQuest,

4:14

before you ever became a legendary video game designer on World of Warcraft and on

4:20

Overwatch, which I think is a wild journey to go through from gamer to

4:26

designer. But first, let's go way back. When did you first fall in

4:30

love with video games?

4:32

- I was lucky. I was born in that golden era of coin-op.

4:37

So, I literally remember the first time seeing

4:41

Pac-Man. I was with my Uncle Ronnie, and he just kept

4:45

feeding me quarters. I think he wanted to play, but was too scared to,

4:48

so he, you know, his little nephew, he would just give him quarters to play Pac-Man.

4:55

I remember being at my brother's graduation in

4:58

Philadelphia, and they had an Asteroids machine in the

5:01

lobby. That was one of the first coin-op machines I had played as

5:05

well. And my brother and I would... we would

5:10

try to get the high score, and we'd finally get it. But we had to go to

5:13

bed early 'cause we were little kids. And then in the morning somebody

5:17

else had like beat our high score. And then, you know, I

5:21

grew up in Southern California in the '80s. I was born in '72. So, you know, I was a

5:28

kid with that skateboard BMX culture where

5:32

we'd ride two towns over. We knew all the pizza

5:36

parlors and liquor stores and arcades, and we

5:40

just lived in that coin-op phase. That was, that

5:44

was where the love started. And then you started to

5:48

see things like Pong. You'd go over to a friend's house, they'd have

5:51

Pong, and it was just mind blowing, like, we're playing this thing on the

5:55

TV and it was so much fun. Atari was a big thing at that time as

6:03

well. But the big one for me was actually

6:06

Intellivision, because my dad was an executive

6:09

recruiter, and one of his clients was Mattel.

6:14

And he said, "Hey, I... They gave me this thing," and he would get

6:18

discounts or free games. And my brothers and I just loved Intellivision. Like,

6:24

we would just play it endlessly. And the comparison

6:28

was always like, "Is this game close to what's in the arcades?"

6:32

And it was just such a golden era. And I think

6:36

the big moment where it really blew open

6:40

and kind of hit the next level was when the NES came out. And that, like,

6:48

NES with Super Mario- was kind of gaming at the next level at that

6:55

point. And I have, like, warm, fuzzy memories

6:59

even thinking about it to this day. I remember we

7:02

played Super Mario for weeks, my brothers and I, and then

7:06

I had a friend come over, and he showed me all the secret stuff-

7:10

... in Super that I didn't know existed at the

7:13

time. And it's... it was like suddenly, the world opened up more and games could be

7:20

more. And then there was, like, a big PC gaming push that hit me. My

7:28

parents ran their own business. Like I said, my dad was an executive

7:31

recruiter, and they bought an IBM. And this is, like, when it was DOS before MS-DOS

7:38

existed. And I was so disappointed, because, like, other kids had the

7:44

Amiga or the Commodore-

7:46

... which, you know, they were better for gaming than the IBM at the time. And

7:54

my mom, she really encouraged my brother and I. She bought a Zork.

8:01

You know, it was just Infocom word games,

8:05

and where your imagination would take you. Like,

8:08

Zork holds a place in my heart I think few games will ever touch.

8:13

- It's a text-based game?

8:14

- Text-based game. You know, you just type in, "Go west. Open mailbox." You know?

8:21

And...

8:23

- Okay.

8:24

- But it's that power of imagination. It's why the book is always better than the

8:28

movie, you know?

8:29

- Yeah. So, you're starting to see these creations of worlds that you can navigate.

8:33

- Yes.

8:35

- You can step into this world and you can lose yourself in that world.

8:38

- Yeah. You're transported. You're living there.

8:41

- Was Zork popular?

8:43

- Zork was insanely popular. And then there was Zork II- ... and Zork III.

8:48

- A trilogy. Zork trilogy. I see it. Okay.

8:51

- A- and it was weird, and, like, the... Sometime in the '90s, there was this, there was this

8:56

era of what they called CD-ROM games. That's how they branded

8:59

them. And they made a return to Zork, but it now had graphics.

9:05

And somehow, that just shattered everything, because the Zork you

9:09

knew in your head didn't exist anymore. Yeah, Zork was

9:13

fantastic. I think it might be open source

9:17

now, which I think is fabulous. But I highly recommend Zork. There was

9:24

also, in those days, on the PC that worked on our IBM, was Ultima-

9:32

... which was the Richard Garriott series.

9:37

And he was Lord British. We knew him as Lord British. He put himself in the

9:41

game. And you wanna talk about world- building. You

9:44

know, there was Yew Forest and there was all the characters. And

9:50

the first Ultima I played was Ultima II, 'cause Ultima I was before

9:54

my time. And that series, it was this RPG group based

10:01

PC game, and the worlds were just so

10:05

rich. Like, you could get on a rocket ship. You're playing in this fantasy

10:08

world, fighting demons, and yet somehow you could

10:12

get on a rocket ship. And then there was just all of this

10:16

sort of crazy stuff that would happen in

10:21

games that are based in the world. Like, there were bouncers in the towns,

10:25

and merchants, but if you really wanted to, you could try to rob

10:29

these people, or kill Lord British, you know?

10:32

That was something that was super hard. And when you're just a jackass

10:36

kid, you spend your time endlessly trying to do these

10:40

things over and over, and Ultima was really a profound kind of experience for me.

10:48

- And, of course, that led to Ultima Online, which is a legendary game in

10:52

itself, perhaps connected to EverQuest.

10:55

- Yes.

10:55

- Sort of starting to build these worlds that are massively

10:58

multiplayer online video games. Can you take me to

11:02

that journey? Like, as you started to get online, MMO world.

11:08

What were influential? What were fun for you?

11:11

- Well, the big one for me was EverQuest. But,

11:15

Like you mentioned, Ultima Online sort of was the

11:19

predecessor. It came before EverQuest.

11:23

And it was, like, one of those unfortunate times in my life where I

11:27

was actually at grad school.

11:28

- You were busy.

11:29

- I was busy, and I missed Ultima Online. Like, I

11:33

would have had that experience. And when you hear the Ultima

11:37

Online stories, they're some of the craziest,

11:40

funniest... You know, I know somebody who, they learned

11:44

how to poison in the game, and then they would

11:47

poison apples, then leave them on the ground, and somebody else would be

11:51

adventuring, then feed the apple to their horse and kill their horse.

11:55

Then they'd steal all their stuff and... You know, Ultima Online was kind

11:59

of... It was the earliest grief-based

12:03

experiment. Really, like, when you're treating the humans like ants in the ant farm.

12:08

That was kind of Ultima Online.

12:11

- Yeah.

12:12

- My first, like, what online gaming, what defined online gaming for me was Quake

12:20

and Doom and Duke Nukem. You know, it started with Doom

12:26

and they had a ... You could basically LAN. You could

12:30

network with your friends or you could connect with a modem and hook up with

12:34

somebody. And that was like a mind-blowing ... Just seeing

12:37

another entity in a video game and saying, "That's a

12:41

person on the other side of that."

12:44

That was magical, like, that that moment happened and that person

12:48

could be in another room or across town from

12:51

you. And Quake kind of took it to the next

12:55

level. Like, that's where everybody knew what they were

12:59

doing. The systems were more refined. And this Quake community formed with

13:06

all of these, you know, great websites, mods. The

13:10

community was divided into ... There were two castes of players. The low ping

13:17

bastards, the LPBs- ... and then the rest of us, you know.

13:21

And I remember rolling into Quake matches, you know, on a

13:25

dial-up modem with a 300 ping connection,

13:30

and I thought it was the greatest thing ever. Um,

13:35

and just, just connecting with people. Like

13:39

I said, the websites. To this day, the only gaming

13:43

website I read— I don't read any of the news sites anymore, but I read Blue's News.

13:49

Which was like, like ... Someone actually teased me recently.

13:53

I linked him a story. I'm like, "Oh, did you hear this new thing's coming out?" And I sent

13:57

the link, and they're like, "Dude, this is from Blue's News. Like,

14:01

what time machine did you just step out of?" And guy named

14:05

Stephen Heaslip... I'm probably pronouncing his name wrong. I

14:09

apologize, but it was actually through that site that I learned about EverQuest.

14:16

They had those programmer plan updates, the .plan files. And guys

14:23

like Carmack would ... You know, they'd post about

14:28

what code they were writing or how they had optimized something,

14:32

or just their personal life. Like, you know, the Ferrari talk

14:35

would always happen— once they had achieved

14:39

success. And there was an id programmer named Brian Hook,

14:45

and he said, "I'm leaving id to go work

14:49

at Verant," which became Sony Online, "to work on

14:53

this game called EverQuest." And I was like, "How does anybody leave id,

15:00

the greatest institution in all of gaming ever,

15:05

to work on any other game?" I'm like, "This guy must be

15:08

crazy. Or whatever this EverQuest thing

15:12

is, I need to see it. I need to know what's going

15:16

on." And if he hadn't have made that post, I never would have checked out EverQuest.

15:22

- We'll talk about EverQuest, but since you mentioned Carmack and,

15:25

uh, Quake, what can we say about the genius of John Carmack?

15:29

Why was he such an important and influential human in the history of gaming?

15:34

- Those early geniuses at id ... Like, I wouldn't be sitting here

15:39

talking to you right now if they hadn't had the breakthroughs that they

15:43

had at the time. Um, gaming engines were

15:50

evolving, but the level of breakthrough that they achieved with Wolf

15:58

3D, that was the first... I remember playing Wolfenstein when it was a 2D game.

16:04

You'd run around. You'd dress up as a German. You'd throw a grenade.

16:08

Um, to see it in 3D ... And it, it's funny. You look

16:12

back at the screenshots or videos of it now, and it

16:16

seems almost childish. Like, "Oh, why, why

16:20

were you so excited about that?" And you were

16:23

transported. There ... It was the intimacy of first

16:26

person. You know, putting the hands in front of you, holding the

16:30

gun, being transported to Nazi Germany, but you're the hero fighting the Nazis.

16:37

And then the evolution. Like, when Doom came out, I'm

16:42

a huge Army of Darkness fan. Like, one of my favorite movies of all

16:45

time. And I was like, "This is Army of

16:48

Darkness, the video game." You know? Like, "Give me the boom

16:52

stick. Here we go." And the graphical

16:56

advances ... But it, it wasn't just how the game looked, it was how it played.

17:01

The smoothness kept getting better. The responsiveness the

17:07

sharpness of the gameplay. You have to credit

17:11

id in those days and Carmack and Romero. Um,

17:16

I ... As somebody who worked on an FPS, I ... That wouldn't have

17:19

existed without them. Credit where credit's due.

17:22

- And by the way, we should say you're ... As a gamer, your range is incredible. You

17:26

are a legit first-person shooter gamer, but you also

17:31

obviously love the more MMO world, rich, exploratory kinda game. So it's

17:38

fascinating. But yeah, there is ... On the technology stack that brought

17:42

something like Quake or Wolfenstein 3D to life,

17:46

there's a threshold which you pass of realism

17:50

where you can immerse yourself into that world. I had the same exact experience

17:54

with, uh, Wolfenstein 2D taking a step to 3D, and it was like

18:03

tears in my eyes. Like, "This is incredible."

18:06

Like, my memories of Wolfenstein 3D is it was like ultra

18:10

realistic. It's silly to say now. .

18:14

It was the feeling like you were there.Yeah, what an incredible

18:18

age. And some of that, the storytelling, a lot of that

18:22

is the- technology that brings that kind of 3D world to life.

18:26

It's incredible. But before- we get too far

18:30

on that tangent you mentioned grad school. We should

18:36

mention that you have a master's degree in creative writing from

18:39

NYU, and you wanted to be a writer. You told me your main influences were

18:45

Kerouac, but also Hemingway, Salinger, Bukowski,

18:49

Orwell. What drew you to storytelling in that

18:52

medium of writing? What aspect of the human

18:56

experience were you trying to put down on paper?

18:59

- Well, it started with being a fan first and being inspired

19:03

and reading, and it's the, not only being transported to a different world or into

19:11

a different person, but also, you know,

19:17

the way that stories can touch emotions in you and trigger feelings

19:24

sometimes you didn't even know you had. And that was very appealing for me. And

19:32

the big challenge with it is, and I think this is

19:36

for anybody who creates anything, is putting yourself out there.

19:41

Um, to some degree, there's a lot of ego that

19:45

goes into that moment where you say, "Well, I've been reading, you know, 1984

19:52

or Green Hills of Stranglethorn, and I think it's amazing. And now I'm

20:00

gonna try to write something that somebody is gonna read."

20:05

Uh, that's a giant leap of faith. You know, that's a moment of putting yourself

20:09

out there completely, and there's gotta be some part of that

20:14

that's ego. There's some part of it that's masochistic.

20:19

Um, and I think for people who want to create and build

20:25

stuff, they can't help but to do it. You don't really have an

20:28

option. That's just how you're wired, and you're gonna do it

20:32

anyway. And, you know, I admire

20:37

people like Dickinson who can just write all the poems and leave them

20:41

in a drawer to be discovered by somebody else.

20:44

You know, that's one way to go about it.

20:46

- Yeah, Franz Kafka, you know, a lot of the stories he wrote, never

20:50

published, and he asked for all of them to be

20:52

destroyed. And then it's only because of his friend that ignored his request that we

20:59

even have many of his stories. It's like to be that kinda... I

21:03

mean, clearly, there's some masochism there, some tortured soul.

21:08

But then there's also the ego like you mentioned. I was entertained by this story of

21:12

James Joyce, When he was a young man,

21:17

18, 19, Declared that he's going to be the greatest writer of the

21:23

20th century. And he turned out in many, in the eyes of many

21:27

to be one of the greatest writers of the 20th century. But there's, like,

21:30

millions of kids just like James Joyce, writers, they're

21:34

declaring exactly that, that turn out not to be. But that is in

21:38

some cases, in many cases, maybe most cases, you have to have that ego-

21:43

... to say, "I'm gonna..." Yeah, right. "I read 1984," "and I'm going to write

21:48

the next 1984."

21:50

- Yeah. And I do think ego is a big part of it.

21:54

it's one of the many lessons I've learned. Hearing your Kafka

21:58

story is funny, because fast-forwarding to how my writing career ended—

22:04

... I literally threw away everything, I mean, in a dumpster. I

22:08

used to keep copious notes, like journals, my

22:12

writing journals, everything I ever read, every story idea.

22:16

I probably had 20 volumes of just handwritten notes. And then I also kept

22:23

personal journals of just, you know, to keep the writing habit up of

22:26

just, you know, what happened in my day, how I was feeling, all of

22:30

that. And then either digitally or typed, I had all of my manuscripts, and

22:38

I threw it all in the dumpster.

22:40

- What was that decision? Do you remember that decision? What was that- what was that like

22:44

to just take that part of your life and just put it in a dumpster?

22:50

- Yeah. It was I think it was necessary. It was necessary. This is like

22:57

rationalizing it after the fact, you know, which is easy to do.

23:02

You know? But at the time, I think I was so broken and so defeated with

23:10

failure that I needed the moment. It was like throwing in the towel for

23:15

a boxer, you know? It's that moment of like, "I'm not gonna win this fight,

23:21

and you need to move on from it." And if there was

23:25

any element of that sitting around,

23:30

I'd be tempted to try again or bring it out of the drawer 10 years later.

23:34

- We should mention that you did give it a- a real

23:38

try. You've mentioned receiving over 170 rejection letters in

23:42

one year when submitting your stories. So there's a lot of rejection.

23:48

So it was a long chain of rejection. And then what was that like, the rejection?

23:54

- It was hard. Um, I had moved from New York.

23:58

Um, I did the most terrible dumb thing that I knew I was doing at the time. I

24:02

had a really great group of writer friends from grad

24:06

school in New York, and I think writing is a very lonely,

24:09

solitary thing. But weirdly, writers kind of support each

24:13

other and just, "Who do you give the story to?" You know, you don't wanna give

24:17

it to your mom or dad, you know. You kinda wanna give it to somebody who's

24:21

gonna really punch you in the nose and tell you what's wrong with

24:24

it. And I had left that writing circle to move back to California.

24:30

- Did you take a bunch of drugs, take your typewriter and drove across, uh-

24:35

- No.

24:35

- ... across the United States and then wrote a book about it? Or

24:39

just to take Kerouac as an example. Anyway, sorry. You went just-

24:44

- I might have been more successful had- ... I done that.

24:47

- Uh, so sorry. So you went back.

24:48

- So I moved back to California, and I did it for a girl.

24:52

And I think within two months of moving

24:56

back, we were broken up. So... And I knew it when I was standing in my

25:00

studio apartment when it was empty in New York and I was about to close the door for the

25:04

last time. I had that like, you know, little me on the shoulder saying,

25:11

"Dude, what are you doing?"

25:13

"This... You're making one of those epic life mistakes that is gonna come

25:16

back to haunt you." And I ended up alone in California, and I think it was a good

25:24

three years that I structured my

25:27

life where I was gonna write for eight hours a day, because

25:31

it's that writer's habit. Like you have to just force yourself,

25:35

"This is a job. This isn't a hobby. Whether I like it or

25:39

not, rain or shine, sick or healthy, I'm gonna write for

25:43

eight hours a day." And I did. Um, I was

25:47

fortunate. Like I said, my dad had his company and he hired

25:50

me as a research associate. So I was calling up

25:54

generating name lists for a recruiting company, and I would take...

25:58

Whenever there was East Coast assignments, I would take those so I could start at like 5:00 in the

26:02

morning. And I created all this space for me to

26:06

write, and I just... I had a dog named Jack-

26:11

... who was... He was a Jack Russell Terrier. And so everybody's like, "You're a

26:15

writer, you named your Jack Russell Terrier Jack." I'm like, "Because I named him

26:18

after Jack Kerouac." "It's poetic and epic," and-

26:21

- Yeah, of course

26:22

- ... I just looked like a dumbass, but- ... it was just me and this

26:25

dog. And I was writing, you know, all that time intensely. And this was mid to late

26:32

'90s, so even though internet existed, email

26:36

was very primitive and you had to send a manuscript off, like printed paper-

26:43

... to all... Like, I was trying to get short stories published in literary

26:47

magazines, and you had to send envelope with return self-address stamp. So it was

26:55

expensive, too. Like if you didn't have money, you were

26:58

just... There was a cost to it- ... to every single one of them.

27:02

- You had to pay for the rejection letter that you would eventually receive.

27:07

- Yeah. And the, like, big thing that you were hoping for

27:11

was that the editor would write you a note with the rejection letter. Like, um-

27:17

- Keep going.

27:18

- Yeah. And you'd like cling onto this. Like, it was like, "Oh,

27:24

Glimmer Train said, you know, showing

27:27

promise." You know, and you just hang onto that for like a week, you know,

27:31

pretending like that was... But it was just

27:35

soul crushing. And I really stuck... And I became

27:39

more and more isolated. Part of that was

27:43

leaving that group of writing friends in New

27:46

York. I'm prone to just introversion anyway.

27:50

The type of person I am. Breaking up with the girlfriend at the time.

27:56

I just sort of fell into that world of like all I was doing was writing.

28:04

And it broke me. Like, I went into very deep and heavy depression. I drank too

28:14

much. I really had a problem with alcohol. And all those

28:18

things compounded into just deep, deep depression. And

28:25

I don't... There wasn't like a magic

28:29

rejection that broke me. That would have been epic if like-

28:33

... someone out there is like, "The dude who..." "I'm the dude who broke

28:37

Jeff that one day."

28:40

But I just had a moment where I said, "This is gonna destroy me."

28:47

And... Like, I don't want to be

28:50

discouraging to anybody, because I really do believe, like you hear it so

28:54

much, like, "You have to work for your dreams, never give up."

28:58

Like, we're trained this way. Like, "Never give up." The

29:04

universe... Actually, maybe not the universe. A group of editors

29:10

at literary magazines across the United States

29:14

was telling me it was time to give up as a writer, like I wasn't cut out for it.

29:21

And I stopped.

29:24

- Sometimes, you know, closing a door is required for another door to open.

29:30

That's one of the hardest things to do, is to walk away.

29:33

- Yeah. And I think, rightly so, our

29:37

parents, our coaches, our mentors train us not to give up.

29:42

And I think a lot of us take pride in that, "I'm never

29:46

gonna give up. I'm gonna do this come hell or high

29:49

water." And sometimes there's that

29:53

reality, especially when you're now in your mid-20s,

29:57

where you have that moment of like, "Am I really gonna be this? Like, am

30:01

I ever gonna sort of find the light here?" And, maybe, and it's so hard, it's

30:09

so hard to have this moment, "Maybe this isn't my calling in life,"

30:12

especially when you don't know what the next calling is gonna be.

30:15

- That's so painful. It's 'cause you've invested so much

30:19

of yourself, of who you are, of the dreams you've had, of this just

30:23

whole conception of yourself, and you're watching yourself slide

30:27

down in terms of becoming isolated, suffering more and

30:30

And then you just have to somehow figure out how to-

30:34

get out of that. And it is true. In that situation, the way to get out

30:42

is the dumpster. Is to cut it off. Is there

30:47

advice you can extract from that? There's a lot of young folks who are

30:51

in that same situation.

30:54

- Yeah. This is one of those hindsight things

30:57

where, you know, having gone through it and ended up okay on the other

31:01

side, which you don't know at the time, you know? When you're

31:06

a young person in your late teens or early 20s,

31:10

there's so much pressure on you. And I really think

31:13

adults don't help. You know? Every time you run

31:16

into the younger nephew or whoever and you start

31:20

to say things like, "Oh, what's your major? What are you gonna do with that?"

31:23

"What do you wanna be?" It's such bullshit to do to a human being. You know?

31:29

- You're so lost in the world. I mean, most of us are lost our

31:33

entire lives, but especially in your 20s, you know, like, you're

31:37

lost. So the questions like, yeah, "What are you, what are you doing? What's your

31:41

major? What's the career?" And so on, that's not the point,

31:44

man. I'm trying to find,

31:48

I'm trying to move through the world, I'm trying to run through the world to

31:52

find the thing that sparks my heart, to find the passion, to

31:56

find what I'm meant to be on this earth for.

32:00

And there are really, I mean, that is a real hero's journey of

32:03

searching as a young person. That's a real,

32:07

like, you know, all the adults, with their wisdom,

32:11

they've stopped searching often. They've

32:15

done the lazy, the comfortable thing. They found their thing. And so now they

32:19

look back, they don't remember how much suffering

32:23

and how, how much uncertainty that young people have to deal with.

32:28

- It's, there's confusion, there's pressure. Like, the

32:32

pressure we exert on younger people for having it figured out is, it's insane.

32:39

So the advice that I always give,

32:43

and it sounds so stupid, like this sounds really trite, but

32:51

focus on what you wanna do, not what you wanna be. The, the pressure that

32:59

society kind of puts on us is, you know,

33:02

"Oh, do you wanna be an astronaut? Do you wanna be a firefighter? Do you wanna be a

33:06

writer? Do you wanna be a game maker?" And I think we get lost in the trappings of,

33:15

like a vision of what that role is- ... and how to perform as a fake actor in that

33:22

role. Versus when you're off the clock and no one's asking you any questions-

33:29

... you know, you're not at Thanksgiving dinner and your uncle's pressuring you

33:33

into, you know, what your future's gonna be for the rest of your

33:36

life. When you go home, how do you spend your

33:39

time? Like, what makes you happy? What brings you fulfillment?

33:44

And through those paths, you're gonna find out

33:48

what you're gonna become, not what you wanna be. It's, "What do you wanna do?"

33:55

- What do you wanna do? The thing that brings you joy on a moment

33:59

by moment basis. Yeah. That's brilliantly put. And

34:03

speaking of which, that's where you took the pivot.

34:07

You switched to video games. How did that happen? Gradually? Suddenly?

34:13

- Gradually and suddenly. So when I had that

34:17

fateful moment where I just sort of gave up with writing,

34:21

I had these days where I'd structure eight-hour chunks

34:25

of just, this was writing time, you know? I'd sit solitary

34:30

typing. All that was gone. And, you know, I could still

34:34

support myself, which was nice. And then I had this free

34:37

time and I wasn't spending it with anybody, I was just alone. Me and the dog, Jack.

34:44

And I just poured it all into EverQuest.

34:50

You know, I, it was 1999 when that game came out. And I had a friend,

34:58

Victor, like kind of a lifelong friend. One of the few friends I had who

35:02

played computer games, 'cause there was a stigma to that.

35:06

You know? It wasn't, you didn't walk around telling people you played

35:09

games. They thought you wasted your time. And my friend,

35:13

Vic, had bought EverQuest. I'm like, "That's that game that that guy Brian

35:16

Hook went to work on. Is it good?" And he's like, "Yeah, you gotta play it." And the

35:23

moment I logged in, I was just transported. It was the world of Norrath. And

35:30

it wasn't just the world itself and how it looked, I thought the game was

35:34

gorgeous, it was the mechanics, you know, that I was this halfling

35:41

rogue that, you know, had to go out and

35:44

adventure in the world, and when I killed stuff, I got experience, and I needed

35:48

better loot to kill more stuff to get more experience. And

35:54

the sort of draw of progression in the game it was amazing. I, and I

36:02

just lived my life of, "I can't wait 'til the next time

36:06

I log in." There was a lot of escapism going. It wasn't all healthy. When all was

36:14

said and done, when I finally had quit EverQuest three days

36:17

later, you could type in the command /played to see

36:21

how much played time you had. I had, I think it was like 272 played days in three

36:29

years. So you start to do the math on like, how much time-

36:35

... in those three years I was living in that world. It was...It was kind of

36:41

insane.

36:42

- Well, that's over 6,000 hours- ... of gameplay.

36:47

Wow. So here going to Perplexity, EverQuest

36:52

is a long-running 3D fantasy, massively multiplayer online

36:55

role-playing game, MMORPG, set in the world of

36:59

Norrath, as you were saying. First released in March 1999,

37:04

it is an online role-playing game where thousands of players create

37:08

characters, group up, and explore a persistent shared world.

37:12

It's widely regarded as one of the foundational MMORPGs,

37:16

helping define raid content, guild systems and 3D online

37:20

worlds. That's the other component of it. There's... It's all humans

37:24

and they group up- ... and they raid together in the game.

37:28

- Yep. In the context of EverQuest, raiding is usually around 30 people or more

37:36

getting together to conquer something that you couldn't beat

37:39

otherwise. And to do successful

37:43

raiding, you usually needed to join what in EverQuest

37:46

everyone referred to as an Uber Guild. So I

37:50

had this great pride in my EverQuest journey that I... Most of the

37:54

time leveling up I was unguilded or I was in like a

37:58

role-playing guild with rogues only. And it was when I got to Level 50 in EverQuest

38:05

was the top level, I got invited into this

38:09

guild called Legacy of Steel, which on our server

38:13

was the top. Every server had a top guild.

38:18

And I was on a server called The Nameless Server, and the top

38:22

guild was Legacy of Steel. And that, the thrill of

38:29

getting 30 people together to go see if you could beat, you know,

38:33

Nagafen, who was the fire dragon, or Vox, who was the frost dragon,

38:39

and needing perfect coordination to pull it off,

38:42

it was insane how fun. Like, you would literally scream out. You're

38:46

alone in your room at home-

38:49

... but you felt like you were there with these people and you would

38:52

audibly cheer out when you won, and you'd feel depressed when you lost, and

38:59

it was a game of high highs and low lows, and it did

39:03

everything right. It was amazing.

39:05

- So that was a big leap for you to go from the proud lone warrior

39:10

to a member of a guild, Uber Guild.

39:14

And then there's that epic story of you rising to the

39:18

top to become the leader of this Uber Guild.

39:22

- The leader... Yeah. So organizing people in an online game

39:28

like EverQuest is like herding cats-

39:32

... 'cause, you know, everyone has their own will. Some people are loot motivated,

39:39

some people want the guild to do well, some people are just lonely

39:43

and want people to hang out with. And

39:48

there was also a lot of depression in the EverQuest community. It was something I

39:52

suffered with, but a lot of people, you know, anytime you're

39:57

feeling sad or down, you're looking for escape.

40:00

And one of the great things video games brings us is escapism.

40:04

And escapism isn't always bad or negative-

40:11

... but when you sort of abuse it to escape your real

40:15

life problems, it's bad and negative.

40:18

- So there's a mix of pain and darkness that pain can manifest as-

40:25

... all part of this community.

40:27

- Yeah. And what's weird is you enter the cycle where being with other people

40:32

gives you comradery and relief and

40:36

makes you feel like you're not doing so bad in life,

40:40

but you can quickly enter a cycle of... But then you're withdrawing from life

40:46

and it makes you feel that way more to where you can only get the fix

40:50

from the game at that point. So it's...

40:54

Psychologically, there's a lot going on there.

40:57

- And so you had to work with all of that. You have to get a bunch of

41:01

people together to do a raid, who are all

41:04

human beings going through complicated psychological journeys of their

41:08

own. Some are talking shit, some are

41:12

just quietly lonely, just looking for some loot.

41:16

- In the late '90s, everyone was talking shit.

41:19

You know what I mean? Like, the gaming culture was just a different thing

41:23

back then. But it was a great

41:27

group. It was super fun. It was people from all walks of

41:31

life. And to coordinate these people, like you just had

41:34

to repeat everything like 200 times. Like, "Okay, we're gonna port from North

41:42

Ro. Everybody get to North Ro." And then you'd have to repeat that for

41:46

like six hours-

41:47

... to have any chance of like 20% of the people showing up in North

41:51

Ro. And I sort of like... At

41:55

first I joined the guild, I was just like the bright-eyed, bushy-

41:59

tail. Like, I was like one of the few rogues in the guild. I just wanted to

42:03

be helpful. I really admired the people running the

42:06

guild. Like, we had a great guild leader.

42:11

and it was just a really fun experience. And, you

42:15

know, the guild leader one day just disappeared.

42:18

Like, he quit and he was going through, you know, his own

42:22

thing, and that's what would happen in EverQuest. Like, people would just kinda

42:26

disappear all of a sudden. There wasn't a, "Hey, in about a month, I'm

42:30

gonna stop playing because I'm starting this new job."

42:34

People... people had to quit in some dramatic way, where they

42:38

just disappear, and basically, our guild leader stopped playing.

42:43

- Did you miss them when they disappeared? Like, we should say that most

42:47

of the people, maybe all of them, were anonymous. So you just-

42:50

...have a username, and you don't really say who you are in real life.

42:53

- Absolutely. In those days, there was a great stigma to

42:57

mentioning your, any real-life info. You just kind

43:01

of kept it all really close to your chest, and you never knew

43:05

who was male or female. You kind of assumed everybody was male.

43:11

- Safe assumption.

43:11

- And then it was a surprise if they were actually female.

43:15

Like my wife, for example, that's how I met her.

43:19

- You met her in EverQuest?

43:20

- I met her in EverQuest.

43:21

- That is a true love story, right there.

43:23

- Yeah. Yeah.

43:24

- Wow.

43:25

- The funny part for me with EverQuest is, you know, you

43:29

play a game as much as I played EverQuest, and people are like, "You threw years of your

43:33

life away." Like, "You can't win a game like that." And I'm like,

43:37

"I don't know, like, sitting here today, my whole career and my family are thanks to

43:45

EverQuest, so I think I won the game."

43:49

- Yeah, yeah. You're like the, the, "Well, actually..." guy.

43:52

- Well, yeah, exactly.

43:54

- Your life will be on the Wikipedia page somewhere that says, "Well, here's an

43:57

example of somebody-" "... why video games are awesome."

44:02

Yeah, I mean, some of it... I should mention this as an aside. For me and many

44:06

people I know, yes, it's hundreds of hours, but some of the

44:10

happiest hours and days of my life. Like,

44:14

looking back, it all worked out. During it, you are

44:18

pretty low, and you think, "I... What am I doing with my life?" All that kind of

44:22

stuff. But, like, looking back, just the all-nighters you pull

44:27

playing a particular video game, allowing yourself to really fully be

44:30

immersed seeing the sun come up, and by the way, many of those games, for me, were

44:36

Blizzard games. It's just an incredible thing that video games have been

44:40

able to do. I think you know, it used to be, and still is somewhat the

44:44

case, that books do that kind of same thing. They-

44:47

...they take you on a journey. But video games, for a long

44:51

time, you're right, they had a stigma. Like,

44:55

I couldn't tell people. I felt like I was doing, like, heroin or something.

45:00

Like, I felt like I was doing this secret, dark thing. It's usually in

45:03

the... It's, it usually is in the dark. There's just a

45:07

secretive nature to it, like I'm doing something really dark and shady.

45:10

- It wasn't mainstream.

45:12

- It wasn't.

45:12

- It wasn't... There was a stigma to it. And one of the weirdest

45:16

parts of that is, you know, I mentioned, like, you could type in the

45:20

/played in EverQuest. Well, if you did the /played on how much TV people

45:27

watch, what would that look like? It would blow-

45:31

...6,000 hours out of the water, easily. Well,

45:35

it... 20 years ago it would have. You know? Not today.

45:39

- Now it's the phone, yeah. Yeah. But then it is hard to say goodbye to that world.

45:47

Those are also really painful times. How hard was it to say goodbye for you?

45:52

- To EverQuest? It was really hard. And there were times where you try to quit.

45:58

- Oh, you took a break sometimes?

45:59

- Yeah. You think you're quitting for good. You'd have those moments of, like, "I'm

46:03

doing this too much. I need to move on in life. I'm

46:07

gonna put it down and walk away, and hopefully not come back." And there were

46:11

times where you did come back. When I finally did

46:15

leave EverQuest, it was actually extremely easy,

46:18

because I was psychologically done with the game at the time. It was

46:27

not shortly, but not too long after a new expansion

46:31

had come out. At the time, it was Shadows of Luclin.

46:34

Which didn't speak to me like the expansions before. Like, the

46:38

one before that was called Scars of Velious, which was an amazing

46:42

expansion. And I had gotten the job at Blizzard, and I guess I'm just an

46:49

obsessive person. So all the time and energy that I had put into EverQuest, the

46:57

second, you know, the second my first minute started at

47:01

Blizzard, that was my new obsession.

47:04

- So speaking of which, you have to tell the epic origin story of how you got

47:10

the job at Blizzard. As we said, you were this legendary gamer, and now legendary

47:17

troll, on EverQuest. Username, Tigole. You gave a lot of edgy feedback to the devs,

47:25

Telling them in now famous... There's several rants.

47:28

There's a famous one where you tell many of them to do a

47:32

bunch of things, including to pull their heads out of their asses.

47:36

You were loved and respected because you gave a lot of specific

47:40

ways that the game could be improved. And that's an important thing to say. You weren't just

47:44

talking shit. You actually really loved and cared for the game, and

47:48

you gave them, in the language of the time advice on how to improve,

47:55

Their game. And it's funny,

47:59

because, like, you look back to those messages, it's inspiring to

48:02

me. It should be informative and inspiring to a lot of people, because you're

48:06

really, legit, full-time talking shit. And

48:09

now, and you always have been, like, one of the

48:13

kindest, most loved human beings in the entire gaming

48:17

industry. Anyway, how did that lead to you getting a job at Blizzard?

48:21

- So when the first guild leader left, Legacy of Steel, the founder... He,

48:25

he was a guy named... His online name was Dread. That was his

48:29

name. He left, and our guild was kind of in this listless spin for a while.

48:37

And eventually, somebody stepped up and took

48:40

his position as guild leader, and that person's name was Ariel-

48:45

... who was this blonde wood elf warrior, Female,

48:51

who always refused to wear a helmet because they thought their character was

48:55

so pretty, wanted to show their face all the time. So Ariel

48:59

was a great guild leader for us, and made me

49:04

like an assistant guild leader, raid leader, officer type in the guild. And over

49:10

time, Ariel got busier and busier, and, you know, would send me messages like,

49:18

"Hey, I'm not gonna be online, you know, tomorrow," or, "I'm not gonna be

49:21

online tonight. Can you run the raid? Can you run the raid?"

49:25

And running the raids was very natural for me. And it was my first experience with

49:32

leadership in my life, of like how do you motivate people? Like, what does

49:38

motivation look like? What does discipline look like? How do

49:42

you inspire people? When do you force people versus

49:46

encourage them, you know? So it was a learning

49:50

experience for me on the fly, and I had the safety net of the real

49:54

guild leader would log in eventually.

49:57

- I should mention, I'm just now reading

50:01

about, doing a bunch of research on Justinian

50:04

of the Roman Empire, and he rose from being a peasant to being

50:08

emperor, so I see a lot of parallels in your life journey, from

50:12

peasant to emperor, but go ahead, I'm sorry.

50:14

- At least EverQuest guild leader, that's- that's as much-

50:17

- Uber guild leader-

50:17

- ... as I could say.

50:18

- Uber guild leader.

50:18

- Uber guild leader. Best guild on the Nameless server.

50:22

So as time went on, Ariel became busier and busier, and then one

50:29

day, they contacted me and we were having this like whisper

50:32

back and forth, and they said, "You- you're gonna have to take over the guild. I'm just too

50:36

busy." And then it came out later ... Well, let me back up a

50:43

second. I started fooling around ... Like around this time Half-Life 1 had come out,

50:51

and with both Duke Nukem and Half-Life 1, one of the

50:55

incredible things that those companies did back in the day was when they

50:59

shipped the game, they shipped the editor on the CD.

51:02

And if you were curious enough, you could like fire up that editor and

51:06

fool around with it. So I made a Duke Nukem

51:09

level, and you'd send it off to like those UK

51:13

programming magazines, and you know, you'd get excited because your

51:16

level was in, you know, some random

51:19

magazine. And then I started making like Half-Life levels. And

51:26

Ariel had stepped down as guild leader. I had become guild leader.

51:30

And then at one point, Ariel contacts me and

51:34

says, "Hey, you know, you were talking about those Half-Life

51:38

levels you made. I want to see those." I'm like, "Oh,

51:42

that's cool." Like, "I didn't know you played Half-Life." Like, "Yeah, maybe we can get

51:46

a server up and I can play them." And Ariel tells me,

51:50

"No, mail them to this address in Irvine." And-

51:54

because I— again, to rewind in the time machine for a

51:58

second, to send something like a Half-Life level over the internet would have-

52:03

... taken like 12 hours.

52:05

So you actually like burned it onto a CD and stuck it in the mail.

52:10

So I put my Half-Life levels, I sent them to Ariel, and

52:16

he says, "You know, my name's Rob. I'm a designer at Blizzard Entertainment."

52:24

"Um, we're— I— I hear you're in Pasadena 'cause you mentioned

52:28

it." You know, I would write about, you know, the Rose Parade and

52:33

all these things on our website. You know, I kind of ... It was blogging

52:37

before blogging existed, so he knew I lived in Pasadena, and he's like, "Irvine's

52:41

only an hour away. Why don't you come down, see

52:45

Blizzard, and you can also meet..." and he

52:49

names like four people in the guild. And I'm like, "They all

52:52

work at Blizzard too?" He's like, "Yeah, we're all

52:55

Blizzard." And it was so weird because

52:59

during that era, I didn't have a lot of money. It was not

53:03

like ... Kind of nowadays it feels like everybody plays every game,

53:07

but you had to be selective. So like I never bought StarCraft

53:11

or Diablo or Warcraft. I was much more of the

53:14

Half-Life, Quake, Quake III guy around that

53:17

time, and I'd never played a Blizzard game, and I just

53:21

got invited to like go to Blizzard Entertainment.

53:25

- Was Blizzard already legendary, you know, with the Warcraft and

53:29

StarCraft? Is it... Is there... Is it... Was it building this

53:33

like great legend of this game company that seemingly doesn't miss?

53:37

- It was very much on its way to

53:41

enshrining itself as being one of the legendary game... Like, it was beloved—

53:46

... by gamers, but there were still ignorant people like me who

53:50

hadn't played, you know, War II or Diablo

53:54

II or StarCraft, which was shocking to people.

53:56

- So you weren't like freaking out, freaking out?

53:59

- No, I— I was freaking out in a different sense. I'm like, "Am

54:03

I gonna get mugged when I-" Like, "Who are ... Is this a scam?"

54:07

Because you didn't meet people off the internet.

54:10

So I drove down there. Um, I ended up... There was— there was Rob Pardo—

54:18

... who at that time was the lead designer on Warcraft

54:23

III, and he was Ariel. You know, so okay, it

54:26

wasn't a woman after all. It wasn't this blonde wood

54:30

elf. You know, I don't know what you expect at that point.

54:34

It was Rob Pardo. To this day, a great friend of

54:38

mine named Scott Mercer was the enchanter in our

54:42

EverQuest guild, a guy named Dalomin. There was a guy named Roman Kenny who was like

54:48

this—Totally psychotic wizard who played in our guild. And I had lunch with these

54:55

guys, you know, we just went out to Irvine to like a restaurant.

55:00

And, you know, forgive me for the misuse of

55:04

the phrase, but it was like my coming out moment. And

55:08

we talked about games having that stigma and being embarrassed about

55:12

who you are and what you like. Like I, up until that point, I would

55:16

never tell- Mm-hmm ... friends, family, like, "I love

55:19

games. I'm playing this game EverQuest. It's so cool, we just killed a

55:23

dragon." And so you were hiding this part of your identity.

55:28

And I'm out to lunch with these guys in Irvine,

55:33

and we're talking about dragons and swords and, you know, raid tactics and talking

55:41

shit on all the people in the guild. And I,

55:45

literally had this moment where I felt like myself for the first

55:48

time. I just felt like so comfortable, and that was an

55:54

eye-opening moment. And after that, after that

55:58

lunch happened, he invited me for a couple more lunches

56:01

down, you know, just... Uh, I just saw it as like, "Oh, now, I'm..." You know,

56:05

I made friends with these people online. Now, we know each other in real

56:09

life, and they happen to work for this game company. And at another one

56:13

of the lunches, they invite this troll warrior to have lunch with us, whose

56:21

name in the game was Barfa, the Troll Warrior.

56:25

Mm-hmm. And Barfa, Barfa wasn't somebody who played with

56:29

us all the time, but kind of like Ariel got into the guild

56:33

kind of on the side. You know, it was one of those like inside invites of

56:36

like, "Who's Barfa?" "I don't know, but Barfa is in the guild now." And

56:40

there was at the time, it was a new dungeon called The Hole, and we had never

56:44

done it before. And we jumped down in this hole, and we're doing this whole

56:48

dungeon, and everything goes wrong, as it's prone to do in EverQuest.

56:52

And the whole guild escapes except for Barfa, whose

56:56

troll character's so big, he can't jump out of the exit.

57:00

Mm-hmm. And I had this potion that was like

57:04

a really expensive potion that was a teleport potion

57:07

that, you know, no one but someone in the uber guild could afford

57:11

at the time. And I hand the potion to Barfa, and I

57:15

say, "Here, use this. It'll teleport you out." And I'm a rogue, I can

57:19

just stealth and get out of the dungeon on my own. So I saved Barfa, not really

57:27

knowing who Barfa was, and I did it with a very expensive

57:30

potion. Mm-hmm. Having lunch, Rob introduced me, "This is Allen Adham. He plays

57:38

Barfa." Mm-hmm. I'm like, "Oh, Barfa!" And we, you know, he has a...

57:42

"You saved me in The Hole that time." Well, it turns out Allen

57:45

was the founder of Blizzard, and he was the

57:49

head... He was sort of the head of everything at that time. It was

57:53

Allen, Mike Morhaime, and Frank Pearce. And what I didn't realize what these

58:00

lunches were, like I just loved them because I felt like I was myself. I felt

58:04

true happiness being surrounded by these, you know, people who

58:08

were talkin' about video games and I felt comfortable around. And one day, Rob

58:15

logs into EverQuest. He wasn't playing much at the time, and he said, "I want

58:19

you tomorrow to check the Blizzard job site." Mm-hmm.

58:23

I'm like, "Okay, like, I'll check the Blizzard job

58:26

site." And they had announced World of Warcraft, and posted on the job site- Mm-hmm

58:35

... was the job for an associate quest designer.

58:38

And the funniest part of it was, I forget if it was

58:42

a requirement or a plus in the job description, but they're

58:46

like, "We really want somebody with a creative writing

58:49

degree." Hmm. And I'm like, "You guys set

58:53

this up for me." Like, they were just looking... And it was

58:57

that hindsight moment of like, actually, these guys were just

59:01

interviewing me- Yeah ... for six months. And they were actually friends,

59:05

and they were really cool about it too. And I just had the fuck it moment like that,

59:12

that job opened up.

59:14

I applied with all my heart, you know? Like, it, they had a bunch

59:18

of quest writing on it. And then I went through like a pretty hardcore

59:24

six-month recruiting process because they never

59:28

hired designers from out of the company. Traditionally,

59:32

designers were promoted from within Blizzard. Either they would

59:36

like transfer out of other disciplines, or they would come

59:40

from quality assurance, tech support. So hiring somebody off the street was kind of

59:47

a big deal for them, and they really put me through a

59:51

grilling. Um, I met with... It was the first time I met Chris Metzen- Mm-hmm ... who

59:59

is maybe the most inspirational, creative person on

60:04

the planet. And you instantly... They paired

60:08

me... They did this interview pairing. There were these two guys. It was Kevin

60:11

Jordan- Mm-hmm ... who was one of the original designers on WoW.

60:15

Really, he doesn't get enough credit for his contributions. He was one of the

60:19

earliest class designers, PvP designers.

60:23

But he's a really quiet guy. Mm-hmm. And they paired

60:27

him with Chris, and Chris just owns

60:31

the room, you know? Mm-hmm. Chris, you could just sit and listen to

60:35

him. He's so creative. He's so passionate. And the way he articulates

60:42

things, like you just instantly become a fan of Chris when you're

60:46

around Chris. And Chris, Kevin, and I go

60:50

to lunch at, at this Italian place that was across the street

60:54

from Blizzard, and I remember...Chris made a stop to buy cigarettes

61:01

, you know, on the way to the interview.

61:03

And then every other word out of Chris's mouth was like, "Fuck," and, "Shit."

61:08

And I'd come from this whole, like, corporate culture from my dad's

61:12

recruiting business, where I'd never imagined somebody would curse in an interview,

61:18

or stop to buy smokes. And again, it was like, "I'm around my people."

61:25

Like, I never smoked, but just, you know, being around people who didn't care about-

61:31

... what the corporate norms were was so

61:34

inspiring. And then my last interview was with,

61:38

uh, Alan and Rob, and a great programmer named

61:42

Bob Fitch. Like, I think he's one of the first five developers at Blizzard. Uh,

61:49

and they took me to an ARCO station that had a Jack in the Box. You know, how, like-

61:55

... sometimes they'll combo? It was like ARCO Jack in the Box. And that was my

62:00

final interview at Blizzard, was at the ARCO Jack in the

62:03

Box. And I remember thinking to myself,

62:08

"These guys just brought me to a Jack in the Box that's in an ARCO station.

62:14

I need to work here." Like, this is... "These are my people."

62:18

"This is where I belong." Like, it was the greatest thing ever.

62:21

And so, yeah, that's my crazy journey to Blizzard.

62:28

- Uh, started at the bottom and end up at the top in a Jack in the Box. Can you

62:34

speak to... 'Cause you mentioned some of the low points in the... in

62:37

depression. Through that journey, how did you find your way

62:41

out? So, can you just... A lot of people are

62:45

sitting in those low points right now listening to this. What kind of

62:49

wisdom can you draw about finding your way out, finding your people?

62:55

- There were a lot of really low points. Uh, I'll give you

62:58

the weirdest one. I started drinking a lot, and alcohol was something

63:06

that I really wrestled with until my early 30s. And one

63:10

of the things I'm most proud of today is sobriety and having

63:14

been sober for such a long time now. And

63:18

I remember I was- I was just ha- I would like buy a bottle of Old Grand-Dad and-

63:22

... like, drink the whole thing by myself, and then watch the

63:26

Oscars. I remember I was ... Of all things, I'm watching the

63:29

Oscars, which is just such a fake, bullshit environment.

63:35

But I was like... You know, I was really drunk and

63:38

all those people seemed so together and successful and

63:42

polished, and I just... It made me... It was

63:46

that contrast that made me feel like such a failure. And it all seems so

63:54

stupid and unimportant to me now. Um, I became... You know, I got in that constant

64:02

struggle of try not to drink, but drink to make it feel better. I was lucky,

64:09

My parents were very supportive of me, even

64:13

in my 20s, even after I, you know, quote-unquote left the house. I went into therapy

64:20

and that was very helpful. You know,

64:24

know, extremely helpful. And one thing I learned is that you

64:28

have to find the right therapist for you. It's not

64:32

just checking a checkbox of, "I went to therapy." It's about

64:36

finding somebody who sort of

64:40

helps you get out of whatever rut you're in, in a way that's healthy for you. And,

64:47

um, I tried antidepressants, but I hated... I just hated

64:53

taking pills and feeling like something was in

64:57

me, and making me feel different. I never responded to it. And then the hardest

65:04

thing, you know, which I've never mentioned to

65:08

anyone, and is hard for me to talk about, but eventually I went through ECT,

65:16

which is electroconvulsive therapy, shock therapy. And that

65:23

broke me out. And I would never endorse that as a miracle. That was... I was at such

65:31

a low point that people were very worried about me and my wellbeing-

65:37

... and what was gonna happen, and that was sort of an

65:40

extreme pull-the-rip-cord, like there's-nothing-else-to-lose moment.

65:47

And I think that was the difference maker. That, and starting at Blizzard.

65:56

- To find... I mean, there is a- there is a deep loneliness there when

66:00

before you met those guys at lunch, you're

66:04

alone, like in a really deep fundamental way.

66:08

Like, in the way you weren't in New York with the writing- with the writer's group,

66:11

right? And so that must've been an incredible experience just to see the guild.

66:16

- Yes. It was everything I nee- I... As such an introvert, you- you think that there

66:23

are extroverts and introverts, and introverts don't need

66:27

anybody, but weirdly, I think introverts almost need people more.

66:33

And we don't always know how to engage-

66:38

... in the right, healthy ways, and how to find people and how to connect

66:42

with people. And it was- it was great. Um,

66:48

one... The thing that had attracted me to creative writing was

66:52

the solitude of it, and the fact that you didn't have to

66:56

collaborate, and you could just write what you wanted to write and it

67:00

was all you. You would succeed on your own or you would fail

67:04

on your own, and that was very attractive to me. And the thought

67:08

of creative collaboration was actually off-putting. I'd spent all four years

67:14

of undergrad interning at Universal Pictures, 'cause I thought I wanted to be in

67:20

film, and it was such an unhealthy creative

67:24

collaboration in the film industry. It's a very,

67:30

you know, I look up unhealthily to the film industry

67:34

and admire it and, you know, grew up

67:37

with all these legends who had come from there. But it's like a caste system.

67:44

And I was on the bottom of the caste system as an intern, and I was

67:49

seeing how the other people who were low

67:53

caste in the film industry were treated, and it was just horrible,

67:57

you know. But games was different. Games was very flat. It didn't matter if you

68:05

were the CEO or the boss, like, the way Mike and Allen carried

68:10

themselves with, you know, me, who was an associate game designer, you felt like an

68:17

equal. And I think it... Not just the comradery, but the part that shouldn't be

68:24

overlooked is the work itself and the work ethic. That's what really pulled me out.

68:33

- Hard work on a thing you love.

68:36

- Yeah.

68:38

- I have to, if you may allow me, read the prophetic one of

68:42

us, quote, "one of us" post you made on April 18th,

68:45

2002. Because in some deep sense, you, I think,

68:49

remained one of us. The... I apologize to bring

68:53

up Justinian the emperor, but remained a kind of peasant

68:59

gamer, a true gamer, who happens to be also be

69:02

designing the games. And so this post kind of speaks

69:06

to that. It's fascinating to read, because that was at the very

69:10

beginning, right? You didn't know anything. You didn't know the

69:14

games you would end up creating. Title of the post, "If you want

69:18

something done right." He wrote, "This week, I

69:21

accepted a position as associate game designer with Blizzard

69:24

Entertainment. Specifically, I will be designing quests for World of

69:28

Warcraft, Blizzard's MMORPG based on the popular

69:32

Warcraft series. In addition to my duties as quest designer, I will

69:36

also be expected to contribute to helping design the end

69:40

game content for World of Warcraft. The reason I'm sharing this

69:43

information, besides the fact that I have a masochistic love of

69:47

reading rants and flames about myself, is because I know that the fans of

69:51

this site are hardcore MMORPG players. The readers

69:55

of the site have also come to know my personal opinions on

69:59

what constitutes a fun gaming experience versus what feels like

70:03

a complete waste of time or poorly designed encounter." Wow, you're

70:07

very eloquent in this post and without too much shit talking.

70:11

"You've all read my opinions on such things as tedious key

70:15

camps, obvious time sinks, devoid of any story or linear

70:18

narrative, quests which reward the lucky over the skilled and

70:22

quest rewards which are out of sync with the amount of time and effort

70:26

required to complete them. I hope that my association with

70:30

World of Warcraft will serve to comfort MMORPG fans that one of us

70:38

is on the other side of the fence, looking out for the interest of the

70:42

player." And you go on to describe some of the high hopes you have for World of

70:46

Warcraft, which is really fun to read because you don't realize-

70:50

- Now-

70:50

- ... it's gonna be, like, one of the greatest games of all time

70:54

played by millions of human beings, just where those millions of human beings are

70:57

playing for hundreds of hours, thousands of hours. It's crazy. It's funny that

71:01

this... one of us is writing at the dawn of a new

71:05

age. The final paragraph is, "So with all

71:09

that is going on with me, you'll have to excuse any

71:13

lapse in updates to the site here. I will try my hardest

71:17

to give you slack or something to read while you should be

71:20

working. But in the meantime, there's a whole world of

71:24

NPCs. They need to learn the words kaksagur and

71:30

mo'fucker, in quotes, and the like. Although

71:34

something tells me I'm already in trouble with the

71:36

boss." One of us, Jeff, one of us. That was

71:40

a beautiful, beautiful post. Did you in fact get in trouble with the boss?

71:44

- No. No. My boss was Allen.

71:47

And Allen was very understanding and he... they kind of knew

71:51

what they were getting into-

71:52

when they hired me. And that post actually embarrasses me

71:56

when I hear it now. There's so much ego in it-

72:01

... and I think that's... it's got that 20 year old-

72:08

... you know, "I don't know what I don't know."

72:11

- "I know exactly how to fix this video game and all video games and-"

72:15

But there's brilliance behind that. There's a passion behind that.

72:18

Like, we're... when you're a gamer and you really put in the hours

72:22

in a game like EverQuest, you understand what makes for a compelling

72:25

experience. You don't, at that time, understand how much hard work is required

72:29

to create that experience and how much uncertainty there is,

72:33

how difficult it is, how many trade-offs there are. How your

72:37

designs, when they actually are brought to the world and are experienced by thousands of

72:40

people, millions of people, they are different from

72:44

the division you had for it. So all those elements you don't know, but you

72:48

have to have that ego in the beginning, right?

72:51

Do you even have the guts to try? Do you have the guts to put in all that work? So

72:55

what were the... what was it like? What were the vibes of

72:59

early Blizzard like? They've... at this point, Warcraft

73:03

I and II, Warcraft III is in production.

73:07

StarCraft. These are legendary games. I don't... I spent probably

73:11

over 1,000 hours in these games combined. I

73:14

played Warcraft I, II, III. I played StarCraft I and II.

73:18

I played WoW, of course. Diablo I, II, III,

73:22

IV. Play Diablo II with "Stay a while and listen," with Deckard Cain.

73:27

- Stay a while and listen.

73:29

- I mean, some of these characters, some of these experiences just, they'll stay with me

73:33

forever. Anyway, so big thank you to those

73:37

early Blizzard folks. What was it like? What

73:41

was the team like? What were the developers like? What were the vibes like in those

73:45

early days?

73:46

- It was the dream. When I showed up at Blizzard on my first day, the office

73:53

was on the University of California Irvine campus

73:57

at the time. They have this research and development park where,

74:01

if you're like a tech company, you can get office space there,

74:06

and Blizzard took up... When I joined, it was

74:09

three-fourths of the building was Blizzard, and there were... There was like a

74:13

building right next to it that had like Cisco and, you know, it was like

74:17

all kind of techy places. And it was so funny because you drive up and like

74:23

everything was very serious and corporate, and then outside of the

74:27

Blizzard offices, everybody is wearing black T-shirts and

74:30

shorts and throwing frisbees and playing Hacky Sack

74:34

and on scooters and skateboards, and you're like, "Okay, that's

74:37

where, that's where Blizzard is." So it was that

74:41

environment. I remember walking in the door and thinking like, "It

74:45

feels like I'm walking into a dorm room-"

74:48

"... 'cause it was just posters on the wall." And there were

74:52

actually, like people would have futons because they'd be sleeping

74:56

because we would work so much back then. But the vibe was... It was very small. Like

75:03

Blizzard, the day I joined in May of 2002,

75:07

was fewer than 200 people, and that included... There was a

75:11

whole group up in San Mateo called Blizzard North.

75:15

So Blizzard South, the Irvine group, was responsible

75:19

for StarCraft and Warcraft, and there

75:23

were two development teams at Blizzard. It was called Team

75:27

One and Team Two at Blizzard South. Um,

75:32

Team One was revered. These are the RTS guys.

75:36

They made, you know, StarCraft, Warcraft II, and

75:40

they were, at that time, they're working on Warcraft III.

75:45

Team Two was kind of the red-headed stepchild.

75:49

Like apparently, before I joined, they had tried to spin off

75:53

a second team multiple times and failed, and then they

75:57

finally decided they were gonna make World of Warcraft.

76:01

There was a game called Nomad. I don't

76:05

know what that game was exactly, but that was what Team

76:09

Two was working on at first. That got scrapped,

76:13

and Allen stor- steered the team towards World of Warcraft. And there's amazing

76:21

designer named Eric Dodds. He'd go on later in his career to be the game director of

76:28

Hearthstone. Him and Ben, Ben Brode basically were the

76:31

core designers behind that. But Eric and Kevin Jordan

76:37

were these two key designers working on World of Warcraft

76:43

for Team Two, and then you had this tech group that was headed up by John Cash.

76:49

And John Cash, the first day that I showed up

76:54

to work on Team Two, they said, "You have to go get your login

76:58

from John Cash." I'm like, "John... The John Cash from id?"

77:03

And, you, you know, John Cash has a skin. You could be

77:07

John Cash in Quake III. So, and then he saw me, and he, he was a huge EverQuest

77:15

player, and you're like... He was like, "You're the guy who runs

77:18

Legacy of Steel." I'm like, "You're John Cash." We had, we had that

77:22

moment where we kind of fanboyed out on each other.

77:26

And it was just... The vibe was so cool there.

77:30

Like, there were very few producers. So a game team, there are

77:37

five core disciplines that make a video game. You've got

77:43

engineers or programmers who are writing the code. You've

77:46

got the art team that's making all the visuals for the

77:50

game, and that spans everything from like 3D modeling, characters,

77:54

environments, to also animation, tech art, you

77:58

know, making it all work. You've got game

78:02

design, which some companies don't have design. The

78:05

artists and the engineers do it. Valve famously has

78:09

very few designers because everybody there is a

78:12

designer. But in companies where design is

78:16

a discipline, which it very much is so at Blizzard, game

78:20

designers are sort of the creating the game experience

78:24

people, you know, setting up all the systems and content in a

78:28

way that gets the player to navigate through the game.

78:33

- So that's part of a story, part of this quest design, part of it is like how you move

78:36

through the game world.

78:38

- Yes. So game designers, there's a

78:42

spectrum, like same with art, same with engineering,

78:45

of roles within game design. Some are

78:49

more heavy on the systems side. So like any game that you've played where loot

78:53

drops- Diablo IV, World of Warcraft, you know,

78:58

Escape from Tarkov, whatever. If there's loot

79:02

dropping, a designer has planned out very carefully what drops where and at what

79:08

percentages. That would be like a systems designer.

79:12

A content designer is somebody who's gonna make

79:16

quests or write storylines, or there might even

79:20

be a narrative designer, which is even more focused on a story. But designers, you

79:27

know, run the gamut, and then you've got these jack-of-all-trade designers

79:31

that can do it all.

79:33

Um, so that's the design group. There's production, which is project management, and

79:40

production is different at every game company you go to. So if you talk to someone

79:44

from EA or Blizzard, production might be

79:48

very different. They might be the boss. They might actually be a

79:52

designer or they might be more of a project manager. And then one of my favorite

79:59

disciplines on a game team that's often overlooked is sound and-

80:03

... you know, audio, which is comprised of the sound designers and composers.

80:10

And there are two things, I think there are two things that no one realizes

80:14

how much they bring to a game until they're missing, and that's audio and

80:20

lighting. Because most of the time, we're

80:24

playing without these things, and it just feels a little

80:28

off and wrong. And when you have a great lighting

80:32

artist or you have a great composer or sound

80:36

designer, like, it... the experience. You're just tapping into these

80:40

senses that you wouldn't otherwise. But that's who comprises the game team.

80:46

- Is the lighting, you know, all the different

80:52

kinds of graphics, would that be under the art team?

80:56

- Yeah. Lighting, you're gonna have lighting under the art team, but

81:00

they're gonna be best friends with the graphics programmer.

81:03

And, you know, like I mentioned with design, there's this wide

81:06

spectrum on the engineering team, you have some guys who are like,

81:10

Architectural geniuses who are coming up

81:14

with, you know, the server client model or the networking or

81:18

whatever. Others are more, like, gameplay focus. On

81:22

Overwatch, we had an audio programmer just doing nothing but

81:25

audio hooks for the audio team. And on every game team, you're gonna

81:32

have graphics programmers who

81:35

will work with people like the lighting artists or the environmental

81:39

artists, character artists on shaders, and

81:44

basically any way to make the game. They'll always ask, "What's your vision?

81:48

What are you trying to get it to look like?" They'll want an illustration of what should the

81:52

world look like, and they'll be the ones who say, "I know how to write

81:56

code to- that will let you do that." So you

81:59

partner a great graphics programmer with a great lighting artist, and

82:03

that's... That's actually the creative tension behind

82:07

games and what makes game teams so unique, is if we were

82:11

to line them up on some crazy spectrum, on one end, you're gonna have the artists

82:20

who... They're creative, dare I say emotional-

82:24

... you know, they are artistes on that end. And on

82:28

the other end, you have the most logical, brilliant

82:31

programmers whose minds just work very differently from the most creative art-

82:38

Like artists could be sitting, you have a meeting with them and they'll just sit illustrating.

82:42

If there's any piece of paper, they're drawing on it. Um,

82:48

and programmers, you know, they're just so

82:51

brilliant and organized in their thinking and everything is so

82:55

logical. And then in the middle are people like the sound

82:58

designers, the- the game designers, and the producers. They're kind

83:02

of a little bit in- in all those fields, but

83:06

it's the brilliance of taking people who are so

83:10

vastly different in their interests and talents, but

83:14

aiming them at that shared goal or that shared vision of

83:18

the game that, like, really makes something special.

83:21

- And there, I mean, you showed me the size of the team for World of Warcraft, but you've

83:25

also are well known for working on quite small teams to create these

83:29

incredibly huge games. What is the- the power of a small team

83:35

in this kind of context where a lot... there's that creative

83:38

tension? Is it- is it because a small team avoids maybe the

83:44

compartmentalization, like the modular where the

83:48

artists now have their own wing building where they never

83:52

talk to the engineers, that kind of thing?

83:54

- Absolutely. I mean, you hit the nail on the head. The bigger the team, the

83:58

more you become a cog in the machine.

84:02

And on a small team, the way I like to describe it is you get to have a loud voice.

84:07

If we're a small team, let's say we're gonna make a game

84:11

and it's at sort of the incubation period of a game

84:15

and there's only 10 of us, all 10 of us are in the room for

84:19

every decision. You know, I'm not a server networking guy, but

84:23

I'm in the room for that discussion. I'm not an illustrator,

84:27

but I'm gonna sit in the room when we decide what the art style looks

84:31

like. As soon as the team starts to grow, we become compartmentalized.

84:36

It's exactly like you said. And

84:39

there's a weird thing that happens that's just kind of a human nature

84:43

thing. The less you interact with somebody, the more you

84:49

sort of become alienated from them and vilify their point of view.

84:54

You tend to look at what they do and say with skepticism

84:58

rather than trust and belief in them. And

85:02

I find on smaller teams where we all know each other's names,

85:06

I know what everybody's working on every day, they know what I'm working

85:10

on, everybody can talk to each other, there's none of that

85:18

stereotyping of a discipline.

85:22

On big unhealthy teams, you start to say things like, "Well, the artists

85:26

just don't get it."

85:28

"They don't understand what we're trying to make." And when you back up and you think about

85:32

the statement that you just said, it's like... Such an asshole

85:35

statement. Like, really, all the artists don't get it? Like,

85:39

that's... A, that's not true. B, that's sort of

85:42

demeaning to them. Like, they signed up for the... This is their life's work, too.

85:48

This game is gonna be as much theirs as it is

85:51

mine. So who am I to say a statement like that?

85:55

- Yeah. It's harmful to a discipline to think that you

85:59

understand the world. Most silly other folks

86:02

don't, and you have nothing to learn from them, really, and,

86:06

They're deluded in some in some kind of way. That's so powerful.

86:12

- Fast-forwarding a little bit, when we formed Team Four and... Which went on to

86:20

make Titan and ultimately fail, and then that got rebooted

86:24

as the Overwatch team, the idea that I tried to get through to the

86:31

team was to make an assumption. And really, like, Blizzard is one of the top game

86:39

developers in the world, and we were very fortunate when

86:43

I was there, and I imagine it's this way today, that we

86:47

could recruit whatever talent we wanted. It... The best of

86:51

the best wanted to come work at Blizzard.

86:55

And if you sort of go through the paces of that and

86:59

say, "Okay, when we recruit somebody..." Let's say

87:02

we're recruiting an artist to make props. Boxes, chairs, whatever. That is

87:10

the best prop artist in the industry. That's who's gonna show up on our

87:14

doorstep, so when they show up here, we should treat them like the best prop

87:21

artist in the industry instead of starting from a

87:25

place of doubt and cynicism. So, when that person speaks up and says, "I think..."

87:33

Like, with Overwatch, for example, "I think we should do this." You know, "We should

87:37

do X instead of Y." Instead of saying,

87:41

"Well, I'm a believer in Y, why are you against my

87:45

idea X?" You should take a moment, have a deep breath, and

87:48

say, "Man, the best prop artist in the industry

87:52

is suggesting something. Why don't I listen to it?"

87:57

- I actually do it for myself, like this kinda

88:01

thought framework or thought experiment. Whenever I'm

88:05

talking to a new person, especially if I feel, myself, a little bit tinge of

88:10

that feeling. Usually, it happens with, like, a really young person, like an

88:13

undergraduate student or someone like this. I pretend that they are the smartest

88:17

person in the world in my head, and then not... Like, it puts me in the mode of,

88:22

like, assuming I have

88:25

a lot to learn from them, and it helps. You actually, like, really

88:29

listen. I literally think they're the smartest, wisest human on Earth. It helps me.

88:36

- I had that, like, I think... You know, I'm no expert.

88:40

I'm a game designer, so, like, as much psychology as I know is how to

88:44

manipulate people into having fun, hopefully.

88:48

Like, I don't know, I don't have an important job. But psychologically speaking-

88:54

- That's fun.

88:55

- ... I... One thing I think a lot about is ego, and I think about insecurity. And

89:03

insecurity, we all have. Like, all of us as human beings

89:06

have insecurity. It just manifests itself in different ways.

89:11

And as we kind of go through our life journey, the insecurity also

89:15

changes. So, like, some people, for example, use their insecurity to

89:19

rip other people apart. Some people destroy themselves through their

89:23

own insecurity. Some people destroy everybody with their

89:26

insecurity. But I had that moment as a young lead, when I first was made a lead on,

89:34

like, World of Warcraft, where I felt it was very important to be right

89:40

and to, you know, be shepherding the correct idea. And I actually got pulled

89:46

aside. Like, Pardo and I had a meeting with a couple people who weren't game

89:53

designers, and

89:56

it's always tricky as a game designer because constantly everybody is throwing

89:59

ideas out in- on a game team. Like, there's no shortage of ideas

90:03

ever. And we were in some meeting about something,

90:07

and these people kind of threw out these ideas. And I

90:11

wasn't mean to them, but I very kind of systematically, like an insecure, you know,

90:18

ego-driven new lead would do, I kind

90:21

of, "Let me tell you why that's wrong, and let me tell you what we're

90:25

gonna do instead." And after the

90:29

meeting, you know, Pardo pulled me aside, and he said, "You're a very smart

90:32

designer, but you shouldn't do what you just did to those people. You should always

90:39

listen to what people have to say and try to make their ideas work." And I just...

90:47

Over and over, I was like, "Okay, anytime an idea comes my way, let's try

90:51

to make it work." And it went from this kind of thing that I didn't believe into

90:59

to actually, like, a core part of who I am

91:02

today as a leader, as a game designer, as a game director. And some of the best

91:10

ideas have come from developing other peoples' ideas-

91:16

... where your first reaction is like, "No, that's wrong," and then just kind of

91:20

sticking with it and going, "But how could we make it work?" And the most gratifying

91:26

part when it succeeds is they get all the credit,

91:33

and you've sort of elevated this person who

91:37

Whose idea wouldn't have been championed, whose idea

91:41

by the insecure, egotistical lead of, you know, early 2000s would have just said

91:49

no. Now their idea is the thing everybody in World

91:53

of Warcraft or Overwatch is just loving, and they get all the credit.

91:59

- I should give context to the listener who doesn't know about the great Jeffrey Kaplan,

92:04

That you're one of the most humble

92:08

and always give credit to the team for everything and anything. And so

92:12

everything we talk about today, I know you're probably

92:16

resisting constantly giving credit to the team on everything.

92:19

So you're the famous, "Hi, I'm Jeff from the Overwatch team," right? So just as

92:27

a small aside, thank you for your humility through

92:32

through your career, and thank you for always celebrating the team. But

92:37

let's talk about WoW. Let's talk about World of

92:40

Warcraft. Tell me what the early days of developing WoW was

92:44

like. Maybe we should talk about what World of

92:47

Warcraft, WoW is, going to Perplexity here.

92:52

World of Warcraft is a massively multiplayer online RPG where you create a

92:56

character, level it up doing quests and dungeons, and progress your

93:00

gear and power in an open fantasy world called

93:03

Azeroth. At a basic level, you move, use abilities from your

93:07

action bar, follow quests, and gradually learn a combat

93:11

rotation that fits your class. And there's all kinds of

93:14

characters and roles and classes. You pick a race, appearance, starting zone,

93:18

small racial bonuses. In a class, how you fight, what your role is in

93:22

groups. Can you continue, fill in some of the gaps, what is World of Warcraft?

93:29

- World of Warcraft, first of all, more than anything,

93:32

is a world. Like, it's a world that you can live in

93:36

with real other people, and everybody's kinda living out their

93:39

fantasy. Chris Metzen, who was the creative director on World of Warcraft, and

93:46

really, like, Allen Adham, who's one of the founders of Blizzard, calls

93:50

Chris "the heart and soul of Blizzard."

93:53

And it's almost like when you're making a Blizzard game, you're making

93:58

Chris' imagination at some point.

94:02

And Chris famously said, "The lead character of World

94:06

of Warcraft is the world." And I always believed

94:09

that. So you're trying to create this place that's exciting and

94:13

dangerous, but comfortable, but uncomfortable and gorgeous, and, you know, it

94:21

should feel massive, and it really is.

94:23

It, it's, you know, can take a half an hour to get from one end of the world to the

94:29

other. But it's this world you're living in. The world is divided into two warring

94:36

factions. There's the Horde and the Alliance, and that

94:40

was a very important, very controversial decision that was made by Allen

94:47

Adham, was the champion of the Horde and Alliance.

94:51

- And that in the early days, there was a really strong division.

94:54

- Strong division.

94:55

- Like... You pick a side and then you hang around with only people of your kind.

95:02

- Yeah, and you get it tattooed in real life on you. Like, the amount of people who

95:06

walk up to me and show me their Horde tattoo.

95:10

- That's awesome.

95:11

- Like, it's epic. It's like it's become who they are.

95:14

Like, if you were to say, like, "Hey, Lex, come play World of

95:18

Warcraft with me. We're Alliance on Tichondrius," you'd be like-

95:21

- Right

95:21

- ... "Dude-"

95:22

- Lose my number.

95:23

- "... Alliance?"

95:23

- Yeah.

95:23

- Like, "Okay, I don't think we can be friends anymore."

95:27

But the Horde-Alliance decision was really controversial because

95:31

in EverQuest, it was mixed race.

95:34

They had all the races kind of like WoW did, but they could

95:38

all group with each other. And Pardo and I came from EverQuest, where we

95:44

felt like this was a horrible decision Allen was making.

95:48

And we argued, Allen, Rob, Bob,

95:52

Fitch, and I would have lunch every single day, and we would just talk about

95:56

WoW and the core design of WoW. Rob wasn't even on WoW at that time.

96:00

He was finishing Warcraft III. And we

96:04

would fight over the Horde-Alliance split, if it was a good idea or not. And

96:08

Allen had... He came from more of the Dark Age of

96:11

Camelot community, which was another massive

96:15

multiplayer online game that was more PvP based.

96:19

And he said the magic of that game was they had three factions, and

96:24

he liked the fact that you were instantly on a team. You weren't a

96:27

loner in the world. And whether you liked it or not, you

96:31

had people on your side. And Rob and I just

96:35

argued and argued against it, and then sometime before beta, Allen retired.

96:42

He went on to run a hedge fund, of all things.

96:45

Like, got super into poker, got super into finance, left, and retires,

96:51

like, I think it was nine months to a year before WoW shipped, which is kinda

96:58

nuts. And Rob takes over as lead designer in Allen's stead, and to Rob's credit,

97:06

the first thing he did was go... Speaking to what we were

97:10

speaking about earlier, he said, "Allen's a smart

97:12

guy. The fact that he was fighting so hard for-"

97:16

"... Horde Alliance, we gotta do it." And,

97:20

uh, Rob and I sort of changed our point of view

97:24

and got on board with Horde Alliance and went all in. And

97:30

so, you know, the early days of WoW was... It was a great team. It was a mix of

97:37

these veterans that we all looked up to.

97:41

You know, we had Mark Kern running the team. Shane Dabiri was, you

97:45

know, legendary Blizzard developer.

97:48

Bill Petris was the art director, and then we had Metzen, who was

97:53

sort of like... Metzen was the cool big brother we all, you know, aspired to be.

97:59

Uh, I'm older than Metzen, but I looked up to him like a big brother. And

98:06

then there were a lot of us who had never done it before,

98:09

or they had also pulled a lot of people from other

98:13

teams and other game types. Like, for

98:16

example, the guys building the dungeons, they hired out of the Quake community.

98:21

And because they didn't have any hardcore MMO designer

98:26

on the staff at that time, it was, you know, Kevin

98:30

and Eric and Alan were sort of the only

98:33

designers, they started building Quake dungeons-

98:37

... as, like, Quake levels as the dungeons. At one point, WoW

98:41

was even made in QERadiant, which was the Quake engine.

98:45

And then they later, you know, retooled to where they were using

98:49

a proprietary engine. So we were like this hodgepodge, like the Bad News Bears-

98:56

... is how I would describe the WoW team, of this mix of

99:00

veterans and then people like me. Like, I'm

99:04

just some fucking idiot, you know- ... who played a lot of EverQuest.

99:09

And I end up at Blizzard.

99:10

- Designing quests.

99:11

- Yeah. Like, okay, we're gonna design World of Warcraft now. And

99:19

I've said this later with hindsight, I think a

99:23

huge part of WoW's success with, especially with the early WoW team, Team Two in its

99:30

earliest formation, was that we didn't

99:34

know what we were doing. You kind of... Like, it's

99:38

that... Titan was the example for me. Titan was

99:42

the attempt at making an MMO after World of Warcraft at Blizzard.

99:46

And we failed horribly, and we had the best of the best on that

99:50

team. And it's because everybody was too much of an

99:53

expert on how to make a groundbreaking phenomenon MMO.

100:01

World of Warcraft was a bunch of people, like a very

100:04

successful, sure of itself company who had made StarCraft, Diablo

100:11

Warcraft, with a bunch of yayhoos basically- ... who was like, "Yeah, we can compete

100:18

with Sony Online." At the time, they were making EverQuest II. Like, if we go

100:25

back in the time machine, EverQuest II had been

100:28

announced. And EverQuest fans, we were just

100:33

drooling for EverQuest II. It wasn't, "Oh, cool, World of

100:36

Warcraft." It was EQ2 was gonna take, you know, the chalice and run with it. And

100:43

then, of all things, they announced Star Wars Galaxies,

100:47

and they had a brilliant designer on that, a guy named Raph Koster, who had come

100:51

from that Ultima Online, and he's just a really

100:55

smart game designer. If you ever watch one of his lectures, like, he lectured a

100:59

lot at GDC, and, you know, we're like, "Oh my God, they're making EverQuest

101:06

II and Star Wars Galaxies, and they have the Star Wars intellectual property."

101:14

"We're fucked."

101:15

Like, "How are we gonna compete?" And everybody had seen the success of EQ,

101:21

EverQuest, and everybody was gonna make an MMO,

101:25

and it was just a question of who was gonna win.

101:28

- So you're feeling this immense pressure. You have this small team

101:33

of just this hodgepodge of this unlikely team that kind of looks fast forwarding

101:40

to Overwatch, the heroes in Overwatch, but

101:44

working extremely hard. Now, you told me about crazy, crazy work hours, and not

101:52

because you were forced to, but because you wanted to,

101:56

because your heart was in it, because you're like, "This is

101:59

everything." Like, you loved it.

102:01

- Yeah. The- the games industry has a terrible reputation for insane amounts of

102:08

overtime. It's just called crunch. Like do you crunch

102:12

or not? These days, crunch is not allowed, not permitted, heavily frowned

102:19

upon. If we were to work overtime, somebody'd write an article about

102:26

it next week and say how horrible we are for working overtime. Um, back then,

102:35

we worked insane, and I mean insane hours. The

102:39

longest shift I ever worked straight was 30

102:42

hours. That's when we were gold mastering Warcraft III. This was in my... I think,

102:48

um, War III shipped on July 3rd, 2002 so this would have been,

102:56

like, late June, early July. Probably late

103:00

June. And I had nothing to do with War III.

103:04

I should just say that. Like, in the credits, I'm additional-

103:08

additional help or additional testing or something like that. Um,

103:13

when I showed up in May of 2002, it was all hands on deck World of Warcraft for E3.

103:19

We got through E3, and then all hands on deck, the

103:23

whole company, get War III out the door.

103:26

- For shipping Warcraft III.

103:27

- For shipping Warcraft III, and because I had not been

103:31

involved with the game at all, and I was a brand new

103:34

wet-behind-the-ears game designer, they're like, "You're just gonna help

103:38

test whatever we tell you to test." So we're trying to gold master,

103:45

and there's a crash that happens rarely. If you run one of the cinematics, like you

103:51

have to be watching the cinematic after one of the

103:54

levels, and then there was a crash that happened. And

103:58

so a programmer put in some logging to catch

104:02

it, and then they needed somebody to just over and

104:06

over again, "I need the crash to happen so I can fix the

104:09

bug." And I sat there for 30 hours and just watched the cinematic for 30 hours-

104:15

... straight. And it was the funniest thing, like it was almost surreal

104:20

watching everybody leave at the... which was a trickle

104:24

out. Like, everybody kind of trickles out, like, at-

104:26

... different hours, you know? The family guys go much earlier than the

104:30

single guys. And then watching everybody

104:34

show up again in... the next morning, and they're all, like, dressed

104:38

different, and they look all refreshed. And I'm just like in the same position.

104:42

You know, like eyes are beet red.

104:45

- To the soundtrack of the cinematic and yeah.

104:47

- Yeah. But we crunched World of Warcraft, we crunched... The date slipped, so

104:53

you do this thing. I remember Mark Kern standing the team up

104:57

and saying, "We're gonna crunch early so we don't

105:01

have to crunch later in the project."

105:04

And I really believe he wasn't manipulating us. Like, I

105:08

really genuinely believe that he believed in that.

105:13

But with games anything can happen, and they're

105:17

just... We slip uncontrollably all the

105:20

time. And we slipped, and it sort of created just this death march endless death

105:27

march that... Like to this

105:31

day, members of the WoW team will remember, like, Newport Rib.

105:35

If I say that, they'll have, like, twitches because, like,

105:39

they would cater the dinner. They'd bring it in at, like, 6:00 or 7:00 at night.

105:43

And they'd... Everybody was eating Newport Rib

105:47

or Panda Express. It was like the worst diet ever. I actually

105:51

like Newport Rib, no shade- ... on them. But you can only eat so much of it.

105:56

And the carpets are stained and, like, dudes are falling asleep on the couches.

106:01

And it was an unhealthy work environment. It

106:05

gets pinned on... 'Cause at a lot of places it is executive driven.

106:10

And it is mandated from the top, but the hours that I

106:14

worked, I never blamed on anyone but myself. I just wanted to.

106:19

I remember, you know, coming in on Memorial

106:23

Day, like, with sand from the beach on my

106:26

feet because I really wanted to get some work done that day, and

106:30

working through Christmas, and those were things I wanted to

106:34

do. I never felt like somebody, you know, held my feet to the coals.

106:38

- Yeah, it's such a complicated thing because yeah, okay, you could say that's unhealthy,

106:43

but I know a large number of people, especially in their 20s,

106:48

but actually throughout their career, that have been at companies that do crunch

106:54

for a thing they believe in, for a thing they love, and it's some of the most fulfilling

106:58

years of their life, months and years of their life. And they

107:01

also it's not just fulfilling, they

107:05

grow from it, they learn from it, and it... You know,

107:09

and when they... Especially when they talk back about it, about that

107:13

time, they can see how incredible it was. Of course, when

107:17

you're going through it, sometimes it's extremely difficult, you

107:21

don't know. And then the crunch, like you mentioned, it's supposed to be a month

107:25

or two, and then it turns out to be a half a year, and then maybe it

107:29

turns out to be something like a Titan type game where you never actually ship

107:32

it, and it's heartbreaking and the pain, it's all... But then you look back

107:36

and you realize how incredible that journey was.

107:39

- I think, like, my reflections on it many years later, and having gone

107:45

through, like, pretty crazy levels of crunch to more controlled, I

107:52

think where crunch is problematic and people are

107:56

good to be vocal about being opposed to it, is when it's forced and

108:02

unnecessary. There's a lot of like, "Hey, if

108:06

anybody on the team stays, we all stay"-

108:10

- Yeah.

108:10

- ... kind of, which I think is not necessary. I don't think executives who take

108:17

off and work 40-hour weeks should be telling anybody to stay late.

108:22

I think that's wrong and immoral. But to me as an individual, as long as I'm

108:29

not telling other people to do it, my life's work is my passion

108:36

and I want to do it as much as possible. I find

108:39

myself, I don't think I've ever worked less than 10

108:43

hours in a day. Like that... 10 hours is like a normal-ish day to me.

108:49

- Yeah. Yeah.

108:49

- And I enjoy lots of weekends working because I enjoy it. It brings

108:57

me pleasure and fulfillment. And all of that

109:01

said, from a place of caution, especially in this era

109:05

when people are very touchy about it.

109:08

I don't try to impose that on anybody else. I don't want anybody to

109:12

feel like they're obligated to, but please understand

109:16

it's what makes me who I am, that work ethic.

109:19

I enjoy it. I actually... Some of my fondest memories are from those WoW crunches.

109:25

- And then looking back and reading some of these stories, it's pretty cool because me, as a

109:29

fan, on the receiving end of some of those video games, you

109:33

bring joy to millions of people. It's awesome.

109:36

Let me ask you about quests, but first, quick bathroom break if it's okay.

109:43

Quick 30-second thank you to our sponsors. Check them out in the

109:46

description. It really is the best way to support this podcast. Go to

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lexfridman.com/sponsors. We got Fin for customer service AI agents, Blitzy for

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110:12

exploration. Choose wisely, my friends. And now,

110:16

back to my conversation with Jeff Kaplan.

110:19

Okay, we're back. So I think it's fair to say that before

110:23

WoW, MMO leveling, like in EverQuest, consisted

110:27

of, maybe that's simplifying it a bit, but standing in one spot and killing monsters

110:31

for hours. You helped develop with WoW, I would say a revolutionary

110:38

idea of quest-driven leveling, where there's a

110:43

story-driven, quest-driven guide through the world, and

110:47

it so happens that as part of doing that, you're also leveling the character.

110:52

So the leveling is both fun and is the engine that

110:55

drives the story that then also immerses you into the

110:59

world and pulls you in more and more and more and more. So

111:03

take me through this process of developing that idea of quest-driven design.

111:10

- Sure. Yeah, there were actually a lot of people involved in it, and they all kind of

111:14

contributed in their own unique ways. Allen Adham was the lead designer on

111:21

WoW. When we first sort of decided we were gonna have a

111:25

quest-based game, we used to joke that, like, EverQuest barely had any quests in it.

111:31

It did have quests, they just... They weren't really in front

111:35

of the player in an obvious way. You kind of had to seek them out on a

111:39

website. And Allen knew that he wanted quests to be a big part of,

111:45

of World of Warcraft. And so he hired me. That was my entry level

111:51

position at Blizzard. And on the same day, he hired

111:55

a guy named Pat Nagle, which was hilarious to me, because

111:59

Pat was the... He had this funny title

112:03

of HR and Facilities at Blizzard, because it was such a

112:07

small company. So, like, if you sent an application in,

112:11

Pat would deal with the application, or if the toilet

112:15

overflowed, Pat would have to deal with it. And

112:19

so the whole time I was applying at Blizzard, I was going through Pat, and then on my first day,

112:23

they put Pat and I in an office together, and he's like,

112:27

"Yeah, they hired me also as the quest designer." And

112:31

so Pat... And he was the most wonderful guy. We had so much

112:35

fun. So Pat and I kind of designed the quest

112:38

system. It was Allen's idea to have it in the

112:42

first place. And then there was that great designer I mentioned, Eric

112:46

Dodds, who helped a lot with the interface of it all. And the idea was at

112:53

first, we actually on a whiteboard in Allen's

112:57

office, we estimated how many quests we thought EverQuest

113:01

had to date. And EverQuest had had, you know, I think four

113:05

or three expansions at that point in time,

113:09

and we're like, "Wow, we have to make all of these quests like EverQuest

113:13

has." It's gonna be a lot of quests, and it's kind of up to me and Pat to do

113:19

it all. And we believed all we had to do was match that EverQuest number. And

113:27

Pat and I started working on, like, the design of the system and how it would

113:31

interact, and Eric Dodds was really involved in how the interface... You know,

113:35

like how you were going to interact with the NPCs and all of that.

113:39

And we split up the world into like two

113:43

zones. He was gonna take Elwynn Forest, which was the

113:47

starting area for the humans, and I was gonna take Westfall, which was

113:51

the sophomore zone after Elwynn for the humans. Pat and I would meet with Chris

113:58

Metzen, and those were the funnest meetings ever because Chris just

114:03

has stories in his head and visions. Chris is, like,

114:07

artist, storyteller, world builder extraordinaire, and

114:11

he sort of described what he wanted going on in those

114:15

zones. You know, you want the gameplay to follow the

114:18

flow of what was going on with the stories of those areas. So we finished Elwynn and

114:25

Westfall, and we did, like, a team play test. And our

114:32

assumption was because the way EverQuest

114:35

worked, players just wanted to level up. It was a level based game.

114:39

You go out. You kill a creature. You get experience points.

114:43

You level up a little bit. And so the way people played EverQuest is

114:47

they'd find these areas where there were lots of creatures,

114:51

and you'd usually find the best experience

114:55

efficiency cycle you could find, so, like, fast

114:58

respawn kind of easy things to kill, and that's how you would progress through

115:04

EverQuest. And I remember Alan kind of telling

115:08

us, like, "Hey, the quests... When Pat and Jeff

115:12

write quests, they'll aim us to where the creatures

115:16

are." You'll do a quest, and then you'll spend a few hours

115:19

killing creatures in that area afterwards, and that's how he imagined it would work.

115:25

So we kind of set up the world that way. You know, Pat probably did

115:30

a dozen, maybe 20 quests in Elwynn. I'd do a dozen,

115:34

20 quests in Westfall, and we'd do this team play

115:37

test. And we had a bunch of people on the team who never

115:41

played MMOs, like guys with shooter background, you know,

115:45

StarCraft fans, et cetera. And they'd play World of

115:49

Warcraft. I think we played for, like, an hour or two, and we only did Elwynn

115:53

Forest. And the overwhelming feedback from our team...

115:57

And these are people who really didn't play EverQuest, they're

116:00

like, "My God, Pat, that was horrible. I ran out of quests, like, right

116:06

away." And we're like, "Wait a second. You expect to just have quests just keep

116:13

going?" And they're like, "Yeah, we expect to have

116:16

quests just keep going the whole way. And we kinda had

116:20

an oh shit moment right after that Elwynn Forest play test, where we

116:24

realized, like, we had vastly underestimated the number of quests we were gonna

116:30

need. And we changed, we developed this philosophy

116:35

that's kind of a shared philosophy across Blizzard games in

116:39

general at this point. And I've heard it outside of Blizzard, other people in the

116:43

industry, which is you design along the path of least resistance.

116:50

So basically what that means, like, in

116:52

EverQuest, the path of least resistance if you wanted your

116:56

character to hit max level is to find the easiest creatures and

117:00

kill them over and over again in place, which to some

117:04

people think is very boring. To me, I would do that for eight hours 'cause I think that's

117:08

fun. But we decided in World of

117:12

Warcraft, we said, why don't we make the path of least

117:15

resistance, so in this case, the way to get the

117:19

best experience the fastest not to be

117:23

killing creatures in one place, but will overload the

117:27

experience into the quests themselves, and then that will move you through the

117:30

world, which will get you to see everything. It will enable

117:34

us to tell these awesome storylines. It sort of did a

117:38

lot for the game, and I think it was like a fundamental

117:42

change in the genre. Like, if you look at the things

117:45

that... EverQuest was very popular and very

117:48

successful, and it was hitting like hundreds of thousands of

117:52

players. And WoW blew the doors open and was tens of

117:56

millions of players. And I think the fundamental

118:00

difference there was that WoW allowed you to play as a single player.

118:06

And what makes an MMO, massively multiplayer online game,

118:13

massive is having the other people there.

118:16

And they're so important or else the world feels kind of wrong and

118:20

dead. But the concept that we have to force you to

118:24

interact with them to do anything is very

118:28

off-putting to a lot of people. And the fact that people could

118:31

come into WoW and just kind of the game design, the game design way of

118:39

describing it is directed gameplay. And some games have extremely tight

118:46

directed gameplay. Like, for example, if you were to

118:49

play a single player game like Last of Us, you

118:53

know, you'll have those moments where they'll be like, you'll come up to a log and then

118:57

press Triangle to duck or else, or whatever the duck button is—

119:01

... left stick to duck to go under. And that's like the ultimate

119:05

in directed gameplay. Like, they're telling you exactly what to

119:09

do. On the other end of the spectrum is a game like Minecraft, like

119:12

vanilla Minecraft, where you'll find it's very

119:16

divisive amongst gamers who love Minecraft or hate

119:20

it. The ones who hate it are like, "I don't know what I'm supposed to

119:24

do." Like, "You drop me in this world. I'm supposed to dig or

119:28

something." And that's the type of player

119:31

that needs directed gameplay or they're gonna cycle

119:35

out. Not all players need it. And what

119:39

WoW did, that it doesn't seem like an innovation, it doesn't seem

119:44

like revolutionary, but it sort of created this directed gameplay that felt

119:52

optional, but really wasn't.

119:54

- I mean, I think it's absolutely revolutionary. It

119:58

basically changed gaming. It changed the way we

120:02

see games. And it was so successful in part

120:07

because it became a mechanism by which you could spend hundreds of hours, thousands

120:11

of hours in the game. I mean, it's kind of a, like,

120:14

obviously... It's one of those... All these great ideas are always like this,

120:18

right? In retrospect, you're like, "Well, obviously if you make the path of

120:22

least resistance quest-driven gameplay, then it's

120:26

gonna be the reason that most people play." But it is true that... I'm with

120:30

you on... I both like the quests and cow level.

120:39

I guess you have to design for everybody. That's the tricky thing. Like, how do you

120:43

fine-tune this? If you think of it as a loop of like accept

120:47

quest, kill 10 rats, turn in quest, ding,

120:51

level up, that loop. Like, how do you fine-tune that so it's maximum fun

120:58

or fun for the maximum number of people? Is it... How- how difficult is that?

121:03

- It's extremely difficult. And not everybody's good

121:07

at doing that. We all, to some degree, lack the self-awareness

121:13

of how we tick. So we're all different types of

121:17

gamers, but if you ask me to describe the type of gamer I

121:21

am, I might actually be giving more of a picture of the type of

121:24

gamer I wish I was or the type of gamer I want you

121:28

to think I am versus the type of gamer I actually am.

121:34

By playing lots of games, you cannot be an exceptional game designer

121:41

without playing the shit out of as much as you

121:45

can and understanding on a deep level. And the weirdest part about it is

121:52

you're not just looking for the greatest hits. You learn just as

121:56

much from a shitty game that you do from an amazing game. And also—like, a

122:03

lousy game can have a great system that was tuned wrong, or lacked the correct

122:10

interface, or they didn't put the right visceral polish on

122:14

it. There's an executional aspect to

122:18

all of it. When I'm playing, I'm not only, like, thinking

122:22

about what makes this fun, I'm thinking about what makes this

122:26

not fun. But I'm also watching everyone around me. My wife plays games, my kids

122:34

play games. And understanding, like, well, what do

122:37

they do and how are they different to me? Why are they finding enjoyment in

122:41

this? Why are they not? What's frustrating? What did they miss?

122:46

- And being raw honest with exactly what you're saying. I mean,

122:50

I, if I were to analyze the kind of gamer I am, why do I

122:54

enjoy cow level? And why, above that, why do I enjoy loot? Why- why is

123:01

loot so fun? Like, what- what does- what is it about

123:05

opening a chest and getting a bunch of stuff? I mean, I, that

123:09

might be like at the core of what I enjoy about gaming. That, and

123:13

walking around a beautiful world with nice music.

123:16

- As a game designer, I am, at best, a quack psychologist. You know?

123:22

We can motivate you to do some weird things.

123:26

The two driving motivators are extrinsic and

123:29

intrinsic. And all of us, at different times in

123:33

our lives, in our gaming careers, whatever, we can

123:37

shift from being intrinsically motivated to being

123:41

extrinsically motivated. Obviously, loot is a

123:45

big extrinsic motivation, but even saying that is

123:48

too simplistic. Like, for example, on the loot boxes of Overwatch, there's

123:56

a masterfully designed system that was designed by a game designer, not by a

124:03

businessperson or whatever. Like, not a commercial person. But beyond that,

124:11

we also had a really good team who said the

124:14

visceral opening of the box, the sound it makes-

124:19

... the graphics, like the way things spill out and animate, all of that is as

124:26

satisfying as well. And you're trying to... Like, there's the lizard

124:30

brain part of it. Of like, how does it... Like, I see

124:33

chest. I know I'm gonna... It's gonna feel good. It's gonna feel good.

124:37

And then there's the spreadsheety part of it. Of, what does it

124:41

have? Is it an upgrade? And I think

124:45

great game designers know how to tap into both of those things.

124:49

You know, tap into the intrinsic and

124:52

extrinsic. There's... Like, when I was studying

124:56

writing, you would study the elements of fiction.

125:00

And, you know, these are just like basic things like plot and

125:04

character development and setting and theme and

125:07

whatever. And there's no, like, textbook that

125:11

exists for game design, at least none that has been introduced to me

125:14

yet. But I think about, like, elements of fun.

125:19

What are the things that create fun for players? And they're not the

125:22

same. Like, it really... Every human being is different. Like, progression is fun.

125:30

Sense of progression that I'm investing. I'm putting an

125:34

investment into this game, and then the game is

125:37

recognizing my investment. That things like leveling, things like the

125:41

amount of gold you have, those are all investment

125:44

based. There's mastery. There's just pure raw skill. Creativity is

125:52

one. And hand-in-hand with creativity is

125:55

customization. And some of those can be aesthetic.

125:59

Like, look at my customized character, and I have the black

126:03

curly hair, and I put an earring in my

126:07

character and I'm customizing in that way. The other is

126:10

customizing my build. I'm gonna come up with a

126:14

whirlwind barbarian and I'm the first to do it. These are all elements of fun

126:22

that designers can tap into, and in fact are frequently

126:26

tapping into. But they're never defined

126:29

anywhere, and I find that players drift. Like, I'm the

126:33

type of player who's not really loot motivated. I'm more

126:37

motivated by seeing the content the world has to offer. And often that takes me on a

126:45

detour of being loot motivated, because there

126:48

might be a dragon or a demon somewhere that I can't beat without this level of armor

126:56

and sword. So now I'm loot motivated for some period

127:00

of time, to get back to being content motivated. Or if I'm having trouble

127:07

defeating a boss, I might have to go back and look

127:10

at the skills and abilities that my character's using, and I have

127:14

to go into creativity mode. "Oh, he has that one AE where

127:18

he..." Area of effect. "...where he puts a curse on me."

127:22

And, you know, "If I had this counterability to the curse, I

127:26

could beat the boss to get the loot, to get to the next boss." These are all cycles

127:33

that are tapping into all those different elements of fun.

127:36

- And ultimately enjoying and discovering what the world gives you.

127:42

Has to offer to you. And you're... You have a lot of hats

127:46

as a gamer, so you love the RPG, MMORPG world, but you're also a big shooter guy.

127:53

Can you explain to me what fun in a shooter context is? And

127:57

we'll talk about Overwatch as a specific kind of fun. Maybe...

128:01

But you're also a huge fan of the ultra-realistic shooters. Call of

128:05

Duty. What is the definition of fun there?

128:09

- There's a lot of skill and mastery. Off the

128:13

cuff, flippant comment would be clicking heads, you

128:17

know? I'm just trying to click heads.

128:18

- Okay.

128:19

- There's an intimacy also to the first

128:23

person camera. And now, not all shooters are first

128:27

person. There is a large trend these days to third person. I really think PUBG and

128:35

Fortnite sort of opened that third person shooter

128:39

door. And you're seeing games like ARC Raiders are third person. But to me,

128:45

nothing is as pure as first person. Like you're

128:48

... literally living in the world as that being. You can look

128:52

at your hands, and it's that pure visceral test of skill of, "Can you click

129:00

on the thing fast enough?" And when it's PvP-based, you know that's coming at you.

129:05

- Could you lay out for people who don't necessarily know what PvP and

129:09

PvE is? And single player

129:11

- Absolutely

129:11

- ... multiplayer, massively online multiplayer?

129:14

- So PvP is player versus player, so that means a

129:18

combative, you know... If Lex and I are up against each

129:21

other, we're attacking each other. We call that PvP. You can get killed by

129:25

another player. Uh, player versus environment is anytime you're shooting

129:31

computer controlled opponents. So if it's a game

129:35

about dragons, the dragon is the E, the environment in PvE.

129:41

- And we should say that PvP and PvE, the P might be multiple

129:45

players. It could be five versus five, six versus

129:48

six for PvP. And for PvE, it could be, like, raids where it's multiple people,

129:56

large groups of people going against the AI.

129:59

- Yep. So single player, that's a game that you

130:03

play totally by yourself. Like, you don't play with anybody else. You

130:07

can't play with anybody else. It's not networked to

130:11

play with other people. For example, I'm playing a game called Story of

130:15

Seasons right now on the Switch, which I just

130:19

play by myself. I have my farm. You know, there's a town. I'm

130:23

meeting people in the town, and no one can come and join me and

130:27

interact with that. So it's a very controlled

130:30

experience. Single player games are very

130:33

difficult, or they can be very difficult and expensive

130:37

in terms of production to create. Like, if you think of a

130:41

game, like Uncharted or Last of Us

130:45

that's made by Naughty Dog, like, those are kind of the

130:49

preeminent best single player games you could talk

130:53

about. They're very handcrafted. Every experience is made just for

130:59

you. One up from that is what I call co-op. And these terms

131:07

become interchangeable, so I'm using some semantics here.

131:11

But co-op is any cooperative experience that we

131:15

can play together, but we're sharing an exact

131:18

same experience very intentionally. And it's

131:22

me sharing that experience only with other people that I

131:26

know. So a great example of a cooperative

131:29

game, maybe one of the best of all times, was Left 4

131:32

Dead, which is a game where you and three other

131:36

people go in and you fight, like, hordes of zombies,

131:40

and you try to progress through to the end safe room.

131:44

it's a very cooperative experience. A game like

131:47

Diablo IV, you can play cooperatively with other people. Now, one up from that

131:54

is multiplayer, and that's when you're engaging with

131:58

strangers who are in the same world that you might not have the

132:02

same cooperative goals as. You might have very opposed goals to them. You might PvP

132:09

them, or they might just be random strangers that you

132:13

pass in a town or city and never see again. And then massively multiplayer, which

132:19

is what the MMO online sort of stands

132:23

for, massively multiplayer online game, that's when you're

132:27

breaking into thousands of players. And the

132:30

worlds become really, really big at that point.

132:34

- By the way, we should say that the co-op could be

132:38

remote connection, but there's also what would you

132:42

call it, couch co-op where you have two people. Some games are

132:46

really designed well for the experience of two humans sitting together and playing the game

132:50

together.

132:51

Which is a really tricky thing to design for, but if it's done well, it's a,

132:55

It's a really fulfilling experience. Like, with a

132:58

friend, with a loved one, you can, like, play a game together. And Diablo

133:02

IV, I should say, is an example of a game that does that really well. They do

133:06

couch co-op. Like, two people can play Diablo sitting together

133:10

and there's a real intimate experience in that.

133:13

- Yeah, couch co- it's funny, 'cause it actually, like, predates the couch even.

133:17

Some of those old arcade games-

133:20

... like, would have two joysticks on them and then you could play-

133:23

... with somebody else. Or there's you know, famous game Gauntlet-

133:27

... had four joysticks and four people playing together. And

133:31

then anybody who grew up in that early console era,

133:35

like, you know, NES, Sega Genesis was a legendary one. We would sit and we'd play

133:42

NHL 93- ... on the couch. And anybody who lost, you'd lose the controller.

133:50

And you could play that with up to four people playing, or we... I

133:54

remember one of the big games that came out was Mortal

133:57

Kombat. And we would play Mortal Kombat on the Sega

134:01

Genesis, and it was the house rules were, you know, whoever

134:05

lost, so whether you were in your college dorm or just some buddy's

134:09

apartment and there's five people there, you're constantly

134:12

cycling everybody in and out. But there's just a

134:16

magic to multiplayer, of engaging and sharing in the experience-

134:21

... with other people. Um, that's why I've

134:25

always... I've never made a single player game. Uh, I have great admiration

134:29

for them. I don't know if I could do it. The challenge...

134:33

The reason I love multiplayer so much, the way I

134:36

describe being a game director or game designer on

134:40

a multiplayer game, it's like imagine if you were gonna

134:44

be a movie director, and you were gonna have all these actors and set designers and

134:51

props and, you know, writers and scripts and all of

134:55

this stuff, and your goal was to get a certain movie

134:58

made. But we're gonna ask you, the director, to just... You're gonna leave the room.

135:07

You can set it all up ahead of time, and

135:10

then you're not allowed to be there or talk to anybody involved in it.

135:16

And now you need the actors to have an experience, and it's

135:19

just kind of the wildest, funnest experiment. Like-

135:24

- From a designer/creator perspective, 'cause you don't know what the players will

135:28

create, so that's fun to see. You lay out the chessboard, you lay

135:33

out the world, and then you get to watch what they create together. That's true.

135:38

- I struggle because sometimes people call me the anti-story guy in

135:44

games, and that really hurts me because, like, I actually love story in

135:51

games, and I counter that I'm the anti-shitty story

135:55

guy. And what I mean by that is like, A, the most

135:59

magical stories that I've ever heard come out of video games are player stories

136:06

about, you know, the time I gave Barfa a potion

136:10

and then I met him in real life. Like, that's better than any video game writing

136:17

that I've heard in a long while. The player story is so much more interesting.

136:25

You know? "Lex, why do you like the cow level so much?"

136:28

"Tell me about some goofy time-"

136:30

"... like a loot goblin drew you into the most danger."

136:33

"And... But there was another player there, and then..." You know, like,

136:37

those are the stories that I think are more interesting from

136:39

games. There are some exceptional writers in video games and some exceptional games

136:47

at story. You know, I've mentioned Naughty Dog,

136:51

like they're kind of on another level. But Valve has

136:55

amazing writing. The writing behind Half-Life 2, Marc Laidlaw, the writing behind

137:02

Portal-

137:03

... and Portal 2. I think it was Erik Wolpaw, who is hilarious, just amazing,

137:11

and Rockstar. Red Dead Redemption 2 is one of my favorite

137:18

games of all time, and that's a game where you can see the expertise and mastery

137:26

of the game design and the narrative design, and the fact

137:30

that you can have those player stories of

137:33

just the goofy shit. Like, I remember... 'Cause the

137:37

controls are a little awkward in Red Dead for a PC

137:41

player who's playing on console. Like, I always get confused

137:44

about, like, taking out my gun and putting it away, and

137:48

what's, you know, the L1 and L2. Like, as a

137:52

PC gamer, I'm just like, "Let me bind this stuff to where I want

137:55

it." And so like you know, a guy in town rides by and

137:59

he's like, "Howdy, partner." And I go to, like, give him the Arthur

138:03

Morgan, you know, "Hey, what's up?" back, and I just whip out my

138:07

sawed-off shotgun and, like, blow his fucking head off. And then the whole

138:11

town is like... Suddenly I'm, like, under... I'm

138:14

wanted and I'm being chased, and then there's a train that,

138:18

like, takes out the posse, and-

138:21

- Yes.

138:21

- It's like those stories, and the fact that Red Dead can have, you know, this,

138:25

like, touching, heartbreaking story of Arthur Morgan and his

138:28

journey, but you can also have, you know, the player story of blowing

138:32

off the poor guy that's just trying to-

138:34

- And that's the combination.

138:35

And then Rockstar does a really good job with you know, even in Grand Theft Auto with

138:39

the radio, it can be kind of a side aspect to the game, that great writing there can

138:46

create- help create the world-

138:49

... with, with humor, with color, with depth, with heartbreak, all that kind of

138:52

stuff.

138:53

- There was a moment in Red Dead where it... There's the Daniel Lanois song-

139:01

..."That's the Way It Is". I just... I love Daniel

139:05

Lanois, so the fact that somehow Rockstar landed him and like, was able to

139:12

get that song out of him. And

139:16

there's this moment where you're, like, riding back and they start that song, and-

139:20

- Yeah.

139:20

- Everything up to then had been gorgeous, like, more of a

139:24

score. There's Woody Jackson, who's, like, a really amazing game

139:29

composer. He had done the score for that, and so

139:33

nothing had been, like, lyrical with words. And then they play

139:37

the Daniel Lanois song, and there's, like, the quotes are coming back-

139:41

... from, like, Dutch and Arthur Morgan, and

139:45

I'm just like, "Goddam, this is, like... This is

139:48

art." You know, this is like I know it's supposed to be entertainment, I know it's a

139:53

business, but the top of the pyramid is art, and- ... it just hit me emotionally.

139:58

- Yeah, there's certain games where, you know... I mean, that moment, you just

140:02

imagine the number of people who shed a tear during that moment, and that's

140:06

just a reflection of how much you're invested into this world, into

140:10

these characters, and it's a beautiful thing. Uh,

140:14

I have to ask you about this image that you sent me. It's super cool, so

140:18

I'd love it if we could nerd out about it a little bit, the zone flow for

140:22

the original World of Warcraft. There's a bunch of zones. It'd

140:26

be awesome if you kinda talk through how, like, this world is

140:29

built. Take me to that time when you were designing this, before anyone

140:33

else got a chance to play it.

140:35

- All WoW stuff. It would start from that inspiration of Chris and the world.

140:42

And, you know, it was so fun hanging out with Chris

140:45

because we had whiteboards all over the place, and, you

140:49

know, "Hey, Chris, we should make Eastern Kingdoms.

140:53

What do you think it should be?" And he would just tell you the

140:57

story of each of these as he's just drawing. And Chris is

141:01

a really talented artist, so the map would be gorgeous. I

141:05

have lots of, like, photographs of Chris maps,

141:08

That he would just kind of whiteboard up. He's like, you know,

141:12

"Here's the Dwarven Lands, there's Wetlands with Khaz Modan

141:16

up there, and that's where this, you know, tribe of dwarves

141:20

were from. And then they, you know, humans are going to be down,

141:24

With Elwynn Forest. And then Westfall, there's, you know,

141:28

this group called the Defias Brotherhood and they have a place called

141:32

Deadmines." So I would talk to Chris

141:35

because you want to capture the spirit, like, as a game

141:38

designer, you want to capture the experience that's in

141:42

people's heads. So, like, take Burning Steppes, for example.

141:47

Supposed to be one of the scariest places with lava and

141:51

dragons and, you know, all this kind of stuff. That

141:55

doesn't feel like where you want to start. It feels like where you want to

141:58

end, so you kind of work the world flow in a way that puts that at the

142:05

end. But there was also kind of some magic to the

142:09

original starting areas, where we gave the dwarves and the humans a free flight path

142:17

between... The dwarf hometown was called Ironforge, the

142:21

human hometown was called Stormwind.

142:23

And we allowed you to fly for free. So, like, these little

142:27

newbies who were, you know, level five or

142:30

something, if you played a dwarf and I played a human, I'm like,

142:34

"Oh, Lex, don't worry, I'll come. You know, I'll come to Ironforge and we'll

142:38

hook up and I'll just fly out to you," which is the magic of World of

142:42

Warcraft. You have to fly over Burning Steppes and

142:46

Searing Gorge, and you look down and you're like, "Holy

142:50

shit, that looks scary and dangerous." And it plants that seed of things to come.

142:56

- Uh, so you've designed some incredible quests. Is there any that

143:00

stand out that you're proud of ashamed of? I mean, you are

143:04

famously have designed the Green Hills of Stranglethorn quest.

143:09

One of the most infamous quests in the history of WoW,

143:13

of gaming, where you had to collect a bunch of pages, or...

143:17

Green Hills of Stranglethorn, maybe, can you,

143:21

comment on that one or any quest that just springs to mind?

143:26

- Green Hills of Stranglethorn holds a lot of emotional

143:29

value for me because amongst WoW players back in

143:33

the day, it was unanimously hated as one of the shittiest, most annoying quests. Um,

143:41

but it holds a really special place in my heart. First of

143:45

all, it's one of the few times that I just, like, wrote a

143:48

short story that's actually in the game. Um, it's me paying homage to

143:55

Hemingway, and the guy who gives you the quest, his name is

143:59

Hemet Nesingwary, which is just me rearranging the letters of Hemingway.

144:06

There's another quest giver there that's Kerouac's

144:10

name also mixed up. Um, and then it was the typical hubris of

144:18

a junior game designer who thinks he's clever but is actually a dipshit. That's-

144:25

That's the Green Hills of Stranglethorn, like, summed up.

144:29

So, like, I wrote the story over, like, it was, I think,

144:33

winter break, like, everybody was gone and I just was so

144:37

happy to be in the office, you know, I'm at Blizzard by myself

144:42

writing late at night. And the whole idea, and this

144:46

is, this is very much what I call ant farm

144:49

designer, which is bad. Which is, you know, you're the

144:53

game designer who's playing God, and players are the ants

144:57

in your ant farm, and you want to see what they're gonna do, which is

145:01

not the correct way to be a good multiplayer designer. But I hadn't learned that

145:07

yet, and there's a, there's a really great famous Sid Meier quote

145:14

where he says there's three types of fun. Fun for the

145:18

player, fun for the designer, and fun for the

145:21

computer. And we catch ourselves, we're like, you know,

145:25

we gotta be really care... It has to be fun for the player, not fun for

145:28

us. So this Green Hills of Stranglethorn quest was like

145:32

an ant farm design of, I'm gonna write this,

145:36

honestly, probably pretty shitty story, I haven't read it since

145:40

2003 so God only knows if it's any good. But I

145:44

wrote the story and then I divided it up into all of these different

145:48

pages. And the quest giver, Hemet Nesingwary,

145:52

wants you to put together, like, the story's like, he wrote this book,

145:56

but then the pages got scattered across Stranglethorn Vale.

146:00

And some... When you're doing quest design, you're really thinking

146:04

about the player flow and you're directing them from quest giver hubs

146:10

out until these destinations, and you want them to do all the destinations.

146:14

But sometimes we would do these bridging quests

146:18

where you could do anything in the zone and it sort of had this

146:21

overlap. And so the pages of Green Hills of Stranglethorn could be looted off of any

146:29

creature anywhere in Stranglethorn Vale, and it was kind of

146:33

like that McDonald's Monopoly game

146:36

where you have to have all the pieces or else you're not gonna

146:39

win. But where I really went south, I don't think the

146:43

idea in a vacuum is horrible, but where this really fell apart was the interface

146:52

of World of Warcraft wasn't set up. Like the pages

146:56

didn't stack, there wasn't a dedicated container to

147:00

put all the pages in, so players had very limited bag

147:04

space. And as they're fighting in Stranglethorn Vale, I'm just shitting up their

147:10

inventory with all of these pag- And they only needed so

147:14

many. Like you might get unlucky and you have like three

147:18

page fives that are just junk in your inventory, and I might have like eight page

147:24

sixes. And then everybody... And this was the goal, like

147:28

the designer trying to puppeteer everybody. Everybody

147:32

in Stranglethorn chat is like, "Hey, I'm looking for a page

147:36

six. Anyone got a page three?" And that was like my fantasy as a

147:40

designer of like, and then they're gonna be social and

147:44

meet each other, and players are gonna be appreciative for each

147:48

other, but really all everybody did was just no... Eventually, no one did the

147:51

quest. They just were super annoyed, or they went to the Auction House.

147:55

auction house. So the quest is famous in that it was so aggravating and

148:02

annoying and it just became a

148:06

way... It not only became a way for me to learn from my

148:09

mistakes, but because I was very open with the fact

148:13

that I didn't think it was good and that the quest had failed, it

148:17

opened the door for us at Blizzard to be critical of

148:21

our own work. Like it's always easier if you're the first one to go out

148:25

and say, "Hey, guys, I think I made one of the shittiest quests in the

148:29

game and here's why." Um, and then it sort of challenged people to make

148:33

better versions of it.

148:35

- I mean, again, you continue to speak with so much humility. But WoW

148:39

turned out to be one of the biggest games of all time

148:43

both in terms of popularity, how many players play it,

148:48

revenue, and critical acclaim. And then you rose to become a game director of WoW

148:55

helping release Wrath of the Lich King, which by many is

148:59

considered to be the greatest expansion. I mean, there's a million questions I can

149:03

ask here, but maybe this is also a good place to ask about

149:07

the famous Blizzard polish. So Blizzard as a company

149:13

has historically, and you were certainly a big part of

149:17

that, delivered these games. They were just, uh, got so many pieces right and

149:23

well-functioning and well-coordinated, and just feel

149:28

finished in a way that a lot of other games don't get right. So what

149:32

does it take to take this gigantic game, this game

149:36

played by millions of people, loved by millions of people,

149:39

And deliver it in a way where it's like it all just works?

149:44

- To have a level of polish is like a studio wide culture that has to be instilled in

149:52

everybody, like no one can be satisfied with a bug. Every game is gonna have bugs,

149:59

and Blizzard games have bugs. It's a question

150:03

of, how quickly do you fix them and with what urgency?

150:08

And as players ourselves, if we're

150:11

playing as much as anybody else, we're gonna be motivated

150:15

to fix the bugs. There are some really tactical aspects to it, too. The quality

150:22

assurance department at Blizzard is the

150:26

best in the industry. Like the people who come

150:31

and do QA at Blizzard, they are passionate

150:34

gamers. Many of them want to be developers themselves, and they're

150:38

not just doing it for a job. They do it because they fucking love the game. And the

150:46

relationship we tried to develop between us on the

150:50

development teams and QA was extremely

150:53

tight. And whenever possible, we also tried to sit

150:57

as many QA members up with the development team as

151:01

as possible, depending on the logistics

151:04

of... You know, in the early days, we didn't always have the space

151:08

for all of QA to sit with us. We were very fortunate on the Overwatch

151:12

team to have a large amount of QA sitting with

151:16

us, and then developing that relationship. You know, in

151:20

the early days there, there were these fears of like, "Well, QA can't

151:24

talk to the developers," and trying to shatter that-

151:27

... of, because some of our QA members

151:30

knew the game so inside out, you would just say to them like, "Hey,

151:34

dude. Just message me. Here's my home number. Like,

151:38

call me if there's a bug. If you think we're gonna get raked over the coals on this,

151:45

you gotta speak up. I don't care what the chain of command is. Like, we gotta

151:48

fix this thing." So QA was amazing.

151:52

- I mean, so can you speak to QA, quality assurance? At

151:56

the peak of the craft, what does it entail? Like you're basically

152:00

experiencing the game and trying to figure out,

152:04

particular slices of that experience that could be improved?

152:09

- Yeah. People simplify the role by just, "Oh,

152:13

these guys just get to play games all day and then, like, let us know if there's a

152:16

bug." They are so systematic in the way they

152:20

test stuff. They come up with these plans that are

152:24

actually amazing of, like, who's gonna test what.

152:28

There's a lot of regression testing that goes on.

152:32

within QA there will also be compatibility testing. The

152:36

Blizzard compatibility department was amazing.

152:40

Like, they had every card, every machine, every

152:44

configuration, and they would roll through

152:48

to make sure there wasn't some quirk that was gonna come up on some video card

152:52

or some motherboard that you weren't expecting. But

152:56

it was all very systematic. It wasn't just Wild

153:00

West, let's play the game. And then as a developer

153:03

interacting with QA, you would find that there were certain

153:07

specialists whether like, for example, on

153:13

Overwatch, there were a couple of players that...

153:17

Like, we all were shooter players when we were making Overwatch, but I'm

153:21

not like esports level shooter player. I'm like, you know, Gen Xer, "Remember

153:28

Doom, how good I was"-

153:30

- Yeah, right. Yeah, yeah.

153:30

- ... type of shooter player. But we had, you know, a couple of these QA

153:38

specialists who, like,

153:41

they could just snipe from 100 meters out and hit the shot every

153:45

time and tell us if there was a frame of input

153:48

delay, you know? And then you sit that person with an

153:52

engineer and say, "Hey, I think there's some input lag here."

153:58

- That's amazing.

153:59

- And sure enough, they'd be right. But you have to have that relationship

154:02

where the devs trust QA. Or just even on, like World of Warcraft, they had a

154:10

great relationship with QA in that they built out a full raid

154:14

team to do the raids. And then you're

154:18

not only, like, looking for bugs, like, "Hey, the dragon was supposed to fly and instead

154:22

it just, like, sunk through the world and the game crashed," which would

154:25

happen. But, like, if you really value

154:29

QA, you're asking them, "What do you... Dude, what do you

154:33

think? You're..." You know? Like, "10 million people are gonna see

154:36

this. Your opinion, multiply it, you

154:40

know? It matters. What do you think? You know? Are you having fun? Oh, yeah, this is cool.

154:44

This isn't cool." Um, so QA was important.

154:48

The other thing that was important is the Blizzard engineering,

154:52

which you have to architect your game to be hotfixable.

154:58

And what a hotfix is, games, there's a couple ways to fix 'em. The way most

155:04

of us know, 'cause all the software we have gets a patch, you know? You have to

155:08

update it. You have to download a new version of it. Windows, you know,

155:12

you get that annoying message, like, "There's a new version of Windows." And it

155:15

takes, you know, a few minutes and you update it. You know, obviously, we

155:19

patch our games and that's where we fix a lot of bugs, but if you

155:23

really wanna run a game like Overwatch or World of Warcraft

155:27

successfully, you need master level

155:31

engineers who have architected the client and server

155:35

in such a way that you can hotfix the game on a dime. And what a

155:39

hotfix is, is a server patch that no one's client has to go down for.

155:44

- Mm-hmm. That's 'cause you're dealing with a huge number of players and you discover an

155:48

issue and you want to respond to that issue really quickly.

155:51

- Yeah. There's emergency issues like something's

155:55

crashing. Like, the worst case scenario is anytime the

155:59

server's crashing. Or in Overwatch, like, a really

156:02

catastrophic bug would be something where you have to disable a

156:05

hero. Like, someone found an exploit and you have to disable a

156:09

hero from the lineup. You want to turn around that hotfix

156:15

if you can in a half an hour, get that hero back live. You

156:19

might have somebody who only plays that hero, and the only

156:23

reason they're gonna play Overwatch is because that hero's active. You

156:27

don't want to wait for patches and you want to hotfix- ... as fast as you can.

156:32

- And then also to improve the game quickly to just even settle stuff to do that.

156:36

- Yeah. Players feel it. Like, they... That's where

156:41

there's this idea of, like, the love and

156:45

the craftsmanship of the developer that you can feel. Like, any, any product, you

156:52

know your iPhone or Android or, like, any computer or consumer product, you can feel

157:00

when there are people who loved it behind it and

157:04

aren't just putting it out on a shelf. And games have that as

157:08

well, where you can feel the, like, heart and soul of the the

157:11

developer in, in the thing. And some of that's,

157:15

like, the joy and delight of, like, that there's a cow level, right? That

157:20

that's... You know, you can feel the humanity of the development team-

157:25

... through that. But another part of that is,

157:28

like, do they clean up their fucking yard, you know? Does this

157:32

game work? Is it... And it's not just the bugs and the

157:36

crashes. It's, like, when balance gets wacky and

157:39

stupid and, you know, suddenly everybody's a barbarian and

157:43

whirlwinding and no one else will play anything else. You're like, "We

157:47

should probably fix that," you know?

157:50

- Oh, those were the days. I sadly was the barbarian whirlwind guy.

157:54

- One-handed.

157:56

- It was... Yeah, it brought so much joy. So a

158:00

lot of people modern day think of you as Jeff from the Overwatch team.

158:05

- My name is Jeff from the Overwatch team. I'm Jeff from the Overwatch

158:09

team. I'm Jeff from the Overwatch team.

158:12

- But y'all must have forgot, you were the game director of WoW

158:16

in an era when WoW was one of the biggest games

158:20

in the world. Just, you know, looking back,

158:24

what wisdom can you draw from that time when

158:28

you got to experience this era of gaming that

158:32

changed gaming forever, where it's millions of people playing this video game?

158:37

- It was my first game I worked on, and I joined it as this entry level dude.

158:44

I still have my offer letter from Blizzard, which was for 35K a year.

158:50

You know, that's what I was making. And, um... Very shortly after

158:57

WoW shipped, you know, Allen left his

159:01

lead before the beta, or like right around the

159:05

beta, and then Rob took over as the lead designer, and then he left the team very

159:13

shortly after WoW shipped to go start StarCraft

159:16

II. And he put myself and Tom Chilton in charge. Uh, Tom is a designer

159:24

who... He was a great partner of mine and a great leader and he, he actually came

159:32

from Ultima Online. And so I always looked up to Tom

159:36

because he had a lot more experience than I did. And this is like early 2005,

159:44

the world was on fire, the servers were barely running-

159:48

... WoW was just, had taken off like gangbusters, and they basically put me

159:54

and Tom in charge of WoW. And at the

159:58

time they promoted me, my title... I didn't even have a lead title,

160:02

my title was Senior Game Designer. And

160:06

Tom and I were running the design of WoW at that time. So

160:12

I thought it was totally normal, and I

160:16

thought what we were experiencing with WoW was just

160:20

normal for making a video game because it was the first video game

160:24

that I had worked on. Mm-hmm. Um, I thought it was the funnest joyride

160:33

because we were working on WoW, we were still working insane

160:37

hours- and then I'd get home,

160:42

eat dinner, and then me and my wife would log in and play WoW,

160:48

you know, for four hours, and then I'd

160:51

go in the next day and I'd work... And it was just this... My

160:55

whole life was World of Warcraft. And I

160:59

loved it. Like I loved everything from, you know, the creative

161:03

meetings with Chris Metzen and just what an inspiration and

161:07

muse he was, down to the simplest, dumbest design

161:14

stuff that like we as game designers, like, you wanna

161:18

talk about why a button is in the lower-left versus lower-right and what does that

161:24

mean? That's like two hours of discussion. And is there a

161:31

better way? Like the 10,000 minutiae problems- were

161:37

thrilling to me. And then also the big disasters.

161:41

Like the big... I had in the early days

161:45

of WoW, we didn't really have all the processes in place for, like, how to

161:49

deal with being a successful online game, and I literally

161:53

had GMs, like game masters, these are customer support

161:56

guys, calling my home phone at 3:00 in the morning.

162:02

Like, I remember this one time there was some

162:05

faction token in Stranglethorn Vale and

162:09

they figured out a way to exploit it, and this GM

162:13

calls me panicked, it's 3:00 in the morning. He's like,

162:17

"I'm just spawning..." Uh, what, what did we call 'em? Uh,

162:21

Guardians of Blizzard. They were these giant infernals that we just made that

162:25

instantly death touched anything. We used to have them when we

162:29

were in the beta, like often the distance of places players weren't supposed to

162:33

get in case they cheated their way there. And this GM is just

162:37

spawning them all over Stranglethorn Vale because

162:41

he's worried because the players are exploiting. It's like 3:00

162:45

in the morning and I'm talking in hushed tones because my wife is sleeping right

162:49

next to the bed. I'm doing this 'cause it was actually like before the cell

162:53

phone days when I actually had a landline. But that's just

162:56

how... And I loved it. I loved the thrill of

163:00

those big moments, the minutiae. And I felt

163:04

like through the running WoW Live, which was

163:08

me and Tom together with an amazing team, we kind of learned

163:12

how to be the WoW team. And putting WoW in a box and shipping it was like

163:19

only chapter one in a 12-chapter book essentially. And that first how to run the

163:27

game, how to patch it, what type of content, how to deal with

163:30

emergencies, what should our customer support be

163:34

like. I mean, we would debate should we have a launcher or

163:37

not. You know, in the early days, the only reason the launcher existed in

163:41

WoW was to run anti-cheat on your machine. And we had a moment where we figured

163:48

out how to put that

163:50

into the game and out of the launcher. And it was the first time I ever

163:54

really had an in-depth conversation with Mike Morhaime. He's like, "You gotta bring the

163:57

launcher back, guys." We're like, "Why?" He's like, "There's no better way

164:01

for us to talk to our players." And I remember trying to hide the launcher.

164:08

And to this day, Mike was right. Like, that launcher turned out to be

164:11

the best thing we ever had. That's essentially what

164:15

Battle.net has morphed into these days. But all those

164:19

decisions and when it came time to make Burning

164:23

Crusade, you know, at that point, Tom and I were leads. We

164:27

were full, they had actually promoted us. There was, there were two

164:31

big exoduses of groups that quit Blizzard, they were disenfranchised

164:38

if you can believe it. Like we just shipped World of

164:42

Warcraft and this whole group just walked out the door. I was actually

164:46

sitting, my, my desk faced Morhaime's

164:49

office, and I watched them all go in and quit, and they were the group

164:53

that formed Carbine.... which made the game

164:57

WildStar. Ended up taking them 10 years to

165:00

make, and they were just really unhappy with World of

165:04

Warcraft, and they were unhappy with,

165:07

um... I don't know what they were unhappy with. They were unhappy

165:11

enough to walk out the door right after we had shipped WoW.

165:16

- That's incredible. Like, what is it? Just because they put their heart and soul into the game and

165:20

they maybe get exhausted in a certain kind of way?

165:23

- Yeah, and I don't want to... It's not fair of me to speak on their behalf. I think

165:29

they were promised some compensation that they didn't immediately

165:32

see. I don't know if the game... Like, here's the weird part when you make a game.

165:38

When you come up with the idea and you start

165:42

pitching it to people, that's the best the game is ever gonna be,

165:47

and then you work on it. Like, you know, games I worked on

165:51

take five years, you know? Overwatch was two and a half, three years. Every day you

165:59

get close to ship, the imagination of the ideal game

166:05

gets farther and farther from the reality, and you're always

166:10

shipping this, like, greatly sacrificed thing

166:13

that nowhere near matches the imagination-

166:18

... of the inception of the idea, so you become disenfranchised with the concept.

166:24

- So in some sense, you're shipping... You're constantly in a state

166:28

of disappointment. You're basically shipping

166:32

a lesser thing than you've been dreaming about.

166:37

- Yes.

166:37

- You're doing less and less and less, saying no and no, and cutting, and all that kind of

166:41

stuff. Yeah, it's difficult, psychologically difficult, but nevertheless, the result when you

166:45

zoom out, it's one of the greatest games of all time that millions of people

166:49

played for thousands of hours. It's just... What... Did

166:54

it... Did you ever have an experience, a realization how

166:58

huge WoW was in terms of not, like,

167:02

statistics on the server and so on, but the cultural impact it had?

167:05

- The first time was the first BlizzCon, which was in

167:12

2005. So when WoW shipped and this is so weird to tell people, but

167:18

on the team not everyone, but a lot of us were very demoralized after

167:26

WoW shipped. There were, there were all sorts of issues with the servers

167:34

because the game did way more successful

167:38

than we expected it to do and the server load

167:42

was just nuts. Like, we were just... We were doing our best to

167:45

hire database programmers, you know, 'cause we just didn't

167:49

know how to deal with the sheer scope of the game. But when you're an individual

167:57

like... And at that time, like I mentioned, there were multiple exoduses of

168:01

people who quit Blizzard. They went and formed a

168:05

couple notable studios. One was Carbine the other was Red 5. And we lost, like,

168:13

kind of our core people. Like, when Red 5 started,

168:17

that was our team leader, that was Mark Kern and our art director,

168:21

Bill Petras, they quit. When Carbine

168:25

started, it was, I think all of our animators and some of our

168:28

best programmers and... Like, it's really demoralizing when you

168:32

lose team members like that, but then we were also

168:36

underwater. Like, the servers aren't running,

168:40

We're not able to keep up with demand,

168:44

and we had to start putting patches out, and now we're making patches

168:48

like... For a while we had one animator who

168:52

stuck around, and then eventually he left also, but you're doing

168:56

like, okay, we gotta now do a patch without an animator. A lot of our art team was

169:03

gone at that point, and you're trying to keep the ship afloat

169:07

and the morale was just in the shitter. Like, everybody

169:11

felt very down on Team Two, the

169:15

WoW team was called Team Two, and that we had somehow failed. And during that time,

169:23

there was this idea to do BlizzCon, and the way that started was

169:30

EverQuest had done these, like, meetups because they knew it was, like, a big

169:34

guild social game, and people would get together at like some hotel

169:38

ballroom and you'd sit with your guild at like a banquet room table.

169:44

And to give credit where credit's due, I remember sitting in the meeting

169:48

for what was to become BlizzCon, it was Pardo who

169:51

said, "Blizzard's bigger than that. We're not just

169:55

one game, and I know everybody's focused on World of Warcraft

169:59

right now, we should do BlizzCon."

170:02

And at the time, we had a game called StarCraft Ghost was in

170:06

development, and that was getting ready to show, and there was

170:10

Frozen Throne, which was the expansion to Warcraft III, but,

170:14

like, we knew we were gonna make StarCraft II. And then there was

170:18

a lot of motion happening with Blizzard North, which is a whole

170:21

separate story, but there was like, hey, we could really do a cool show-

170:27

... that's this BlizzCon thing. And at first,

170:31

we kind of announced it and it just was crickets. You know when you're, like,

170:34

excited about something, you're like, "Man, everybody's gonna love. Like, we're

170:38

doing BlizzCon," and everybody's kinda like, "Crickets. What's

170:41

BlizzCon? Who cares?" And we're

170:45

idiots, we're reading the forums, and the forums are just flaming us all the

170:49

time, like, "There's lag on this server and can't

170:53

log into that server." And that's, that was our perspective of what was

170:56

happening. And then, like I said, give Mike

171:00

Morhaime credit where credit's due. He kept us committed to that

171:06

launcher, and they put the BlizzCon tickets on the launcher, which

171:10

they hadn't done before. It was on the website. And so everybody who logged

171:14

into World of Warcraft suddenly got this like, "Hey, we're

171:18

doing BlizzCon in Anaheim, do you wanna come?" Sold out instant. Like,

171:25

instantly sold out. And when I showed up at that show, it... One of the

171:33

most emotional things in my life. It was nothing but an outpouring of love.

171:39

And up until that point, your perception was, because you're

171:43

just reading online and it was... The perception is such hatred, because

171:50

people who are passionate online, they express

171:54

themselves in the harshest ways 'cause it gets attention. You know,

171:58

that's the lesson I should've learned from my early days.

172:02

And it's such an unfortunate thing, because then you met these people in person

172:08

and they loved World of Warcraft.

172:12

And all they wanted to do was talk about World of Warcraft and hear about

172:16

what was coming next and be around other people who loved World of Warcraft, and-

172:22

- It's incredible. It's a fascinating theme, to me, about human nature, and it's

172:26

absolutely true, and I wish there was a thing that could be solved. But then again,

172:29

maybe not. Maybe that's just the way it is. But in

172:32

person, all of the people that are

172:36

passionate about a particular topic, and whatever that topic is, it could be

172:39

games it could be at conferences, technical conferences, they're all mostly full of

172:46

love. And just the way they talk about stuff, they nerd out.

172:50

Even the disagreements are drenched in this,

172:54

Respect and appreciation and love for the game, for the

172:58

game, for the topic. And online, you're right, I don't know if

173:02

it's because of popularity or clicks or so on, but

173:06

it's just the way of speaking on the internet is more mockery and-

173:12

- Cynical.

173:13

- If you say, "I love this thing. Here's an apple. I love apples," or, "I love

173:21

bananas. I love fr..." Like, "I love X," whatever. You just get made fun of.

173:27

You get... And so the lesson you learn from that is,

173:31

"Well, I'm just not going to speak up when I love

173:35

something. I'm going to instead speak up when

173:38

I, maybe how much I hate another thing that's similar to it."

173:41

Or maybe join in when we're making fun of a particular quirky

173:45

thing, about, "Don't you hate it when bananas are too ripe or

173:48

too..." Versus like not saying the, calling out the

173:52

elephant in the room is, "We're all gathered here today 'cause we love the thing."

173:58

It's interesting. It's that aspect of the internet that I think is jarring to a lot of

174:02

people depending on the game, but if you go to Discord or Reddit or so on,

174:07

in the communities that love a particular video game, there's a... If

174:11

you're not used to it,

174:13

and I don't often go, so when I go it's like, "Wow, there's a lot

174:17

of, like, pretty intense kinda mockery and derision and so

174:21

on." But you get used to it pretty quick and you understand it. I just, I wish there was more

174:24

love.

174:25

- I feel bad because I played a role in the earliest development of some of

174:32

that online culture. It really was social media before it was called social media.

174:40

You know, I ran a... Uh, I actually, I had this

174:43

reputation for being edgier than I really was.

174:47

Um, there were a couple notable posts that survived

174:51

30 years that people like to look back on but they don't look back on the ones

174:58

where I'm just being chill. And that's

175:01

unfortunate. I think a lot as a game designer about the

175:05

design of social media. And unfortunately,

175:10

social media in general is designed in such a way where

175:15

the maximum hyperbole works,

175:20

and that's how you get the most points is by being max hyperbolic.

175:27

And usually, unfortunately, it's more in the

175:31

negative direction than the positive direction. You know, if

175:35

I say, "That's a pretty nice mug. I've seen nicer,

175:43

but I like this one," no one's interested in

175:47

that. I have to either love this thing, or

175:50

better, this thing's a crime against humanity-

175:53

... in some way. And it's very self- reinforcing

175:59

and everybody sort of feeds into it and-

176:03

- Especially when you're young. I got to see this kinda interesting thing. So I was

176:07

at I, I spent, that's what we're talking about, you're from Pasadena, so

176:10

I've been spending a lot of time in Caltech

176:14

and working on robots, and we get to see students come in from high school. Uh,

176:22

undergraduates come in and, like a tour, hang out with the

176:25

robots. And middle school also. And the interesting thing

176:30

you see, the younger that they are, the more prevalent this effect, which

176:37

is all of them are kind of afraid to show that they think a

176:42

thing is awesome. They're all... You could just feel they're checking, "Is it okay?"

176:48

So they're, they're kind of like the default mode is

176:51

whatever, this, everything is stupid, this is stupid. You

176:55

know, that, 'cause that's the safe place to be. It's

176:59

a real act of vulnerability. I would say it's an act of courage, especially for a

177:03

young person, to be like, "Holy shit, that's awesome." Like, I'm

177:07

gonna, if I think this is awesome, I'm gonna be the nerd, I'm gonna take the risk and

177:11

be made fun of for saying, "I love this," in that case,

177:15

it's, "I love this robot." So that's a actual

177:18

psychological effect that also young people are dealing with, in-person

177:22

also. So I think, I just wanna say, for young

177:26

people listening to this, be vulnerable, be

177:29

courageous and say you love a thing if you love a thing. And do more

177:33

of that on the internet, I think. Um, I think people

177:37

make up the internet, people build the internet, and young people, more than

177:41

anybody else, define the future of the internet. So

177:44

put more love out there in the world. If you love a video game, if you love

177:48

Overwatch, say you love it.

177:50

- I couldn't agree more. You know, as somebody who's taken a lot of

177:54

heat online, like any game developer, you just get

177:58

destroyed. Doing what you do, you must get destroyed, you

178:01

know? And it doesn't matter, you get 100 compliments,

178:07

it's the one, you know, you're... And you're

178:11

supposed to read it and supposed to be fine with it and have it not affect you.

178:15

It'll stay with you for years, you know? I have those. And I

178:19

think of it, like the cheesy, the cheesy way I think about it is

178:23

like, is there some kind of social Darwinism going on? And my big worry is

178:31

that there are creators... Like, now being a creator of anything, writer,

178:38

musician, you know, make online videos, whatever- whatever

178:42

creator means to you, make games. Now part of the skillset is being able to

178:50

weather like a fire hose of criticism like the world has never seen. And

178:56

I make up these scenarios in my head of like, would van Gogh have

179:03

existed if, you know, Reddit and

179:09

all these things were out there commenting on... Like, how many

179:13

people were able to communicate with Beethoven in his lifetime, or in a

179:20

week? Like, how many influences could comment on his music directly to him?

179:27

Versus like if I want to insult Brad Pitt right now,

179:33

I can just go on 10 different devices and do it. And it's like

179:38

that level of access is very dangerous, and I worry that there is a whole group of

179:46

people who's receding from us that will never

179:49

see the brilliance, and they're being shut out

179:53

by the negativity. There's a very real example, was Jay Wilson, who I

180:00

think is one of the great design minds, who was the game director of Diablo

180:06

III. And he took so much heat,

180:11

it just affected him to the point where he essentially

180:14

retired from making games. Went and, you know, wrote

180:18

novels. I was very happy for him because, you know, I'm glad he

180:22

found his place, and I think he's getting back into

180:25

making games now. But we lost, we

180:29

essentially... Like, think how many people loved Diablo III

180:33

and played the shit out of Diablo III.

180:36

And Jay is one of the people you have to thank for that. And

180:41

yet that community basically removed him from making

180:45

games for like 10, 15 years, and it feels criminal to me.

180:50

- Yeah, absolutely. They... So this is a call to action,

180:54

again. People out there, support, especially young

180:58

creators, support them. They need it. Like you

181:02

think negativity has no cost, but it does. You're

181:06

robbing the world of some of the great creations. And also,

181:09

allow creators to suck and to improve. Because that's what the

181:16

process of creation is like, is to take risks. To

181:20

and take risks meaning being vulnerable, being cringe.

181:25

To doing the thing that like, the embarrassing failure

181:29

where you're standing there on, you

181:33

know, in a in a silly clown outfit, on stage, dancing, and

181:37

nobody, and nobody's laughing. And it's a, it's... Comedians

181:41

go through this all the time, when... They talk about this all the time, when they bomb,

181:45

right? They, the act just doesn't work, and you have to go

181:49

through that. And you have to, you have to support the creators

181:53

through that journey. In order to have great things, we need to support those

181:58

folks. So, after shipping WoW, Wrath of the

182:02

Lich King, again, many consider it to be one of the great

182:06

expansions for WoW, you stepped down as WoW's game director and

182:10

switched to developing Titan. This epic

182:18

huge game that promised to be the, sort of the MMO to end

182:22

all MMOs. Um, I mean, it's kind of a legendary vision for a game, right? It's

182:29

gigantic. With a lot of, like you said, a brilliant team, a team that's now

182:36

hardened and knows how to do a great game. But it was canceled after seven years in

182:43

development. So, tell me, what was the vision of the game and what happened?

182:47

- Sure. So, as we were experiencing

182:51

success with World of Warcraft, there was this concept in

182:55

the studio that WoW wasn't gonna last forever.

182:58

WoW would be maybe successful for five years, and eventually kind of

183:03

age out.And the studio would be real, in

183:06

real trouble if we didn't have another massively

183:10

multiplayer online game sort of waiting in the wings. So starting

183:16

around, I wanna say 2006, maybe 2005, um, the talk of starting a team

183:29

really picked up momentum, and we were working on Burning Crusade.

183:36

Uh, Rob Pardo took the helm to start sort of

183:40

Titan development. We didn't even really have a team then. And I remember,

183:47

being like embroiled in Burning Crusade and going to

183:51

Titan meetings, and Rob pulled a group, you know, from

183:55

kind of across the company, and we started talking about what

183:59

this next MMO could be and when it would get going. And

184:06

eventually, it started in earnest, like real

184:09

development, around 2007. The first team members

184:13

joined, and it was a real ambitious project, including like

184:17

building a new engine from scratch. I think maybe the

184:21

first team member was a guy named John LaFleur, who was just a

184:27

stellar game programmer, and the engine,

184:31

which ultimately failed for Titan ended up becoming

184:35

the engine for Overwatch, which is a great success story for

184:39

him. And the idea behind the game, it was gonna take place

184:45

in future Earth, and the players played as secret agents.

184:51

And by day, they all had day jobs,

184:55

and by night, they went off and did cool secret agent stuff. And the secret agent

185:03

stuff was very first-person shooter, but over-the-top abilities,

185:09

Like you would see in Overwatch, because that's where they came from.

185:14

And the by day stuff, we were gonna let you run businesses.

185:18

We took a lot of influence from games like Animal Crossing, Harvest Moon, the

185:25

Sims. We had a brilliant game designer and game director named Matt Brown, who

185:33

was the creative director on the Sims. He came

185:36

over. And so we had this vision that there was gonna be all this like daytime

185:43

business house stuff. You could build a

185:47

house. You could live in a neighborhood. Um,

185:52

and beyond that, there was also a vision on the

185:56

technical side, game design and technical side, that

185:59

unlike World of Warcraft, which the modern day term for

186:03

it is that it's sharded. Mm-hmm. So meaning people

186:07

play on different realms or servers. In a WoW

186:10

server, I don't, I haven't been on that team in a very long

186:14

time, but back in the day, you might have 5,000 people on a WoW

186:17

server before they'd have to spin up another WoW

186:20

server. The big idea behind Titan is that

186:24

everybody would play on one server. It was a one server,

186:28

one world game, and the world was massive. It was gonna take place in future Earth,

186:37

and we were literally building like, we had what we called Bay City,

186:41

which was San Francisco. We had, you know,

186:44

Hollywood, and then we had to build all of California

186:48

between that, and we also wanted to build like Cairo and London.

186:53

And there's this realization of like, how do we connect all of

186:57

these? The game had driving in it, like full-blown, like GTA-style

187:04

driving. It was such a gargantuan, huge undertaking

187:11

with a brand new engine, a brand new team, a brand new IP,

187:18

intellectual property, you know, setting, which we

187:22

really wrestled over. Like, the amount that the IP

187:25

just, you know, trying to figure out, like, are there aliens or

187:29

not aliens, you know? Like, all that sounds kinda dumb and

187:33

fun, but when you're building a game, like you, especially

187:37

world-building, you have to have rules. That's- that's what makes

187:40

world-building work, is that like, this exists in this world, and this

187:44

doesn't, and you know, why? It's like, 'cause someone said

187:48

so, and just the way it needs to be. But that

187:51

development started in 2007, kind of as

187:55

ideation, brainstorming, early work. Really got

187:59

going in late 2007, and then I had to ship Wrath of the Lich King,

188:06

And it was... We had the like, we always did like a champagne toast. Uh,

188:13

I still remember it because it was Election Day. I think it was like

188:17

Election Day and my birthday, and the day Obama got

188:20

elected, and then I left the WoW team on that

188:24

day. It was like memorable in all those ways. And then

188:28

I joined the Titan team, and that game,

188:36

we went on, like the fast-forward part of that is we shut it

188:40

down in 2013. That was one of the most painful development processes that I've

188:48

ever been a part of, and probably,

188:54

probably deep into 2009, I knew that the game in its current form could never

189:01

ship and would never exist, and by 2010—Like after numerous

189:10

times trying to convince the powers that be that,

189:14

like this game is not gonna happen, it's in trouble.

189:18

I remember going to Mike Morhaime in 2010, and, like, you're going to the CEO

189:26

of... You know, at that time, Blizzard was big company, and I'm

189:30

like, "You gotta shut us down. We're just gonna burn money."

189:35

- What was your intuition about why? So like from my understanding, there was

189:39

a few issues. So one, with such a gigantic world, which by the way, is

189:43

a beautiful dream, this kind of universe simulator, because I love... Every game you

189:47

mentioned there is great. I empathize with the dream. I would

189:51

love to play that game. But one of the issues, as I

189:55

understand, was that it was unclear what, like, the

189:59

quest flow is. Like what are you supposed to really do

190:04

in this game? What's the thing that connects all of the pieces together?

190:08

- So it was a multifaceted failure for- for many reasons. Ultimately,

190:16

the failure of Titan lies with leadership,

190:20

team leadership, myself included. Like, there's just

190:24

no getting around that. And then on top

190:28

of that, like, a lot of games you can point to as being like an

190:31

engineering failure, like the, you know, the servers didn't work-

190:35

... or like an art failure, like no one responded to the look of the game, or a design

190:39

failure, like the... it's just not fun or it's tuned poorly. We failed on art,

190:46

engineering, and design, and I'm cautious about

190:50

calling out art because some of the best art ever made at

190:54

Blizzard was made for Titan. My criticism isn't of the art that was created. My

191:00

criticism is that we never had any art cohesion,

191:04

so the art looked like it could've come from 10 different games.

191:08

- Mm-hmm. And we should say it cost $83 million across those years. So a large team

191:19

doing a lot of stuff, but not converging towards a game that could actually ship.

191:24

- Correct. As, like, a game designer, I use semantics a

191:28

lot and I like to define my semantics so people know where I'm coming

191:31

from. Talking about ideas versus vision for a second, ideas

191:39

are easy. Ideas, you know, I can have 10 in 10 seconds. You know, let's make a 2D

191:47

platformer about a mouse, you know, whatever. Like, you can... A secret agent

191:54

by day is, you know, doing all this cool shooting stuff, by night

191:58

is running a flower shop. You know, ideas are

192:02

just infinite. At least on creative teams, you know, you

192:06

have no shortage of ideas. What I call vision is the ability to not only

192:14

take a great idea, but shepherd it into existence, and you're doing that through

192:22

inspiration first and foremost. If you need a team to make

192:25

it, you need a team to believe in the vision of the

192:29

idea. And then there also has to be a technological plan

192:35

for the idea. There has to be a design plan. There has to be an art style for the

192:39

plan. There has to be a pragmatic production reality to the plan. And Titan

192:47

kind of was like that was the hubris of Blizzard in that era at its height of,

192:58

you know, we were over being hurt about, you know, World of

193:02

Warcraft. I don't know if people are gonna like it. And we were now in the

193:06

era of, like, we made World of Warcraft. We can do no

193:10

wrong. This next thing is gonna be the best ever. And there was also a lot

193:17

of what I call anticipatory hiring-

193:21

... or, like, there's opportunity hiring and then there's also

193:25

anticipatory hiring. I have the exact opposite

193:29

hiring philosophy. I won't hire anybody on

193:32

any team until, like, we're feeling like we gotta work

193:36

overtime or, like, we might not ship if we don't get, you know,

193:39

somebody else in here. And Titan kinda had that hubris of like, well, we're

193:46

gonna build a really big world. We don't know the story of the

193:50

world yet. We don't really have it mapped out what it should be

193:53

like. We don't have the art style really defined. We don't

193:57

know technically how we're gonna make the art or what the constraints of it

194:01

are, but we know we're gonna build a really big world, so let's

194:04

just start hiring environmental artists. And,

194:08

like, in one year, we would hire, like, 70

194:12

environmental artists from all over the world. You know, we're getting

194:16

visas and, like, the top tier talent

194:19

'cause at the height of World of Warcraft and nobody knew the team that

194:23

they were coming on. It was Blizzard's next

194:27

MMO top secret and they, you know, their first day at work, like

194:30

some, you know, poor guy from Belgium just shows

194:34

up and he's at his first day at work and he's like, "Oh, are we

194:38

making World of StarCraft? Is that..." And they're like, "No, dude. Let me show you it." And he's

194:42

like, "What is this game?" You know? We were in that

194:46

world, and we hired way too many people. The right way to incubate a video game

194:53

is you have the smallest group possible and you try to get the idea across with

195:01

whatever technology you can get your hands on, using other

195:05

engines, using art from whatever. You prove out that

195:09

idea, and once you know what you're doing, then you expand the team.

195:16

You know the cliche of idle hands is the devil's work, or whatever.

195:21

You have this, like, brilliant team, huge, and we don't have a road map

195:28

for what we're making or how we're gonna make it. And

195:32

now you're having to deal with all these people. Like, they're coming into

195:36

your office, you know, you're trying to figure out what is the quest flow,

195:40

what—how do I design the quest system for Titan, how can we prototype

195:44

it? And we're like, "Oh, this prop artist

195:48

over here is running out of stuff to do. What props should he make?

195:51

Should he work on Chinatown or the

195:55

Hollywood set?" And you're just making up busy work.

195:59

The engine didn't work. When we would run play tests on Titan,

196:06

we would have to tell the team, "Stop checking in because it slows us

196:10

down." We had this really great technical artist, a guy named Dylan Jones,

196:16

and he was on Titan with us, and I remember in, like, the

196:20

last days, we asked him, because he was a very active

196:24

user Titan editor was called Titan Edit or TED which is, to this day, TED is the

196:32

proprietary tool for Overwatch, since Overwatch came from the Titan engine-

196:37

... which was Tank. And we said to Dylan, "I want you

196:41

to log your uptime in the editor, in TED." And in a 40-hour

196:48

week, he was only able to work for 20 hours.

196:53

And you can imagine, you're building a team of the best and the like, the

196:57

best in the industry, and they can't work. So not only are you just burning cash

197:03

faster than anybody on the planet, it's also, like,

197:07

imagine having fighter pilots, but we don't let them fly.

197:11

Like, the creative frustration and the way that that manifested itself, and

197:19

how demoralized the team got, it was a disaster.

197:24

- And so many elements of that were done completely

197:27

differently for Overwatch, which turned

197:31

out to be this incredibly masterful execution on a short

197:35

timescale with a small team with a clear

197:39

vision. I read that sort of if you- if you were to compare

197:42

Overwatch and Titan, sort of the defining characteristic

197:46

for the Titan team, they said yes to everything, and the Overwatch team said no to

197:50

everything. Meaning focus, like deep, deep focus on the execution of a

197:54

very clear vision. And maybe that's the process of

197:57

designing games, like you said, is, you know on a team that's full of incredible

198:04

ideas because it's creative minds, it's constantly saying no. It's a really

198:08

painful process, but perhaps it is the

198:12

responsibility of leadership to just keep saying no. Which

198:16

sucks. I guess it sucks to be a leader on a team in that sense,

198:20

because you're constantly saying no.

198:21

- The being a creative leader, you're in two

198:25

modes. You're pushing or you're pulling, and whatever mode you're in

198:29

is the exact opposite of the team.

198:32

When they're not thinking outside the box enough or, like, elevating the

198:39

vision enough, that's when you're pushing them. Like, "Come on guys," you

198:43

know, "don't worry about the schedule. We got—" you know, "capture

198:47

hearts and minds, inspire people." And when they're going a

198:51

little crazy and they... Endless source of

198:54

great ideas and really fun development, that's

198:58

when you gotta pull and say, "Guys, we need to ship this. The best

199:02

feature we can add for the player is shipping." That was a

199:06

common phrase that we had.

199:09

- So when Titan was canceled, I mean that must've been a

199:12

gigantic heartbreak for everybody. And there was this moment when

199:17

the plan was for the Titan team to be disbanded and moved

199:21

elsewhere, but you fought for

199:24

for keeping some part of the Titan team, the core of the team

199:28

together, and Mike Morhaime gave you six

199:32

weeks to come up with a pitch for a new game. And you've talked about this

199:36

process, and you've mentioned that there

199:39

were three possible ideas, directions you were thinking about. A StarCraft MMO

199:46

maybe an MMO in a new IP called CrossWorlds, and then the third idea was

199:52

Overwatch. Can you take me through those six weeks?

199:56

- Yeah, the six weeks, it's... It was supposed to be the greatest

200:00

time ever if you think about it. Because

200:05

you're a game developer at Blizzard, and you get to come up with a new idea.

200:10

So that sounds awesome, like, to everybody at Blizzard, to all

200:14

game developers, it sounds great. But we were probably the

200:18

most demoralized we'd ever been in our careers. At least I was, you

200:22

know? I didn't know if I was gonna be fired. I didn't know if that was the end of my

200:26

career at that point. And so it was like a really serious, kind of dire

200:34

environment that this was happening in. And

200:38

we were given two criteria that we had to hit for these pitches. The first one was

200:45

that we had to ship within two years. And that is a very ambitious timeframe for

200:52

any game.

200:53

- Yeah, crazy. That's crazy.

200:54

- But for a Blizzard game, it's kind of insane.

200:57

And then the second... Okay, the second is even more ambitious and crazy, was

201:05

whatever we made, whatever we pitched had to have the

201:09

potential to have World of Warcraft-like revenue.

201:13

- Yeah. Right.

201:14

- And to date, at that point, there was one game that had World of

201:18

Warcraft-like revenue, which was World of Warcraft,

201:20

so...Immediately, I just threw out the revenue thing

201:24

'cause it's all fucking Monopoly money to me.

201:27

Like, this game money is... It's insane, and I just don't think

201:31

about it. That's someone else's problem. But I did want to be as realistic as

201:39

I could about the schedule part of it. So most of our team, the

201:43

Titan team, was 140-some people. Most of that team got moved to go work on

201:51

Heroes of the Storm, the D3 expansion, World of

201:55

Warcraft, Hearthstone. So immediately,

202:00

a large number of the team was gone. Then we had a bunch of, like, what we called temp

202:04

loans- ... people that someday were gonna come back to us, but we loaned off for,

202:08

like, six-month tour of duty. And then there was a very small

202:12

team. There was a group of engineers that was mothballing

202:16

Titan, so it exists somewhere at

202:19

Blizzard at that point. And they were also deconstructing the

202:23

engine because they knew it didn't work anymore, and to make a

202:27

new game, it had to be way reconsidered to sort of what it is

202:33

today. And then there was a very small creative group that was supposed to come up

202:38

with these three pitches and given six weeks. And we just sort

202:42

of arbitrarily decided, like, let's spend two weeks on each

202:46

pitch. The ground rules that I sort of led

202:50

with is you have to be all in for the two weeks on the

202:54

pitch. So if we're... You know, pitch one was a

202:58

StarCraft MMO, and we have to live and breathe and want

203:02

it more than anything. And I kind of warned everybody. I said, "At the end of

203:06

this two weeks, you're going to think this is the only game idea,

203:10

and you're not going to be invested in the next, but we're going to throw it out as soon as we

203:13

finish it and do the next one." And the StarCraft

203:17

MMO, I actually really loved that pitch. It was called

203:21

StarCraft Frontiers. And the concept was, like,

203:25

less of you're playing, like, space marine. Like, it was less armies.

203:29

StarCraft the RTS is always about the three races and the giant armies.

203:34

And kind of what made WoW wow and separate from the Warcraft RTS series was that

203:42

instead of being, like, a footman in the army in World of Warcraft, you were like a

203:46

lone adventurer, you know, make your mark on the

203:49

world. So we had this idea, it was this old Chris Metzen drawing of a space

203:56

prospector. And I love that idea that, like, somewhere

204:00

out in, like, where all the giant StarCraft battles were

204:03

happening, you know, thousands of Zerg and Protoss and

204:07

Terran, there's, like, this, like, lone prospector on some planet, like, going

204:14

through, like, a mysterious dungeon-

204:17

... you know, looking for minerals but finding monsters. Like, it was that

204:21

kind of spirit of-

204:22

- That's awesome

204:23

- ... more on the ground level.

204:24

- I didn't even think about that because my intuition with a StarCraft MMO would be the

204:28

soldier as part of the army, right? The prospector. That's such a beautiful

204:32

vision. Yeah.

204:32

- Yeah, I—

204:33

- Looking for the resources and on the way finding the monsters.

204:37

- You want to be on the ground— Like, what's it like on the ground floor?

204:41

And I don't want to be a minion in a giant army. I want

204:45

to— I want to be Indiana Jones in space, you know?

204:49

- Nice.

204:50

- Um, so then there was this Metzen picture of the

204:52

prospector, and then two of the most amazing artists, Arnold Tsang and Peter Lee.

204:59

Arnold's the great character artist. Peter Lee's the great environment

205:03

artist. They did this concept art for Frontiers

205:07

that was Metzen's space prospector. He's smoking a

205:11

cigar- ... and he's got his foot on a Hydralisk skull.

205:15

- Nice.

205:15

- And then there's, like, a Medivac in the background, and they're on this, like, big

205:19

alien planet. And, like, that picture, you just wanted to

205:22

like, "Here's my money. I'll pre-order now. Like, sign me up for that game." Um,

205:30

that picture ended up being McCree from Overwatch. We redid it.

205:37

- Nice.

205:37

- Um, but, but yeah, that's where McCree actually came

205:41

from. So that was the StarCraft Frontiers idea. We kind of, we went

205:45

all in on the design. We had a world design. We had class design,

205:49

like how, how the classes would work what

205:52

progression might look like. And you also have to think when you're trying to

205:56

design an MMO, like, what could expansions and live content be

206:00

like? And we put together a really good pitch.

206:04

We all knew there's no way you can make this game.

206:07

Like, this, even though it was more focused than Titan, it's five years on

206:14

Blizzard's best day with nothing going wrong, in

206:18

perfect scenario, five years to make that game probably with, you know, 150 to 200

206:25

people. Like, these 40 people are not making that game in two

206:30

years. So as much as I... Like, again, that was an idea,

206:34

not a vision, 'cause it lacked, it lacked the path to reality, you know? There-

206:40

- 'Cause that's a legit large-scale MMO in a world that you haven't quite

206:44

developed in the way that an MMO needs that was really crafted

206:48

for the arts or the real-time strategy formulation of StarCraft. And it's in

206:52

space. It's-

206:53

It's... It would, it would take... I mean, it would be incredible, but it would be a five-year and

206:57

realistically even more.

206:59

- Like, an endless thing that you'd spin on on that team. You're making the

207:02

StarCraft game. How do you get from planet to planet?

207:05

Is it a cut scene? No one's going to want a cut scene, but we

207:09

should probably make it a cut scene because that's easy, but well, we gotta have space

207:13

flight.

207:14

That... You're adding, like, three years just by saying, "We gotta have space flight."

207:18

- You are. Yeah.

207:19

- And then how do you make a space game without space flight? We've all played

207:23

them. We know, we know those games, so.

207:25

- So are you essentially, when you're brainstorming like that, and by the way, such an

207:29

incredible thing, for two weeks, you're just really falling in love with the game

207:33

altogether and trying to figure out if it's actually possible. So if you're

207:37

developing that, are you just constantly trying to say, like, "What is the

207:41

simplest possible thing we can do that's a complete

207:44

world?" Like, are you constantly trying to simplify or you're allowing yourself

207:48

to go big?

207:49

- So when you're brainstorming and you're with the team and you're the

207:53

creative leader, it's, "Guys, what's fucking amazing?"

208:00

What's big? What do players need? There's a Blizzard

208:04

design value called "What is the fantasy?"

208:06

What is the fantasy? You want to be in space.

208:10

you want to be in the StarCraft universe, and then your job as the game director,

208:17

and if you have a great creative director, art director, tech

208:21

director, the director should be scoping it back

208:25

into reality. The mistake I see on a lot of game

208:29

teams is scope becomes a production problem.

208:33

You give it to the project managers or the executives

208:37

or the producers to say, "No, there's not enough

208:40

time." Or, "You guys should hire more," 'cause-

208:44

- Right.

208:46

- Like, what do executives, what do those types

208:50

have at their disposal that they can hit you with meetings in Outlook

208:54

and tell you that you can hire more people? That's not really how you get

208:58

the game made.

208:59

- That's why they get paid the big bucks.

209:02

- The scoping, your best-case scenario is

209:06

when your tech director, art director, and game director are doing the scoping.

209:13

Um, because then you know, like, this part we gotta spend big

209:17

bucks on. There's no getting around it. This part we

209:21

can cheat. If you have a giant team and one

209:24

guy's job is just to make props, you know, crates and chairs,

209:29

that guy's going to make the... You know, that's a triple A awesome

209:33

developer who's going to put his heart and soul into it. If you let

209:36

him, he'll take, you know, six weeks to make a crate.

209:41

You have to have that moment where you're like, "I kind of need 200

209:45

crates. So just spend, like, a couple hours on

209:49

that one." And that's a hard thing to say to somebody.

209:52

- You're doing this kind of scope carving while also

210:00

talking about what is the fantasy.

210:02

So you're, there's a tension there that you're constantly dancing with. So you're allowing

210:06

yourself to think big, but then sculping it down, and doing that, what, on a

210:10

scale of days in this case, like?

210:12

- Yeah. We had two weeks, so, and I don't think

210:16

we were... I was working on weekends, but we weren't getting the

210:19

group together. So it's, you know, like 10 working days.

210:24

- And then you, like, shut it off and go to idea number two?

210:27

- Yeah. Idea number two was Crossworlds. That was a Metzen vision for a universe,

210:35

and, like, I'm glad Metzen's back at

210:39

Blizzard, and I hope they make this game someday.

210:43

The way Chris described it was there's a planet on the edge of the universe

210:50

that's like the Mos Eisley space port with all these, you know,

210:54

freakish aliens and people from all walks of life-

210:58

- Nice

210:58

- ... and it's kind of seedy and criminal.

211:00

And there's traders and smugglers and diplomats

211:04

and... But this one planet is sort of the planet that

211:08

they've agreed to like meet on, and this is like the neutral

211:12

place, and then the game was going to take place on that planet, so-

211:16

- This is awesome.

211:17

- Yeah. So that was more of like a world IP driven one that

211:21

was really inspired by Chris.

211:24

- And that allows you to play with different characters, different... I like

211:27

that, I like that idea a lot, because it's the meeting place

211:32

of different worlds, and then you can allow your imagination to drive

211:36

what the worlds from which they came from are like. So you don't

211:40

have to design those worlds.

211:41

- No, you, you don't have to design them, but then they're yours. Like,

211:45

if the players really are reacting to, like, the Green People planet-

211:49

... or whatever, and someday you're like, "Hey, what expansion should we make?"

211:52

"I don't know. Green People planet."

211:53

- Green People, yeah.

211:54

- Like, "Let's do it."

211:56

- I like it.

211:57

- So it was actually that, it was CrossWorlds, we were working on CrossWorlds,

212:02

and like the StarCraft Frontiers, you know, for

212:06

for Frontiers, we were having the class meetings, you know, how class progression work,

212:10

like, the game designery stuff. And

212:15

on CrossWorlds, we were having a class meeting of, like a big decision in, like, RPG

212:22

type games is always, are you doing, like, skill based or class based?

212:26

And it's usually some combination of those, but class based, you're

212:30

like choosing, "I'm going to be a warrior, therefore I use sword and

212:34

shield, and I do these things." Where more of

212:38

a skill base is everybody's kind of an avatar, and then

212:41

the skills that you pick define, so I might take

212:45

that I know how to use swords. So you're kind of making those decisions,

212:49

and with all things game design, there's no right or wrong.

212:53

It's all trade-offs. So the trade-off

212:58

decision we were making is like, "Oh, I think we want to be class based with this

213:01

CrossWorlds thing,"

213:03

and we were in a design meeting and one of my favorite designers of all

213:07

time is a guy named Jeff Goodman. He was one of the original

213:11

WoW encounter designer, he designed like Onyxia and all the

213:15

big raid bosses. Like, if someone has a favorite raid boss, Jeff

213:19

probably designed it. And he just kind of off the cuff said in this meeting, "He

213:26

said, "I wish instead of making, like, six classes, I wish we could make 50 classes.

213:34

And I wish instead of having, like, you know, 100 abilities on the classes, the

213:42

50 classes all just had, like, one or two things that was really

213:46

interesting about them." And then the class meeting ended.

213:50

Like, we designed our six classes in that meeting, and then the

213:54

meeting ended. And I was back at my desk, and it just stuck with me what Jeff had

214:02

said about the way he wished he could design the

214:05

classes. And then I also had... We had this directory of all the amazing Titan art.

214:13

And I started pulling up Arnold Tsang's characters.

214:17

Arnold's vision and his art is second to none. And I started taking some of the old

214:26

Titan characters that we had designed. We had a class called the

214:30

Jumper, and the Jumper could, like, teleport forward and

214:34

rewind time and come back. And the Jumper used

214:37

dual-wield pistols, which was, at the time, designed

214:41

after my dual G18s from Modern Warfare 2. It was my favorite loadout.

214:48

Uh, I was just cribbing Infinity Ward. That's where Tracer's guns came from.

214:53

And we had all these, like, different guns, like, some that bloomed and some that, you

214:57

know, had this, like, really crazy recoil, and we had other

215:01

types of guns. And I took every version of, like, the

215:05

Titan Jumper, and I just distilled it into what

215:09

I thought was the best version of the Jumper,

215:13

which was, you know, the dual-wield pistols, the blink, the

215:17

recall, and time bomb. And then I took Arnold Tsang

215:21

art, and I went, you know, to Arnold, and I'm

215:24

like, "What if this wasn't, like, a class? You know, who is

215:28

this as a person, not a class?" And

215:32

Arnold, "Uh, what if she's British, and her name's Tracer?" And, like,

215:38

that was the origin of Overwatch. And some

215:42

of the pragmatic part of that was I knew that

215:46

Geoff Goodman was gonna be on this team, and I knew that

215:50

Arnold Tsang was gonna be on this team. And it's a play to your

215:54

strengths moment. Like, what could we make in two years with the talent we have,

216:02

and what is realistic? Like, what could we realistically make?

216:07

And so then I just sat there, and I sort of I went through a bunch of Titan classes

216:16

with a guy named The Gunjack, who was... became Reaper. We had... Actually, the

216:23

Ranger got split out and became 76, and became Bastion of all things.

216:30

- You're describing the game of Overwatch where exactly

216:33

that vision from that meeting-

216:36

- Yes.

216:36

- ... came to life for you. As opposed to having a small number of classes

216:40

with a large number of skills, you have a large number

216:44

of heroes with each their distinct look, distinct set of skills.

216:50

- Yeah, and persona- the personality was a big part of it, like

216:54

capturing... This isn't some generic, the Jumper. It's this person, Lena Oxton.

217:01

You know? And she has a life, and we're gonna, you

217:05

know, make you interested in her.

217:07

- Yeah, there's, like, a deep backstory. And that's also what's interesting about

217:11

Overwatch, is that backstory is not, like, revealed in,

217:16

in a direct way. It's, it sort of, like, seeps

217:20

in indirectly throughout the game. So, the backstory is implied almost.

217:25

- Yeah.

217:26

- And it's told not directly. So, there's a lot of ideas like this. And so you're...

217:29

This is the thing that the team converged to.

217:32

- Yeah. Well, and it was funny because, like, we're having these Cross

217:36

World. Like, people are, you know, writing design docs and doing

217:39

concept art for Cross World. And, you know, we'd have some brainstorm meetings every

217:43

day, and I put together... It was a seven- page deck,

217:48

Overwatch deck. And it was called Monetized Shooter at the time.

217:54

- Yeah.

217:55

- And it just said, "Monetized Shooter." And then the

217:59

first slide was League of Legends plus Team Fortress 2 logos.

218:04

- Yeah.

218:05

- And then I had, like, six heroes, like, sloppily

218:08

designed. And as everybody was working on Cross Worlds

218:15

there were two, you know, co-leaders of

218:20

that team for... There was, you know... Chris Metzen was there,

218:23

and Ray Gresko. And I remember Ray coming over. Uh, Ray is, like, a phenomenal

218:31

game developer of all time. He, like, wrote the Dark Forces

218:35

engine, was the production director on Diablo III. He and I killed Titan. And then

218:43

he's at my desk looking over my shoulder, and he's like,

218:47

"Well, what are you working on? Is this the Cross Worlds pitch?" I'm like, "No, this is, like,

218:51

another idea that I'm just working on on the side." And I show him the seven

218:57

slides, and he just looks at me, and he says, "Go show Metzen this.

219:04

This is what we should make instead." And then I went and I showed Metzen, like,

219:12

"Hey, this is, hey, this is just an idea." And then

219:16

Metzen was like, "Yes." You know, like, "This is what we should make."

219:20

And I showed Arnold, and it was Arnold's art. And then

219:25

Ray tells me, he's like... 'Cause we would- Every morning, we'd get the team

219:28

together 'cause we were in this dire, you know, dire straits, and we're

219:32

midway through at that point. And Ray and a

219:36

producer named Matt Hawley said, "Tomorrow morning at the meeting,

219:40

you're gonna pitch this Monetized Shooter idea." It was called

219:44

Monetized Shooter because originally when I pitched it, it was free to

219:47

play and you had to buy the heroes, which is fucking

219:51

terrible, but at the time, I actually thought that was a good idea.

219:56

And I'm walking down the hall with Matt Hawley to go, like, pitch this

220:02

to this group, you know, out of- we're supposed to be working on CrossWorld, and they're like,

220:06

"You gotta pitch this idea to them." And Matt Hawley stops me in the hall and says,

220:13

"You, Jeff, you cannot go into that meeting. I

220:17

refuse to put up a deck in front of the team where the first slide

220:21

says, 'Monetized Shooter.'"

220:24

"They'll hate that, and that's not the spirit of who we are-"

220:29

"... as, you know, creative devel-" And I'm like, "Yeah, you're right." Like, well no one was

220:33

supposed to see his deck anyway.

220:34

You guys are all looking over my shoulder. He's like, "You need to put a

220:38

name on it." I'm like, "It's Overwatch." Like, right on the

220:42

spot, I said the name was Overwatch. And where that had come from

220:47

was when we were working on Titan, I was really angry about this. We did this

220:52

fake... I did not do this, another leader on the team did

220:56

this, of this fake, like, we're gonna put up

221:00

whiteboards and everyone gets to vote for their favorite name for Titan.

221:07

But the person who did it already had a name in mind-

221:10

... for the game. And just kept pushing towards that name.

221:17

And the thing that got the most votes was Overwatch. Overwatch in

221:21

Titan was, like, a police group,

221:23

essentially. But somebody had written Overwatch on that

221:27

board and it got the most votes. So I basically named the game Overwatch to,

221:35

like, high five my team- ... and kind of middle finger. Like—

221:40

Don't act like it's a democracy when it's not. You know? So...

221:44

- So it's a middle finger.

221:46

So Overwatch, and then the, I mean, the rest is history. So what,

221:49

what, in that slide deck, is that, in that slide deck, were, did you

221:53

already have a kind of crawl, walk, run idea of, of the way this would be developed?

222:00

- So my deck was terrible. People actually... there's a

222:04

thing called the Jeff Deck, which is it's always gray with black

222:08

writing and then the default, like, PowerPoint blue shapes,

222:12

because I just don't bother making it look good-

222:15

... Besides dragging Arnold Tsang's art, you know, desecrating it

222:19

into my deck. We put together...

222:23

We had this amazing game designer on the Overwatch team, a

222:26

guy named Jeremy Craig who's now actually game directing a game over at Bonfire.

222:34

Um, Jeremy, not only was he a great game designer, but he had the

222:39

ability to sell things better than anybody else, visually. So Jeremy took my shitty

222:46

deck, and then we had lots more, like, creative brainstorms and we thought through

222:50

the game of Overwatch a lot more, and then he made this

222:54

gorgeous pitch deck that we pitched. We

222:58

first had to go through the Blizzard production and game directors

223:02

for them to approve it and give it their thumbs up,

223:06

then we had to go through the Blizzard executives, then we had to go through Activision.

223:11

Um, and in that deck, because we had to

223:16

speak to schedule, we had to speak to two things that were

223:20

tough to speak to. One, we had to speak to schedule,

223:24

and we came up with this concept of crawl, walk, run. We had

223:28

identified the reason Titan failed is we just tried to

223:32

run, we tried to come up with the next World of Warcraft. But if

223:36

you think about World of Warcraft, it had Warcraft I, II, and III to build

223:43

upon to even get to the point where people gave a shit enough

223:47

about that world to want to live in the world of Warcraft. So the idea was

223:54

that instead of trying to cut right to World of Warcraft,

223:58

let's try to honor Warcraft I, essentially. So this first game is just to establish

224:05

that there's a universe you might give a shit about.

224:09

We also knew that the timeframe we were given of two years,

224:13

there was no way to create a compelling PvE experience,

224:17

so we just kinda randomly put dates in a slide of crawl, walk, run, thinking it was

224:25

aspirational, and really, we were just trying to save

224:28

ourselves. Like, don't cancel the, don't cancel

224:32

us. You know, this team can make something great. The other

224:36

part that we had to talk to too was, like, a mobile

224:39

strategy. Like, at that time, it was like, everything has to be

224:43

also on mobile, which I think is the dumbest thing ever.

224:47

And so literally what we did is, this was Jeremy's brilliant

224:51

part, we had a picture with all the boxes and then one of

224:55

them is, like, a tablet with just a fucking

224:59

Photoshop of, you know, Arnold's art on it. We're like, "And also-"

225:03

- Mobile

225:03

- "... it'll be on mobile."

225:06

- Brilliant.

225:07

But I think this crawl, walk, run idea is really nice. So the initial idea

225:12

is you would have basically a shooter with all these different characters, all these heroes, and

225:16

then the walk would be the PvE version of that, co-op. And then

225:24

if people really fall in love with the world, then you build a big MMO around

225:28

it. Quick pause for a bathroom break. Quick

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30-second thank you to our sponsors. Check them out in the description. It

225:36

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curiosity-driven knowledge exploration. Choose wisely, my

226:01

friends. And now, back to my conversation with

226:04

Jeff Kaplan. And we should also say that

226:08

there's a whole world that was built around Overwatch. And

226:12

one of the ideas was... So, Warcraft is a very particular

226:16

kind of world. StarCraft is a particular kind of world. Diablo is a particular

226:20

kind of world. And you wanted to bring Overwatch to Earth and

226:24

make it positive. You give this talk where there was a

226:28

lot of respect paid to the sort of dark, gritty, post-apocalyptic games on Earth.

226:36

Also gave a lot of respect to the ultra- realistic first-person shooter

226:40

games like Call of Duty.

226:43

And you wanted to create something more that paints a vision of a near-term

226:48

hopeful future, and fun, and more sort of surreal,

226:54

versus like ultra-real. So it's interesting to talk through

227:01

how a world comes to life. How you think about that world, how

227:05

you create the tone of the game, how you think, how you craft

227:09

in this vision. And not just, like, different characters like

227:13

Tracer and so on, like what the personality is, but, like, bringing the

227:17

world to life in which they will be. What was that process like?

227:23

- The, the process was a blast. And, like, the goal was that

227:27

bright, hopeful future. And the other phrase we used all the

227:31

time on the team was, "A future worth fighting for."

227:34

- Mm-hmm, yes.

227:35

- You know, if there's gonna be all this fighting, like the... it kinda has to be worth it for

227:39

something. Picking the locations in the world

227:43

was the funnest thing. You know, there's just a group of us

227:47

who would sit around, and be like, "Where do you wanna go?" You

227:51

know, "Santorini looks amazing." And you're looking at

227:54

pictures, and like, "Let's make that place." You know in a

227:58

video game people are gonna spend hours and hours in a location. Resist the

228:05

urge to do the common, I call them the cargo container

228:09

mazes, that you see in every game. And I know why they

228:13

exist, they're easy to make, but

228:16

we kinda wanted Overwatch to be this world tour of great

228:20

places that you'd wanna go to. Or in the case of like Oasis, it's like,

228:27

okay, maybe Iraq, back when we were making this game, wasn't the

228:32

top of people's list, but what is the bright, hopeful

228:36

version of what that could look like? Um,

228:40

so we just really tried to sell this idea of these

228:44

aspirational locations. One, just to get people

228:48

thinking about different places on Planet Earth and how awesome they all

228:52

are. But also, from like a pure game design

228:56

standpoint, you're gonna spend a lot of time in the

228:59

environment, so the environment should be pleasing and not oppressive.

229:04

- Can you go through some of the heroes that you ended up putting in the game?

229:08

Maybe a good way to do it is, which are your favorites? And

229:12

what's from the best of your knowledge of the internet, favorites?

229:16

- My favorite... I have a couple favorite heroes. Obviously, Tracer.

229:23

- She's the OG.

229:24

- The OG, the cornerstone. You know, we put her on the front of the

229:27

box. She was that moment of, "We should just take

229:33

the best of the best," and we know this gameplay is good and

229:38

solid. And it's so simple. Like, the mechanics are very easy to

229:41

explain to somebody. It's very easy to pick up. The first

229:45

time anybody hits recall for the first time and they

229:49

try to wrap their mind around like, "Wait, does that mean if

229:53

I..." You know, and they're mapping out the possibilities.

229:56

- And by the way, we should say that it's a PvP game with six

230:00

versus six at first and where there's three

230:04

distinct roles that people take on those,

230:07

On a team. And those roles, at first, I guess were not required. Like, you

230:15

can reallocate those roles as you wanted. And then

230:20

to maximize the fun, you add a little bit of structure. You

230:22

enforce two per role, and the role being tank, support, and damage.

230:29

So, that. And then there's all the kinds of heroes that are associated with the different

230:33

roles, and people pick and there's lore. And some people

230:37

are probably like hardcore just one particular hero.

230:40

And so there's a lot of personality and

230:44

story and community that builds around each of the heroes. And,

230:48

but at the end of the day, it is just a fun shooter.

230:51

- Yeah. Our goal was to pay homage to the shooters before

230:55

us that we loved. There's no way you can

230:59

talk about Overwatch without talking about Team Fortress 2.

231:03

Uh, Team Fortress started as a Quake mod which was brilliant, and I played

231:10

tons of. Then there was Team Fortress Classic that came out with Half-Life 1.

231:15

And then Team Fortress 2, I think everything about it blew everybody away

231:19

when it came out in 2007. And there's obviously just

231:23

huge influence there. But the shooter mechanics of Overwatch

231:30

are... They hearken back to what people call the arcade or arena shooter

231:37

genre. Which pains me 'cause I never... Back in the day, I didn't think of Quake as a

231:42

arcade shooter. It was almost an insulting way of saying it. But just the fast

231:48

movement really epic, over-the-top weapons. You have a low time to kill, or

231:56

TTK, that players call it. Meaning you're very survivable, you can take

232:00

a few hits. Where, in a game like Call of

232:04

Duty or Counter-Strike, if you get shot in the head, you're just dead

232:08

right away. Um, so it was supposed to be this explosive, larger than life,

232:14

fun, arcade-y shooter- with a lot of teamwork involved.

232:20

- And so you said Tracer up there? She's the OG. Who else?

232:25

- McCree. McCree is another, like, I'm somebody who's

232:29

attracted to the simplicity and design. And I did not

232:33

design McCree's six shooter. The way that

232:36

gun feels is phenomenal, and to capture the spirit

232:40

of that, we had a designer named Mike Heiberg designed the High Noon

232:45

ultimate. And then just all the care and love the team put

232:48

in, like when he does the ultimate, we roll a tumbleweed across

232:52

the screen like every time. It's a very simple hero, but

233:00

the simplicity is what I like best in design. I'm not a fan of

233:04

when somebody starts explaining, you know, in any of these games, whether they're

233:08

MOBAs or hero shooters, and they start, like, "This guy

233:11

throws orbs, and he throws three orbs, and then he runs out of

233:15

his orb bank, and then he can call the

233:19

orbs back, or he can catch the orbs." And I'm just, my head

233:23

is spinning, and I'm like, "Just give me a fucking good gun." You know?

233:27

And I'm done.

233:28

- Simplicity is everything. Uh, what about Reinhardt, the tank?

233:32

- Reinhardt was actually my main. So I played the most of

233:36

Reinhardt. That was another amazing Geoff Goodman

233:40

design of this guy who just has a shield. As soon as you give somebody

233:44

a shield, they know what to do. They go into protector

233:47

mode. The shield was designed to shoot through. The shield

233:51

has since been copied by like every hero shooter since, and

233:55

even non-hero shooters. And then he just has a giant

233:59

Rocket Hammer. And he does a charge ability.

234:03

It's really interesting where the charge ability came from.

234:07

I was playing a ton of Left 4 Dead 2, and there

234:11

you could play in versus mode where you could be the enemy zombie guys.

234:16

And there was an enemy boss zombie called The Charger who had

234:20

that charge ability. And I thought, the reason that ability was so cool

234:24

is because it's a commit. Once you press the button, you're a runaway train.

234:29

And watching Reinhardts charge to their deaths is kind of hilarious,

234:33

and it's what separates a great Rein from a shitty one.

234:37

- Uh, you've explained that the Overwatch matchmaker process

234:41

is designed to keep players at a 50% win rate. I think it's just a

234:45

fascinating topic. Not to get too philosophical, but you can't

234:49

have the up without the down, hence the 50%. Can,

234:53

can you speak to the complexity of like what makes a good matchmaker?

234:57

- The matchmaking systems are some of the most complex

235:02

design and engineering tasks you're ever gonna tackle. And they're

235:08

thankless. It's very hard, too,

235:11

because I think most people, and they're not being disingenuous, like if you ask a

235:15

gamer, "What do you want?" They're like, "I just want a fair match. Like, just make it even."

235:20

And the reality what they want is they want a match where they're

235:24

slightly better than the other guy.

235:27

Like, they want it to feel like it was close but then win.

235:32

And you can't architect that. Like, there, it's, you

235:36

know, it's a zero sum situation, so

235:40

there's gotta be winners and there's gotta be losers. The other

235:44

really core problem, and we would study this all the time when people would

235:47

complain. You know, you see a Reddit post,

235:51

and somebody would say, "I had a six game losing

235:54

streak. This is so fucked. It's the worst matchmaker ever."

235:58

- Mm-hmm. Oh, Reddit.

236:00

- Yeah, right? I love Reddit.

236:02

But we would look up that person's account. I would do that all the time. I love

236:06

looking up people's accounts and seeing-

236:07

... what would happen. It's like, yeah, he had the six game losing streak. He had an eight game

236:11

winning streak before that. There was no post about how awesome is

236:17

this. And the human psychology doesn't allow for that. The

236:23

... One of my hindsight regrets about Overwatch, and this

236:26

is, I think we did the right thing in the moment. It's you

236:30

know, like, I wouldn't go back and redo it, but if I

236:34

was making a hero shooter from scratch today,

236:39

I would make it less team focused. And we,

236:43

we put all of our eggs in you noticing if the team won or lost.

236:48

And we downplayed your individual contribution as much as

236:52

possible. There wasn't a scoreboard. We had a medal system, but the

236:56

medal system was, in my opinion, it was not good

237:00

because the losing team got medals and the winning team got medals. And on the

237:08

losing team, they would use that. They would weaponize it against their teammate.

237:12

"Well, I'm the top kills, and all you guys are making us lose." And

237:16

it's like, "Okay, you're the top kills by like one, and you guys still

237:20

lost." So I would, if I was to redo it today, or for any aspiring hero shooter

237:28

makers out there, I would actually downplay the team factor, and try to put more

237:34

focus on individual contribution. Because that's just how people play. They're

237:40

selfish. And I don't mean that in a bad way. It's

237:44

just, it's that human nature, they can't help.

237:48

- And in terms of how they experience the game, in terms of how they derive joy from

237:51

it, or how they see the challenge of the game is individual. Even when

237:55

you're on a team, you're still feeling-

237:57

... it's individual, fundamental individual experience. Uh,

238:01

let me, as a small aside, before I forget, since we

238:05

mentioned first person shooters so much, outside of Overwatch, what are

238:09

some of the great shooters?... of all time that you've played?

238:14

- Quake is the greatest.

238:16

- Quake is GOAT.

238:17

- Yeah. Quake is GOAT. There's a lot of contenders up there.

238:23

- What have you logged the most hours in outside of the games?

238:27

- Rust.

238:27

- Okay. Can you... Okay. Uh, a lot of folks

238:33

have written to me that I need to play Rust, the video game. I have not, have not even

238:37

looked into it. Somebody on Reddit said it has a steep learning

238:41

curve. I would like to give it a chance because I've spoke... You have,

238:45

to me, spoken so highly of it. So can you explain Rust?

238:48

- Yeah. Rust is an open world game.

238:52

It's a procedural map, so it means that every time it's

238:56

different. You're always on an island, and it resets every month. So-

239:02

- Is it PvP?

239:03

- It's all PvP. In fact, Rust is the most PvP thing in all of PvP.

239:12

- Well, I don't know what that means, but-

239:15

- Rust players know what that means.

239:16

- Everybody who plays Rust and loves it sounds to me like they're in a cult.

239:20

So with all due respect, please don't write me letters.

239:24

- They're too busy playing Rust. They're too busy checking on their base, making sure it's

239:28

not raided, to write you letters.

239:30

- Oh, good.

239:31

- Um, it takes place... It's basically... It's open world.

239:37

You can do whatever you want. There's not really any directed gameplay to

239:41

it, but at any time, any other player can kill you and take anything that's on you.

239:49

- Oh, wow.

239:50

- Yeah, and then you build what Rust players call bases, and you

239:54

upgrade the base, and you try to make the base as safe as possible to

239:58

store your stuff, and then you can make

240:01

explosives and blow up other people's walls to

240:05

get into their base where they're keeping all their best stuff

240:09

and take all their shit.

240:11

- It, like, permanently?

240:12

- Permanently. Like-

240:14

- Oh, I see

240:15

- ... it would be like PvPing in WoW. Imagine in World of Warcraft-

240:19

... if somebody could not only kill you

240:23

but take everything that's in your bank and make you level

240:27

one the next time you log in.

240:29

- Wow. That's very stressful.

240:32

- The beauty of Rust, and why it's so good,

240:36

is you can't have the high highs without the low lows. And-

240:41

- Like, real low lows.

240:42

- Real low lows.

240:43

- Wow. All right.

240:45

- Like, debilitating, like, "Am I ever gonna play this game?" lows.

240:49

- Right.

240:49

- You know, like, you spend a week building the

240:53

world's most perfect base and getting tons of loot, and

240:57

then it... There's what's called online raiding

241:01

and offline raiding. Online raiding means that

241:06

my enemy is... I can see that they're in their base right

241:09

now, and I'm gonna try to attack them while they're in their base.

241:14

Offlining, which is, like, all Rust players will say you're the

241:18

scum of the Earth if you offline someone, and

241:22

then all Rust players also offline people all the time.

241:26

- Ah.

241:27

- Yeah. It's—

241:28

- Yes

241:28

- ... gamer etiquette.

241:29

- Yes.

241:29

- Um, offline's when, like, "Hey, I think that my

241:33

neighbor logged off for the night. You know, they, they just played six

241:37

hours. I've been watching them, and now there's no activity in their

241:40

base, so I'm gonna, like, blow up their walls and take up all their stuff when they're not

241:44

here."

241:45

- Mm-hmm. Yeah. So Rust, because real life is not hard enough, is what it sounds like.

241:50

Just, I want... If I want—

241:50

- That'd be a great tag.

241:51

- If I want more stress in my life, I'll play Rust. Yeah. I can't wait. So

241:55

okay, so that's one. That, that sounds like a unique experience

242:00

and a great joy. So quick number one, Rust is up there.

242:06

- Call of Duty.

242:07

- Call of Duty just has its own-

242:08

- You, you know, there's a lot of haters. Like, Call of Duty 4

242:12

and Modern Warfare 2 were the pinnacle of Call of

242:16

Duty, with Black Ops being a very respectable, you

242:20

know, third. But you're never gonna get a better

242:23

gun feel from a game than— Like, just study

242:27

the visual effects, the animation, the modeling, the

242:31

sounds. Every aspect of shooting a gun in Call of Duty is so masterfully done. And

242:38

then the maps, like, the flow of the multiplayer is just

242:43

great. Like, there's... There's a map called Crash from

242:46

Call of Duty 4 that Erin Keller and I... Erin's now the game

242:50

director on Overwatch. We just sat and studied that map, or

242:54

Terminal from Modern Warfare 2. Just studied the

242:58

maps of just, like, this map design is off the

243:02

hook. So Call of Duty is definitely up there.

243:05

- So even though you were not thinking about it Overwatch

243:09

ended up being a gigantic success. So

243:14

did you start thinking about, in this framework of crawl, walk,

243:18

run, about the walk, the PvE piece?

243:23

- Yes. So the PvE piece was what Overwatch 2 was supposed to be.

243:31

And I don't know if people know this or not, but we

243:36

started working on Overwatch 2 in 2015.

243:43

- ♪ Over- ♪

243:43

- So, Overwatch 1 didn't ship until 2016. So before

243:49

Overwatch... And it wasn't like work in earnest. It was like pitching the game.

243:56

Um, I remember I spent a lot of time... It was myself,

244:00

Chris Metzen, and Michael Chu sort of brainstorming a

244:04

framework for what, like, a campaign could look

244:07

like. And we had this idea of, like, a cooperative

244:11

PvE shooter. And we actually pitched it to the

244:15

team before we launched because we were trying to put a bunch of runway in front

244:19

of us. That worked against us, and it's one of my biggest mistakes I've made

244:24

as a creative leader in my career, was Overwatch 2. There were two points of failure

244:31

for me. The first was, I had people on the game team

244:38

who didn't like PvP or competitive shooters,

244:42

and they really loved the Overwatch universe and wanted to play these

244:46

characters and heroes, but they wanted to kind of do it on their own terms

244:50

in like a PvE setting. So even though

244:54

Overwatch is this like runaway success and everybody's talking about it, they

244:58

felt like they couldn't really engage with it. And so like people on

245:02

the dev team are like, "Okay, thank God we, you know, shipped that PvP thing-"

245:09

"... When do we start work on this other thing?" So that came

245:12

from a genuine place of excitement. And then the other point of pressure

245:20

was from the executive team, and this was both the

245:24

Blizzard and more so the Activision executive

245:28

teams, and they started really putting the heat on, "Well, you said Overwatch

245:35

2 was gonna be out in 2019." And they're referring back to

245:39

these slides that were just crazy dates. Like-

245:42

... it was... You never want to put a PowerPoint deck

245:46

in front of a corporate executive. Like, you might as well

245:50

etch it in stone and come down from the mountain on it.

245:53

- So you just threw some dates because the layout looked good.

245:56

- Yeah. This is just all bullshit.

245:59

This is just... In the same way we put, like, the tablet, you know?

246:03

We just put Overwatch, like put Tracer on a tablet and say we have a

246:07

mobile strategy.

246:09

So the executives started getting really angry at us that Overwatch 2 was slipping,

246:16

slipping. And so when Overwatch 1 took off, I remember very early, we were in like

246:22

May of 2016, and that year the Olympics were gonna be in Rio, I

246:30

think. Um, and, you know, I always like to pay respects to, like, when a

246:37

big event is happening, I'm like, "Hey, we should do, like, an

246:41

event for the Olympics." You can't call it the Olympics or else they sue you, so you

246:45

just... Even though you're advertising for them

246:48

to a bunch of kids who want to play video games and not watch the Olympics. But

246:54

we also had like these two developers, Mike Heiberg and Dave

246:58

Adams, like worked on this quirky... Like, they made

247:01

soccer in Overwatch. We called it LĂşcioball.

247:05

Like, they made a map and they made these mechanics. We're like,

247:09

"Yeah, we... Let's do an event called the Summer Games."

247:13

And we do a live patch that's the Summer Games.

247:16

It's extremely successful. And then after

247:20

that, we're like, "Yeah, let's do... Halloween's coming up.

247:24

Let's do a Halloween event. How cool will that be?" And our fans just loved these

247:31

events, but there were two groups that were struggling with

247:35

it. One was that group I told you on the

247:38

dev team who was like, "Oh my God, you guys are

247:42

over-scoping the patches. Why are we doing this

247:46

Halloween event? We should be doing... We

247:49

should start work on Overwatch 2. We shouldn't be this focused on

247:53

the live game," which was fucking

247:57

nuts. Like, that was just crazy. There's this phrase of

248:01

catch the wave, ride the wave. Most games fall off the back of the

248:04

wave. They don't catch the wave. No one plays it or plays it for two

248:08

weeks. If you're lucky enough to have caught the wave- ... ride it till the end.

248:15

And my instincts at that point were like, "Let's just keep... How many more of these

248:20

live events can we do?"

248:22

- So yeah. So now there's this wave in the live game

248:26

and events, but the pressure on creating Overwatch 2 was building.

248:31

- Yeah. We had a coalition on the team that was... Really wanted

248:35

Overwatch 2 built instead of the live events. And then the executive

248:39

pressure became monumental. And what would have been correct was to do more

248:47

world events, like keep it going, but the major derail was Overwatch League.

248:55

And we really like... The weirdest part about Overwatch

249:00

League is I believe in it. You know, I helped pitch

249:04

it along with some other people. We thought it

249:08

was like the future of esports and doing regional based

249:11

teams, ensuring minimum player salaries and player

249:15

protections. Like, there was a lot of very good about Overwatch League.

249:20

- And there would be teams associated with particular cities.

249:22

- Yes.

249:23

- And it would be international. It would be real competition. So the dream,

249:26

the ambition was really huge there.

249:29

- Yeah. The teams part of the dream was more of like regional

249:32

based, player protection, try to make

249:36

esports more of a first class citizen, because there were all these stories about

249:40

like shady teams, you know, screwing their players over.

249:45

Where it got away from us was there was a lot of excitement about Overwatch League,

249:52

like too much so, and then it got over marketed to the

249:55

people buying the teams. They went on

249:59

this road show where they had a deck basically, and

250:03

like you could put anything in a deck and sell anything, and they

250:07

were pretty much selling the Brooklyn Bridge,

250:11

that Overwatch League was going to be more popular than the NFL.

250:15

And we got a bunch of...... billionaire investors in these teams.

250:23

And when 2018 started, like for example the day I got

250:29

back, they said, "We signed this huge deal with Twitch

250:35

for streaming of Overwatch League," like a media rights deal. And

250:39

that means that here's all these commitments we made

250:43

for Overwatch League of like in-game stuff that had to exist. Like a lot

250:47

of it was integration with Twitch and camera

250:50

control and that kind of stuff. The other part of it was a bunch of skins

250:55

and you know, uniforms for all the

250:58

teams, which was not just getting the art in the game, but there was

251:02

huge technical challenges to, like, how all that worked

251:06

and was efficient and hit the right, you know, memory footprint and all of

251:10

that kind of stuff. And so all of

251:14

your plans at that point kind of go out the window. Like

251:18

you're not gonna work on new world events. You're not really even focused

251:21

on Overwatch 2, you're just kind of treading water.

251:27

There was a lot of talk of like, "Oh God, you know, the deal, like,

251:33

the deal didn't go well and we've got to do make goods to make the deal better

251:37

for them." I'm like, "Just give them some money back, you know?" Like, if

251:41

you... The deal isn't what people wanted, like, putting it on us, the Overwatch

251:48

team, to, like, support this beast. And it was a great idea that

251:57

the wrong instincts and sort of, I don't know how to phrase this in a way

252:04

that's not damning, but there was too

252:08

much focus on, "Let's make lots of money really

252:11

fast." And a lot of people got dragged into it. And while Overwatch League was great

252:19

for Overwatch in terms of the players that it brought

252:22

in, like and the Overwatch League players,

252:26

they were awesome. I love them. The Overwatch League staff

252:30

at Blizzard, some of the nicest, most motivated, great creative people-

252:36

... like all of these organizations got built and they were all

252:40

great, but it was a house of cards waiting to fall.

252:43

- And when it became more about the money versus,

252:47

The quality of the experience of the different teams playing together and

252:50

actually building this ecosystem of esports.

252:55

- The financial reality kicked in, where these teams now, we didn't just

253:02

have, you know, executives at Activision and Blizzard who cared

253:06

about the bottom line of Overwatch. We had all these people who

253:11

basically invested in the game, and

253:15

then they started to express their opinions. Originally, the

253:19

business model was going to be that they were going to do in-person

253:25

events and there's going to be big ticket sales and then

253:29

merch, you know, and all of that.

253:31

And I think really quickly everybody learned like, yeah, we

253:35

can't do in-game events when you have a London team and a Shanghai team

253:39

and, like, how does this work? So that fell apart super quickly. The merch was

253:47

good, but it wasn't going to be making NFL level money-

253:51

... whatever insanity anybody thought that was going to be.

253:55

So everybody quickly defaulted back to, "Hey,

253:59

didn't Overwatch make like $500 million

254:03

just in the live game last year? What can we sell and what can you

254:07

give us?" That pressure comes onto the team,

254:12

and then the pressure to ship Overwatch 2 and all care and love that we had

254:20

for, like, the live game and the live server, "Let's just make events and new

254:24

heroes and new maps," we're losing all these resources. And it got to the

254:32

point, you know, my exit at

254:36

Blizzard, I believed in Overwatch 2. I think we could have made

254:40

a great game. I have a lot of hindsight of, like, how I would have designed that game

254:44

differently with what I know now versus

254:48

what ultimately we didn't ship. And there's Overwatch 2 is out

254:51

now, but it's not the Overwatch 2 that we planned and announced.

254:57

- So when you're referring to Overwatch 2 in this conversation, you're referring to the PvE

255:00

version?

255:01

- The PvE version.

255:02

- Which, by the way, I would have loved to play.

255:04

I'm one of the people that were... Overwatch is great, but the

255:07

PvP, but I would have loved to play the PvE version.

255:12

- I think everybody would have loved to have played it. And there's a

255:15

misconception online that all I cared about was PvE and I didn't care about PvP.

255:22

All of the Overwatch 2 PvP maps were

255:28

something that I said to the team over and over, "We have a PvP

255:32

audience. If we get anything right, it has to be the PvP." We would

255:36

be lucky to welcome these PvE players, but that's not guaranteed.

255:42

So it was never a PvE only focus.

255:46

- It's just almost expanding it to also the E.

255:50

- Yeah. And what eventually broke me was it used to be like in 2016 and 2017, I felt

255:58

very in control of the Overwatch

256:02

team and the direction of the game as a game director, you

256:06

know, working with Ray Gresko as the production director, it felt like we were running

256:09

Overwatch. And we were very, very successful and doing a good job.

256:15

And I think the fans were happy. And then as we

256:18

transitioned, you know, Overwatch League was

256:22

the best intention. You know, my parents always say, "The road to hell is paved with good

256:26

intentions." That was the Overwatch League, and it ended up being an

256:30

albatross. And then Overwatch 2 is the same

256:34

thing. And what it boiled down for me, like what sort of

256:39

ultimately broke me in my Blizzard career was I got called into the CFO's office,

256:47

and he sits me down and he says, it, he gives me a date, which at the time was

256:57

2020 and was going to slip to 2021, but at the

257:01

time, it was 2020. And he said, "Overwatch has to make

257:07

in 2020, and then every year after that, it needs a recurring revenue of

257:13

." And then he says to me, "If it doesn't do dollars,

257:23

we're gonna lay off a thousand people, and that's gonna be on

257:27

you." And that was just the biggest fuck you moment I had in my

257:33

career. It felt surreal to be in that condition. And as somebody who's worked on a

257:40

lot of games, made a lot of games,

257:43

you get in these meetings where they're like, "There's Fortnite has 1,400

257:47

people working on it. If you just hire

257:51

1,400 people and make it free-to-play, we'll make that

257:55

money, right?" And that was, I had

257:59

believed I would never work any place but Blizzard.

258:04

I loved it. It was a part of who I was,

258:07

And I felt I was a part of it, and I literally thought I would

258:11

retire from the place. I never thought the day would come, and

258:16

that was it. I was like, it's,

258:21

we're done here. Luckily for Blizzard, that CFO is no longer there.

258:25

- I mean, Blizzard is one of the greatest companies in the history of Earth. They've

258:30

created so many incredible video games. It's so

258:34

difficult to create so many hits, and they were done

258:37

not by chasing money. They're done by small incredible teams,

258:45

the hodgepodge that you describe

258:49

taking big risks and falling in love with the thing they do and then

258:53

just chasing it, working extremely hard. And

258:56

just because you figured out a way how to make a lot of money doesn't mean it's

259:00

not, at the core this incredible creative journey

259:07

that's incredibly difficult to pull off. And just

259:11

because you got a bunch of really smart creative people who

259:15

have somehow figured out how to pull it off multiple times in a row doesn't

259:19

mean you can just treat it like a machine. Every single time,

259:23

it's this beautiful journey of a hodgepodge of weirdos working together, and

259:29

weirdos have to run that thing. If you

259:33

have, ever have a chance to create something special, you have to have

259:36

weirdos at the helm. And it, it, the degree to which you don't have

259:40

weirdos at the helm, creative minds at the helm,

259:45

And you're a businessperson at the helm, get out of their

259:48

way, right? You can't, you cannot have the meetings like you're

259:52

describing. And I don't just speak about this particular

259:56

company. It's just the entire industry. I just,

260:00

there's so much joy to be had if we keep creating great

260:04

games, and I just hope we get to see those great games.

260:09

- I think there's a message to creative people out there and

260:13

people who make stuff. We're generally, we're so focused on the love of the craft

260:21

that we get lost in it and we love doing it, and we're not cutthroat

260:28

and we don't have that kind of ambition. We have a different kind of ambition.

260:33

But there's this whole world, especially as soon as you're lucky enough to have

260:37

success, that are very cutthroat and very ambitious. And for whatever reason,

260:44

we keep giving ourselves to them, and we need to stop giving our

260:52

so... World of Warcraft, when we made it, there was no

260:56

CFO at Blizzard. You don't need a CFO to make

261:00

World of Warcraft. You need artists, engineers, designers,

261:04

producers, and an audio team.

261:07

- You don't need to bring in... Just because you're making a lot of money doesn't mean you need to

261:11

now start adulting by bringing in a CFO. You can figure it out.

261:16

- And there are great finance guys. Like I've worked with finance guys who get

261:20

it and get out of the way and respect, and they're gamers,

261:24

and they sort of understand, but like,

261:29

I wish developers would understand their own value more

261:35

and stop handing the golden goose to people who don't deserve it.

261:40

- How painful was it to say goodbye?

261:44

- Uh, it broke me. I think after you've been at a place like Blizzard, which

261:50

I love Blizzard. To this day, I

261:54

have nothing but warm, fond memories. I mean, there's those

261:58

moments where you're like, "I wish that hadn't happened," but

262:01

on the whole, that place is mecca for game development, and everything I have

262:10

is due to Blizzard. They provided for me and my family, made me the person I am, so

262:18

separating from Blizzard was one of the most painful things. And

262:22

I was very sad when I resigned, and I didn't realize how broken I

262:28

was until recently, like the mourning, grieving I had gone through of

262:34

like...I think I'm a little fucked in the head for not being

262:38

there any... How could I give that up? How could I not be there anymore? It

262:42

It was really, really painful leaving.

262:48

- Can we just speak to,

262:50

I don't know, I don't think we can give enough love to Blizzard. It's a

262:54

legendary company.

262:57

For me personally, for everybody, for millions of people, created some of the

263:01

greatest games ever, Warcraft, StarCraft Universe, Diablo, WoW,

263:05

Overwatch. What made it such a legendary game company? Just

263:09

looking back at the whole of it?

263:11

- The start is Mike, Allen, and Frank. It was run by three

263:17

gamers. They were, all three of them, programmers. They made the games before

263:24

they just ran the company, so they knew what each

263:28

of us as developers beneath them were going through, and they protected us.

263:34

They shielded us from all of the nonsense,

263:38

and even when they would align with a businessperson, they had a

263:41

COO in the early days named Paul Sams, and Paul protected us.

263:47

You know, they just, they found great people who got it. The

263:51

company when I joined was, like, 95% developers and, like, 5% operations. It's,

263:59

when I left, it was, you know, 50/50, and that's like a 4,500-person company. That

264:08

love of the games and the respect and good treatment for game developers

264:15

really turned it into the place that it was, just the commitment to excellence,

264:20

the high-quality bar and then finding these passionate people like Chris

264:28

Metzen or Sam Didier, they were, like,

264:32

the visionaries of early Blizzard, Allen Adham, of

264:36

just these worlds that we're still making and we're still playing in today.

264:43

it was infectious and it was inspirational, and you wore the Blizzard blue with an

264:50

esprit de corps. Like, you felt proud to be part of it

264:54

and you felt like you had made it to be there,

264:57

and everything you did, you did wanting to

265:01

respect and honor those who had come before you.

265:05

I know that sounds almost cheesy saying it that way,

265:09

but it really had that sense of reverence, like you knew you were part of something

265:13

special. You didn't take it for granted.

265:15

- Yeah. That's the sense. Reading everything, that's the sense I got. Everybody there was a part of it

265:19

that truly, truly, truly honored that time. Just to take a small slice, what were

265:26

some of the brain... So you mentioned Chris Metzen. You gave so much love to so many

265:31

people on the team, but I gotta ask about Chris Metzen, who I would, by the way, love to

265:35

do a podcast with at some point. What were the brainstorming

265:38

sessions with him like? It seems like those are pretty like, awesome.

265:44

- They were the best. Like, you could walk

265:48

into a room. Like, the way I would work with Chris

265:52

is early on when I was more junior, it was just sort

265:56

of getting creative direction from him. "Hey, Chris, I'm about to work on this zone

266:00

called Westfall. What are your ideas? You know,

266:04

how could I capture them in gameplay? Well, that won't quite work. How about like this?" It was more like

266:08

that. Later on, like, I still remember, the first discussion I ever had

266:16

with Chris about Wrath of the Lich King, I went up to his office like,

266:19

"Hey, we're finally doing it. We're doing the Northrend expansion.

266:24

You know, what excites you about Northrend?"

266:28

And that's all you had to say. And he would draw a map

266:33

and he'd start pulling up old, like, Warcraft II and

266:37

Warcraft I manuals and, you know, showing you, like, pictures

266:41

he and Sammy had drawn and, like, maps and

266:45

he, all of it, he would just go on for an hour and then I would sort of

266:49

digest. I'd just listen, taking constant

266:52

notes. I'm photographing his whiteboards all the

266:55

time, and then I go back and start to put

266:59

those into design flow of, like, "Okay. What's a zone? What's

267:03

a dungeon? What could be cool? What should come first? What should come

267:07

last?" You know, Lich King, for example, we wanted to try a very specific

267:11

design to counter a problem we had in Burning Crusade, which is everybody

267:15

entered through the Dark Portal through Hellfire Peninsula, all

267:19

the server programmers hate you because everybody loads into the same

267:22

zone at the same time. Lich King, we split them up for

267:26

better player flow. Plus, it's more interesting the more choice you have.

267:30

You know, Sid Meier says, "Games are a series of interesting choices," so we

267:34

give them two starting zones, but

267:36

that was the flow with Chris. And so often we would just,

267:40

like, okay, in that first meeting, Chris had put a zone called

267:44

Grizzly Hills on the board. Well, I don't know anything about Grizzly Hills.

267:49

"Hey, Chris? Talk about Grizzly Hills." If you

267:54

didn't interrupt him, he'd just go for an

267:57

hour. And you have no idea how much of it, like, he

268:01

had pre-thought about or had existed in previous lore

268:05

and how much of it he was just making up on the spot.

268:11

He's just that charismatic and captivating.

268:14

- Creating these worlds and being able to-

268:16

... brainstorm through them and together, I mean, that is what you're doing.

268:20

As a consumer of those worlds, you kind of take it for granted

268:24

that they're incredible, but, like, you're crafting them.

268:28

Like, you're looking at a blank sheet of paper and then together coming up...

268:32

- My job, as I saw it working with Chris, was I

268:36

had to on World of Warcraft specifically working with Chris,

268:40

is I was like the translator into gameplay of

268:44

what Chris wanted, how to get it to play like how Chris wanted.

268:48

So my favorite story is we're working on Burning Crusade and

268:52

we're in this meeting and Chris is like...He's the

268:56

gentlest, sweetest guy, but because he carries himself with such confidence

269:00

and everybody's in awe of him, the junior

269:03

developers get kind of intimidated by him. So we're in this

269:07

meeting and we're talking about Silvermoon City because we're introducing the blood

269:11

elves, and Chris is like, "And Silvermoon

269:14

City's got the tallest fucking tower in all of Azeroth. I

269:18

mean, it is the tallest thing. You know, it's

269:22

mind-blowing, the awe of it. Only the blood elves could build

269:26

it." Fast-forward like two weeks later. I'm walking through

269:30

the hall and I see a bunch of level designers and artists are all like

269:33

crowded around the screen, and on the screen they've dragged Blackrock Mountain and

269:40

Karazhan and the Stormwind Cathedral. I'm like, "What the fuck are

269:46

you guys doing?" And they're like, "Well, Chris said that the

269:50

Silvermoon Tower had to be the tallest thing in World of Warcraft-"

269:56

"... and so we're measuring how tall all of these other things

270:00

are so we can make the tower taller." And I'm like,

270:04

"Guys, Chris doesn't know how tall the Burning Steppes, you

270:11

know- ... and the cathedral in Stormwind-

270:16

... is. What Chris means is just make the tower really fucking tall."

270:20

"You don't need to measure it." And they're like, "Oh, okay. That's okay?"

270:23

Like are you willing to take the heat if he- I'm like, "I'm

270:27

willing to take the heat on this one, guys."

270:29

- Yeah. It's just a feeling. It's a vibe. It's-

270:32

- It's a vibe.

270:33

- Yeah. And I also just personally have to give all the love in the world

270:38

for the current Diablo IV team, because

270:42

I've spent most recently out of the Blizzard games, I've spent a

270:46

huge amount of time in Diablo, and they've created some... And it's not

270:50

just the loot, all right? It's the whole experience, the art, everything

270:54

together. And the seasons they've created, they've created a really wonderful world.

270:58

So I can, I could see, I could feel how much effort goes into that.

271:02

- They're crushing it. And I think Diablo IV in like modern

271:06

times is one of the best worlds that they've built. And they know,

271:11

they understand Diablo players.

271:14

Like that community is so hard and so demanding, and that team is amazing.

271:20

- Yeah, there's a lot of richness. It's like there's this really... I mean, I don't know how

271:24

often you get that, but it's really the perfect Diablo game. They've really

271:28

like evolved a lot, grew a lot. So there's this whole

271:32

mathematical component of just so many numbers

271:36

everywhere and it's all balanced really masterfully. And then

271:39

all, of course you have to come up with new content with the seasons and they figure out

271:43

ways to do that, so and, and, and a crazy pace. And still make it super fun.

271:50

- They're a great live team, yeah.

271:52

- And for me personally, like I said, the co-op, the couch co-op experience have been really

271:56

like that aspect of it is really great, just all of it. It's one, one

272:00

of the greatest games in recent history. One of the things I

272:04

wanted to mention, 'cause this is a powerful speech

272:08

is sort of instead of doing some kind of a corporate

272:12

goodbye as you were leaving Blizzard,

272:15

you allegedly shared with your team a video of David Bowie giving

272:19

advice. And people should go watch this clip. But if I may read

272:23

it, Bowie says, "Never play to the

272:27

gallery. Always remember that the reason that you initially

272:31

started working was that there was something inside yourself that you

272:35

felt that if you could manifest in some way, you would understand more

272:38

about yourself and how you co-exist with the rest of

272:41

society. I think it's terribly dangerous for an artist to fulfill

272:45

other peoples' expectations. I think they generally produce their

272:49

worst work when they do that. And the other thing I would say

272:54

is that if you feel safe in the area that you're working in, you're not working in the

272:57

right area. Always go a little further into the

273:01

water than you feel you're capable of being in.

273:05

Go a little bit out of your depth. And when you don't feel that your feet are

273:09

quite touching the bottom, you're just about in the right place to

273:13

do something exciting." Speaking of which, you are

273:20

just about in a place to do something exciting. After leaving Blizzard,

273:27

uh, you told me that you tried to take some time off. How did that work out for

273:32

you?

273:34

- Not so well. My wife, who is

273:37

wonderful, told me I needed to take at least a year off

273:41

and just, you know, I'd been going really hard. I'd gone 19 years barely taking

273:47

vacation and I let Blizzard consume me. And, you know, I was

273:54

crushed by leaving because I loved the place, and

274:01

I didn't know what to do with myself. I was pulling weeds in the backyard.

274:06

- Literally. Gardening.

274:07

- Yeah. Well, she won't let me garden in the garden 'cause that's hers-

274:11

... but I'm allowed to pull the weeds. So I got very good at that. I was very

274:16

proficient. And then of all things, I cracked out on Call of

274:20

Duty Black Ops Cold War and I unlocked Dark

274:24

Matter Ultra, which I'd- that's like a crazy achievement to do in that game.

274:29

So I did that, and then I just,

274:32

I couldn't help it, like it's how I'm programmed. It was

274:36

like at this point it's late spring, early summer and I'm just

274:40

sitting in the backyard and I just started writing with Notepad about

274:47

here's a game I want to make. And it was so terrifying

274:52

because for 19 years I had worked with the greatest developers, I thought, in the

274:58

industry. And, you know, there'd be

275:02

moments where it's like, "Okay, I wanna do like a game world map."

275:06

Like, "Hey, Erin, you're amazing at making game world maps. Like, you

275:10

do that." And you know, I, like, "I need some

275:14

story hooks. Hey, Chris, what do you think would be cool here?"

275:17

Like, you know, it's so collaborative and I was surrounded by the best of the best, and

275:21

there I was by myself. And I was out there again, and I loved it.

275:30

It brought all the joy of game making. I thought games were no

275:34

longer fun to make because it was only about business,

275:38

and somebody's asking me for unreasonable amounts of money and

275:41

unreasonable amounts of time.

275:44

And I had forgotten the pure joy of the craft of making games, and

275:51

I was designing, I was going on, I was watching YouTube videos

275:55

to learn Unreal and Adobe Illustrator and all

275:59

these things to like help me make games, whatever, Blender. Um, I had no right to

276:05

be doing any of that, and it just felt so amazing to

276:09

do it. And I sort of realized, I came to two realizations. One,

276:17

I never wanna work for someone else again. I never wanna

276:21

create something and then have somebody take my baby away from

276:25

me, you know? That's really hard when- when that

276:29

happens, and it's sort of happened a few times now, you know, where you

276:33

have to just let something go that you created.

276:37

And I wanted it all to be focused on the craft of making games, the

276:44

art, programming, design, audio, you

276:48

know? Like, just not about the bullshit of the games industry.

276:52

I'm not interested in the games industry. I'm not interested in

276:56

the business of games. I'm not interested in the entertainment industry. It's just

277:03

game jamming, making stuff that we're gonna play together. And around that

277:11

time, my I call him my development soulmate. There's a programmer named Tim Ford.

277:20

He reached out and he's like, "Hey, man..." He was

277:23

like an associate tech director on Overwatch at the

277:27

time. And he's like, "Yeah, I don't think I can do this

277:30

anymore. It's just not like it was, you know, I just handed in my notice."

277:38

And I'm like, "Whoa, you know, well, if you wanna do

277:42

something together, like fuck it. Let's take a stab and, you

277:46

know, just see what happens." And Tim came over to my house, and well,

277:53

before that, he says, "My last day's on Friday."

277:57

"And my exit interview's at like 1:00. I'm

278:01

gonna be over to your house at like 2:00 that afternoon."

278:05

And I'm like, "Well, don't you think you should take some time off, Tim,

278:09

you know, before whatever's next for you? Take a month off, you

278:13

know? Meg, his wife, will appreciate it, you know?

278:16

Just go pull weeds in the garden for a while."

278:20

And he's like, "I'm a programmer. All I'm gonna do is program for a month if

278:26

I take a month off. I might as well start programming our game." Which-

278:32

- Brilliant

278:32

- ... it was so awesome when he said that.

278:34

- Brilliant.

278:35

- He came over and I pitched him this idea for a game, and

278:39

I pitched him, "Let's start a company." And that was it. Like, that was the birth

278:46

of us making a studio.

278:49

- Now, meanwhile, as far as the outside world is

278:52

concerned, you've disappeared off the face of the

278:55

Earth, but you were actually working on a game.

278:58

- Yeah, I needed to be away from the world. I needed to not

279:05

have... I wanted to not get attention from

279:09

anyone. I needed to not read my name on Reddit or... you know, any internet

279:17

site. I wanted to not come up, let some other Jeff Kaplan bubble to the top-

279:21

... of the Google, you know, search list.

279:25

- You know our man Dinoflask is gonna be all over this conversation, right?

279:29

- Oh, God, well, there's, yeah, this- this one's gonna set him back some

279:33

time. But, yeah, I needed-

279:35

- You know what to do.

279:36

- Uh, I needed for none of that to happen. I just needed to be able to,

279:40

like, mourn the loss of Blizzard- ... and create on my own so it was great.

279:46

And at that time, like as soon as it was announced that I was leaving

279:50

Blizzard, I had like 60 people reach out to me. It was, this was April of 2021

279:58

and investment money was nuts, both like the VC money

280:03

and the strategic money was crazy, like the, especially the

280:08

Chinese companies, because apparently they weren't getting,

280:12

publishing numbers in China or something. The whole economy

280:16

was crazy, and so just everybody was trying to throw

280:20

money at me, which was a very good position to sort of be at to start a company. So

280:28

what Tim and I did was say, "We're not doing this for

280:31

money, but here's the game we wanna make, and it's

280:35

gonna take this many developers, and we think it's gonna take this length of time, and

280:39

that means the budget is this. And we need,

280:43

for any of these people who wanna invest in us, we gotta hit

280:47

that number, but after that, we're not gonna go for more money. It's

280:51

not an auction to raise as high as we can go. We're gonna optimize for control."

280:59

- I don't know if this is something that you can talk about, but I

281:03

got a chance to see the game for a few hours,

281:06

and I have to say it's incredible.... Jeff. Like, it's

281:09

incredible. But I almost immediately fell in love with the world

281:13

and everything I saw. See, I'm tempted to say some of the things I

281:17

saw but it's just an incredible game. So how much can you talk

281:21

about it? Do you know what it's going to be called? Can you talk about that? Do you know about

281:25

the company? Are you allowed to say any of that?

281:27

- Sure. The most unconventional way to talk about this stuff for the first

281:31

time. So, our company name is Kintsugiyama, which most people will struggle to

281:38

pronounce.

281:39

- Nice.

281:39

- And the company name has a deep meaning to me, which I'm happy to explain

281:43

later if you're interested. And the game name that we're working on,

281:51

it's called The Legend of California, and it's

281:55

an open world game. People are gonna call it a survival

282:00

crafting game. People like to compartmentalize

282:03

these. I think it's an action game. It's a game

282:07

that takes place on a mythical island of California.

282:11

- Mm-hmm. In the 1800s.

282:14

- In the gold rush. If you're trying to-

282:16

- In the gold rush.

282:16

- ... if you're trying to nail the most important time in California history,

282:21

it's gotta be that gold rush.

282:23

- So, it's this beautiful, almost ultra-realistic

282:27

version of California, but it's in an alternate history, alternate version of

282:30

California- ...where it's an island, almost like an Atlantis type

282:35

of ethereal island, but still very realistic to what the California terrain is-

282:42

... and that time period. So it's this weird like

282:46

amalgamation of this ultra-realistic and the surreal.

282:50

- The theme of the game is very weird. We're not trying to make a historical

282:54

game. There's no historical accuracy to this. In fact, the

282:57

island when first discovered is uninhabited. That's

283:01

already not true. As we know, there were lots of

283:05

people in California. It's an island, which we know is not

283:08

true. We want it to feel authentic to

283:12

that time period because we think that time period is cool.

283:15

Prospectors, you know, cowboys.

283:19

Like, it's a really fun thing for us to explore, all

283:23

of those themes people in mines. We wanna build

283:27

mines and we just wanna create a world that you can

283:31

live in. I love creating worlds. Everything that

283:35

I've worked on before, from World of Warcraft

283:39

to Overwatch, it's always been, how do you create this place for

283:42

players to escape to, so.

283:45

- So, it's an online, multiplayer game. I should say the experience of it

283:49

is just gorgeous, and then the music is wonderful.

283:53

- I'm glad you like it.

283:54

- And one of my favorite things is just going down to the mine and digging.

283:58

I mean, that's done ex- extremely well.

284:01

And as you described, the whole world is voxels,

284:05

so it's generated. Can you explain how that works?

284:09

- Yeah. As a world, we handcrafted the world, so like the shape

284:13

of California is always the familiar shape of California, except it's an

284:17

island. So, you know, there's no Nevada on, on the eastern

284:20

side. We handcrafted all of that. It looks gorgeous

284:24

and places like Yosemite are where you would expect

284:28

Yosemite to be. And so all of those familiar

284:32

landmarks are there, but then we have like dozens of points of interest, and

284:39

those move around the map in, depending on the map

284:43

seed. And the map is also tiered in, in terms of

284:47

difficulty. We don't really have levels in this game. We have

284:51

tiers, and there's only four tiers right now. Maybe, maybe that will

284:55

change. But the way that the map tiers itself each time changes with every

285:02

world seed. So not only... Any server that you join will have a

285:06

different seed in terms of how the tiers play out.

285:10

So, Mojave might be the easiest newbie area

285:14

on your server, but on my server it's endgame, tier four area.

285:20

But all of our notable points of interest also move around. So, we have a really

285:28

amazing point of interest that we call Dread Rock that's inspired by

285:31

Alcatraz. And like, sure, sometimes it's in San Francisco,

285:35

but sometimes it can be sitting in the middle of the Mojave Desert also.

285:39

- Mm-hmm. It integrates it into the environment, to where it makes sense-

285:45

... to be in that environment. And like you said, so much of what

285:49

makes a world is sound and lighting. And that's definitely a thing that I've

285:56

noticed. I mean, it's probably the

286:00

most beautiful sunset and sunrise I've seen in a game.

286:04

- We have a great lighting artist who's this amazing guy named Mike

286:07

Marra, and some of the inspiration for the game

286:11

like... There's a lot of inspirations for this game, but there's a painter named

286:15

Albert Bierstadt, who I discovered while researching

286:19

California, and he painted these just epic landscape pieces of, you know, Yosemite

286:26

and a lot of other, the gorgeous parts of-

286:29

- Yeah, we're looking at one photo of his.

286:31

- Yeah, it's just amazing, and his paintings were huge, too. Um, I'd

286:35

love to see one in person.

286:38

- And so you see a painting like that and you're saying, "We wanna create that world."

286:42

- Yeah. I mean, when I see that painting, this is, this is what

286:46

video games brings to the table. So, every art form that

286:50

evolves after another gets to incorporate previous art forms.

286:55

Movies got to take sound and, you know fine

286:59

art. We get to take everything, including movies. So, you

287:03

know, it's, it's Katamari Damacy, the art form. But like...I see a Bierstadt

287:10

painting, and I wanna walk around that world. I

287:14

wanna see what's around the corner. And our lighting artist, Mike,

287:18

he, you know, he sees these pictures, and he's like,

287:22

"Okay. Yeah. Hold my beer." Like, "I'll make it look like that." And he, and

287:26

he... We are all blown away by

287:29

the, like, how much impact just the lighting. And I'm not an

287:33

artist, so I don't think about things like the color theory, the lights, the

287:37

clouds, what all of that's bringing to this. I just know I want

287:41

to live in that world, and these are the types of worlds that we want to make.

287:45

- So, what do you want the tone of the game to be, the feeling of the game?

287:50

- This is really different. It's, it's been hard for people.

287:54

When people were talking to us about, you know, they know me and

287:58

Tim, and they're, "Oh, the Blizzard guys, the Overwatch guys. You, you're

288:01

making, like, a bright, aspirational future

288:05

team-based hero shooter, right?" And I'm like,

288:09

"Why would I want to do that?" I felt like, first of all, respects to Blizzard,

288:16

and I don't want to try to crib Blizzard and

288:20

make a pseudo-Blizzard game, you know? This

288:23

is... I want to make a Kintsugiyama game, you know? Me and Tim and this crack

288:30

team, you know, we're only 34 people.

288:34

We want to define what a Kintsugiyama game is, and

288:38

this world seemed so inspiring to us, you know? The

288:42

setting is really interesting. You know, I think California can

288:46

be a game world. I think we can make it

288:50

beautiful and interesting. We don't have to follow

288:53

history or geography. We can kind of do a

288:57

spin where, you know, it feels authentic. We can

289:01

have guns that feel like they're kind of from that time period,

289:04

but we're not spaceships and aliens and steampunk.

289:08

That's what we would have done at Blizzard. We're gonna be a little different here.

289:11

So, the tone of this game, you know... Metzen

289:15

would describe Blizzard as the hero factory. You know, we

289:19

make... And what he means by that is not only are we making heroes, but we make the

289:23

players into heroes.

289:25

This game is gonna have an edgier tone. You're gonna enter this world.

289:29

It's gonna feel lonelier. It's gonna feel mysterious,

289:34

larger than you. You're gonna feel small until you earn the

289:38

right to feel big. It's gonna feel really dangerous.

289:42

You're gonna want to see what's over that next hill, but if the sun is

289:45

setting, like, get to shelter. Can't wait to get

289:49

back to my ranch and put my cozy fireplace on and wait

289:53

till morning, you know? We want more of that vibe.

289:58

- It's more solitary, almost scary, but beautiful.

290:06

That mix, that tension. I hate to ask this question, but

290:11

given our previous discussion about a timeline slide,

290:15

but what do you think a timeline looks like? When do you think it's possible

290:19

for somebody in the world to be able to play this game?

290:23

- So, this is the beauty of me and Tim kind of getting

290:27

to run the show and why we're excited about it. Um,

290:31

we can kinda do whatever we want- ... within reason.

290:35

Um, so we're just gonna kinda quietly put it up on Steam and see what happens.

290:43

- Nice.

290:43

- You know, no, like, big corporate marketing group

290:47

would ever think to do that in a million years-

290:49

... without, like, some, you know, $10 million announce or whatever.

290:54

We'll just kinda put it on Steam and

290:57

be cool if people wishlisted it. There's my plug. And

291:01

then I think we are shooting to have some sort of public-ish alpha

291:09

in March. And then our plan, and something I'm really excited

291:15

about, 'cause I've never gotten to do this before, we wanna put the game in

291:19

early access. Some people hate early access and won't

291:23

touch it, and I understand it, and then some people are like, "I wanna be in on the

291:27

ground floor and see the thing from day one and watch it

291:30

evolve." So, we'll put it into early access, and we'll just run that until

291:36

who knows, you know?

291:37

- Is it scary to you to have a sort of game with some rough

291:41

edges out there in the wild where people are interacting with it through the alpha-

291:45

... through the beta?

291:47

- Yes, and this game has more rough edges, like, the

291:51

most rough edges we would have at Blizzard is, like, showing it at BlizzCon, which was

291:55

heavily polished and controlled. This is gonna be

291:59

more, you know, like, in development

292:03

than anything else I've ever worked on. But that's-

292:06

- I love it.

292:07

- ... part of the excitement too, you know? It's kinda like this

292:10

is, this is how the sausage gets made. I mean, you're gonna see it front row.

292:16

- I'm gonna try to get myself into the alpha somehow. Anybody

292:20

who is listening to this, I highly recommend this game. You will not be disappointed.

292:24

The world itself is just beautiful. So, whoever's behind it, you and Tim and

292:28

the team, are just doing an incredible job. And thank you for

292:32

putting out rough versions of it so we get to-

292:35

... not wait forever for the perfect thing.

292:39

And because you feel in... You feel like you're a part of it if you get the

292:42

imperfect thing. I'm one of the people who like the imperfect. We get to see

292:47

the rough versions develop, and we- and get to be a

292:51

part of the it developing. I saw the logo. It's a mountain. Can you explain

292:58

the meaning behind the name?

293:01

- So, Kintsugi is a Japanese craft of repairing broken

293:08

pottery. So there's a lot of philosophy that goes

293:12

into it as well. And you know, I wanna do a good job of

293:15

explaining it, but basically, like, you take a broken piece of

293:19

pottery, and then they would use golden joinery-

293:24

Um, like golden lacquer to put the piece

293:28

back together. And the thought was rather than hiding the

293:32

scars, you make them more beautiful. And the

293:35

philosophical parts that sort of appealed to me with

293:39

that is there's a lot of me and Tim in that, of... We're so appreciative for

293:46

our time at Blizzard, but we didn't come away unscarred.

293:50

And there's also a philosophy in Kintsugi that

293:54

nothing's ever perfect, and the pursuit of perfection is actually a

293:58

mistake, and that there's beauty in imperfection. And so I relate

294:04

that to myself personally. That's how I feel in an aspirational way. I'm not saying

294:11

I've achieved it, but in an aspirational way, I want to be that way. And I think

294:15

it's also an analogy for the making of games. Like, it's a... Making of games

294:23

is a constant, pursuit of

294:27

imperfection. Game is never gonna be perfect. Just ask the

294:31

players. They're very vocal about it. And seeing the beauty

294:35

and the imperfections and the strength in something that's been broken that can be

294:43

stronger.

294:44

- You had a heck of a difficult couple years

294:48

here. And so in some sense, it represents that beauty

294:52

in imperfection. So everybody listening to this I hope, I

294:56

hope you do have it out on Steam. Go check out Legend of

295:00

California. Truly a beautiful world. I'm so glad you are actually

295:04

creating this, low-key, quietly creating this beautiful, incredible world.

295:10

Ridiculous question, but can we talk about some of the greatest games of all time?

295:20

What... I mean, I know this is a bit of a nerding-out kind of thing, and

295:24

I, outside of the games you've been part of creating, I

295:27

think Blizzard has created some of the greatest games of all time.

295:32

Outside of those, what do you think are in the list?

295:35

- So there's one that's the best. It's Legend of

295:39

Zelda: Breath of the Wild. And then there's this list

295:42

of greatest games, Zork, Ultima, uh-

295:47

- So Breath of the Wild is the best, yeah?

295:49

- The greatest game ever made.

295:51

- What makes it the greatest game ever made for you?

295:53

- Every aspect is so thoughtful, so well designed.

295:57

The art matches the design and the tech, and

296:01

even integrating with the Switch in the way it does. How

296:05

do you keep making Zelda better? How can Legend of Zelda: Ocarina of

296:09

Time exist and somebody make an even better Zelda game?

296:13

The way you can chop down a tree and float in a river, and, like,

296:18

the world is a toy and everything works as you wished and hoped it would work.

296:25

And there's a narrative aspect to it, and there's really fun

296:30

combat and action and itemization. There's so many things

296:34

that that game gets right that other games are lucky if they

296:38

get one of those things right, and are...

296:41

Become best in their genre just for getting that one thing right.

296:45

And Breath of the Wild does them all right and the best.

296:50

- There's a certain kinda lightness to the way the world feels, the

296:53

openness of the world feels. That's unlike any other game, right? That's

296:57

uniquely that company, uniquely that-

297:00

- Yeah. No one else-

297:01

- Because nobody else creates that. You're right. Under the pressure of having

297:04

created a bunch of Zeldas that are, like,

297:07

really great games, to be able to deliver once again.

297:11

- Nintendo is, like, the Mecca. Like, they're the

297:14

best, you know? That's all there is to it.

297:17

- Do you understand how that company works?

297:20

- No.

297:20

- That they're not...

297:21

- I don't at all.

297:23

- Like, because, I mean, they've been around for a long time and still to be able to deliver.

297:27

- I kind of rationally or irrationally just worship. It's just sort of,

297:32

if it's from Nintendo, it's gonna be great.

297:35

And even if my first impression is like, "Wow, they're doing what weird

297:39

thing with the controller this time," and then you get

297:43

your hands on it and you're like, "God." My son and I, we both played Legend

297:50

of Zelda: Breath of the Wild,

297:53

and he makes games also. And we had this moment where he's like, "I'm so

297:57

sad after I played it." And he's like, "I know I'll never make

298:01

anything like this." And it's that weird, like, you honor it so much

298:05

and think it's so great. Red Dead was like that for me. Red

298:09

Dead Redemption 2 is... That's a game

298:13

I put on a shrine. Not just how brilliant the game itself is,

298:17

but as a game maker, as a craftsperson who makes

298:21

games, how the hell do you make that? Like, only Rockstar with all the

298:28

years of making those types of game. No one else can come in entry level-

298:33

... and compete with that. So that's-

298:36

- Purely single player, narrative driven. So you also

298:40

respect that kind of, like, pure-

298:42

- Yeah. I don't give anyone a pass. I feel like a lot of

298:46

gamers and game developers, like, if it has writing, they're, they're like, "The

298:50

story's so good." I'm like, actually, very few games have

298:54

great story. But Red Dead has a great story. It's got great

298:58

character development. It's got a good plot. And the dialogue is

299:04

like... It's like Tarantino-level-

299:08

... high-quality dialogue. So...Red Dead's up there. I have my other games that

299:16

make the list for me, and these are... Both these games

299:20

are... I would never tell you to play them. EverQuest and Rust are

299:27

two of the most defining games to me and

299:31

my career and my life. And Rust, I would never

299:35

recommend somebody go and play it. Rust will come calling to

299:39

you if you are up to play it.

299:42

- It is a cult. It's 100% a cult.

299:46

- That's-

299:46

- It... When you are ready, it will come down.

299:48

- It will come down. It will let you know.

299:51

- The sky will part. Okay.

299:52

- In Rust, you are considered a complete

299:55

noob that doesn't know what he's doing- ... if you don't have a

299:59

thousand hours. Even a thousand hours-

300:01

... people would be like, "Oh, you only have a thousand hours-" "... in that game."

300:05

Yeah. But Rust and a lot of inspiration for

300:08

me in the game I'm working on now, it... My

300:12

game is not like Rust in that it's not a PvP-centric game, but it will have PvP.

300:20

- What aspect of Rust do you draw inspiration from? Just...

300:23

- I love the resetting world. It's a-

300:26

... great game mechanic and it's one that I want to evolve and work upon.

300:34

- How often is the world reset do you think, in Legend of California?

300:39

- I don't know yet. Probably every month. We want it to be

300:42

fast enough that you're not too attached, but we wanna make it

300:46

rewarding. Like, the trick is coming up with not

300:50

why am I upset that the world resets, but why am I excited that the world-

300:54

... resets? And we know players can get very angry about

300:58

resetting worlds, but anybody who's played 5,000 hours of Rust, like some of us the

301:05

resetting world is the magic. It's I can't wait for the next reset because the

301:13

adventure starts all over again. And if you wanna play the first

301:17

time with me, like, if we wanna play World of Warcraft, and

301:21

I'm level 80 and you're level one, there's no meaningful

301:25

experience we can have together, but in Rust, we just wait for a

301:29

reset and we're both naked on the beach, you know, from minute one.

301:34

- What about the experience of Rust where you can have everything

301:38

taken away from you? So that part that you-

301:41

- We're not doing that.

301:42

- Great, great. Because that feels awfully stressful.

301:44

- See... I just lost the entire Rust audience when I said we're not doing that

301:48

because-

301:49

... if you're a Rust player, you're not thinking you're gonna lose everything you have.

301:53

You're thinking, "I'm gonna take everything somebody else has." But-

301:56

- See, my perception of the Rust audience is there's, like, three people, they're in a castle

302:00

somewhere. It's very exclusive group.

302:04

- They are highly skilled, highly passionate... highly

302:07

knowledgeable, um... but yeah, it's an inspiration for me.

302:11

That and EverQuest were define... And I've... The amount of hours I've

302:15

logged in both those games are insane.

302:18

- What do you think has more hours from Jeff Kaplan, EverQuest or Rust?

302:22

- Well, you said I was 6K on EQ, so that puts me at... I'm at 5K in Rust.

302:30

- And, and also in that collection is Zork.

302:33

- Zork was... I mean, Zork, it just brings me back to that old

302:37

IBM PC with my mom and my brother, trying to figure out, you know,

302:43

like, how to keep the lights on or else Agrue's gonna eat us, you know?

302:47

- Yeah. So certain games just capture your heart and they stay with you

302:50

forever. What do you think is the future of video games? So

302:54

there's a lot of conversations about AI helping expand maybe the

303:01

storytelling aspects, the world creation aspects, becoming a tool that

303:05

people can use more so. Maybe creating more

303:09

believable NPCs, that kind of thing. But also there's, as, as we've talked about,

303:16

the video game industry is changing and evolving and trying to figure out,

303:20

well, there's the indie game makers that will have more power of... Or these

303:26

larger game makers will have more power, so what do you think the

303:30

future of games looks like?

303:32

- I think with AI in mind in particular, I think

303:36

the current state of AI, trying to integrate it into

303:40

development is mostly a hot mess.

303:44

But I do think that, you know, games are a technology-driven art

303:52

form. And somebody much smarter than me once described it, and I'm paraphrasing,

304:00

making a game is like making a movie if you had to invent the camera every

304:04

time, because you're kind of inventing the technology of your specific

304:08

game. And I think AI can play a role in that, and it would be silly not to

304:14

look at it as an option. The problem with AI right now is it's

304:21

overconfident in what it tries to deliver. Like, it fooled

304:27

around, obviously like everybody, like, you mess around

304:30

with, you know, ChatGPT and Gemini and

304:34

you fool around with some of the art generation, and it's fun for

304:38

non-artists to fool around on Midjourney. But it's mostly weird and shitty. And

304:45

even, like, when trying to have AI answer for me... Like, I don't normally make UI

304:53

in a game, and so I'm trying to figure out, like, UMG and

304:57

Unreal Engine and I'm asking ChatGPT to how to, how

305:01

to fix, like, a simple problem, like, how do I make the chat wrap, you

305:05

know? And it, like, overconfidently gives me the wrong

305:08

answer. And it's, like, right one in 10 times. So its hit rate has to be a lot

305:16

better. Um, I think there's a lot of moral concerns around AI when it comes to

305:23

creative pursuits as well, like no one's creative work should ever be used by

305:30

AI without their permission. You know, voice actors and artists, it can't

305:37

be lifting from them without their permission. That's just

305:41

immoral. It's no different than just sort of stealing. So that's wrong. I

305:48

think. I'm curious, like especially as somebody who runs

305:52

a small studio with 34 people, it's

305:55

like, what are the points of tedium that maybe AI

305:59

could help out with that I don't wanna do, and I'm not

306:03

gonna hire someone to do? So I have, like a really dumb example,

306:09

I'm making a bunch of images, I size them all

306:12

incorrectly 'cause I'm dumb and I'm not an artist, and I did it all in

306:16

Photoshop, and I have like 2,000 images that are the wrong

306:20

size. I can have ChatGPT resize

306:23

those and zip it in a file for me, and it literally takes

306:27

it like a minute to do that.

306:31

I wasn't gonna hire an intern to do it. I was just gonna work an hour

306:35

later or two hours later that night to do it. Like, it made

306:38

my life easier. It didn't take a job. That seems okay. As long as that ethical

306:46

line stays in place, what I- what I don't worry about

306:50

is, no matter how good AI gets, never gonna draw a

306:53

picture like Arnold Tsang. It's never gonna tell a story like Chris

306:57

Metzen. You know, that human spirit is irreplaceable.

307:03

- Yeah, it's hard to put into words what is that magic that humans produce, but

307:07

they do. Truly great creative

307:10

minds, truly great creative teams, they create something

307:13

special. It's hard to really articulate exactly what's

307:17

missing with with AI, you know, what people call AI slop.

307:23

'Cause it creates really beautiful imagery and beautiful stories, and very

307:26

believable text. But it's not quite... It doesn't have that, I don't

307:34

know what it is, the edge that's human. Maybe it's the imperfections.

307:41

- Yeah, I think so. Like AI to me right now currently, it's

307:45

it's like an interesting fever dream, you know?

307:48

- Yeah. Yeah.

307:49

- That's at the point I'm at with it.

307:52

- And a useful tool for the mundane tasks, like you said.

307:55

But do you think the small studios have hope in the future of gaming?

308:00

- Small studios are the future of gaming. The big studios

308:04

basically acquire the small studios for new IP and

308:07

ideas, and the small studios grow in. The

308:11

really compelling, new, innovative ideas are gonna come out of small studios.

308:17

- What advice would you give to video game

308:20

creators, small teams, if they wanna create a truly special game?

308:25

- Well, they know how to do it. I mean, if they're doing it,

308:29

they know how to do it. It's more to video game developers in

308:34

general, own the craft. Own our art form. Stop giving it to these fucking

308:42

corporate jackals. You are the golden goose. Keep your eggs.

308:51

- Jeff, formerly from the Overwatch team, I have to

308:55

say from the bottom of my heart, and I think I speak for millions of

308:59

people, thank you for everything you've created in this world. Now

309:03

that I've gotten the chance to see the new game, I can't tell you how excited I

309:06

am to try it. Thank you for everything you've created. Thank you for everything you

309:10

represent. Thank you for remaining and fighting

309:16

for us as one of us. So thank you, and thank you for talking today.

309:24

- Thank you, Lex.

309:26

- Thanks for listening to this conversation with Jeff Kaplan. To support this podcast, please

309:30

check out our sponsors in the description, where you can also find links to

309:34

contact me, ask questions, give feedback, and so

309:38

on. And now, let me leave you with some words from Franz Kafka,

309:43

"Don't bend. Don't water it down. Don't try to make it

309:47

logical. Don't edit your own soul according to the

309:50

fashion. Rather, follow your most intense obsessions mercilessly." Thank you for

309:57

listening, and hope to see you next time.

Interactive Summary

This conversation features Jeff Kaplan, a legendary game designer renowned for his work on World of Warcraft and Overwatch at Blizzard Entertainment. Kaplan reflects on his journey from an avid EverQuest player and community member—famous for his passionate feedback—to a leader at Blizzard. He discusses the creative environment of early Blizzard, the intense dedication required to develop massive games, and his philosophy on leadership, collaboration, and the importance of ego in the creative process. Kaplan also opens up about his departure from Blizzard, the lessons learned from the failed Titan project, and the founding of his new studio, Kintsugiyama, which is currently working on an open-world action game titled 'The Legend of California'.

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