第 493 期·中文精讀

傑夫·卡普蘭:魔獸世界、守望先鋒、暴雪與遊戲的未來

Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming

前暴雪設計師傑夫·卡普蘭回顧魔獸世界與守望先鋒的誕生,並談遊戲設計與行業的未來。

官方音訊00:00 / --:--
中文精讀由 AI 基於原始訪談改寫,非官方翻譯,可能存在偏差或錯誤;表述以原音訊與官方文稿為準。說明

2020年某一天,暴雪的首席財務官把傑夫·卡普蘭(Jeff Kaplan)叫進辦公室,給了他一個日期和一個數字。

《守望先鋒》在2020年必須做到這個營收規模,之後每一年都要有這麼多經常性收入。如果做不到,公司就要裁掉一千人。

“而這算在你頭上。”(傑夫·卡普蘭)

他在暴雪幹了十九年,做出過《魔獸世界》和《守望先鋒》,是這家公司歷史上最重要的設計師之一。那一刻他意識到,自己和一個把創意當資產負債表附註的地方,已經沒什麼好談的了。一年後他離開,暴雪沒有發新聞稿,他自己也沒說去哪。外界以為他消失了。

實際上他在自家後院拔草,然後開啟記事本,開始寫一個新遊戲。

一個人在一個虛擬世界裡待了六千小時,後來他的妻子、工作和人生都從那兒來

要理解卡普蘭,得先理解他成為設計師之前的身份:一個重度玩家。

他1972年生在南加州,正好趕上街機時代的黃金期。第一次見到《吃豆人》是跟著叔叔羅尼,叔叔一直往他手裡塞25美分硬幣,自己不敢玩。哥哥畢業典禮的酒店大堂裡擺著一臺《小行星》,兄弟倆半夜偷偷刷高分,第二天早上發現被人超了。那個年代的南加州小孩騎著BMX腳踏車跨兩個鎮子跑,腦子裡裝著一張地圖:哪家披薩店有機器,哪家酒類專賣店角落裡有街機。

然後是Intellivision,因為他爸是獵頭,客戶裡有美泰。再然後是NES和《超級馬里奧》,他和兄弟們玩了幾個星期,直到一個朋友來家裡,演示了一堆他根本不知道存在的隱藏要素。

“突然之間,世界被開啟了,遊戲可以承載更多東西。”(傑夫·卡普蘭)

真正扎進他心裡的是文字遊戲。他媽媽買了《魔域》(Zork),一款純文字的Infocom遊戲,你輸入“向西走”“開啟信箱”,剩下全靠腦子補完。

“這就是想象力的力量。這也是為什麼書永遠比電影好。”(傑夫·卡普蘭)

1999年《無盡的任務》(EverQuest)上線,他一位朋友買了,他去問:“這就是那個叫布萊恩·胡克的程式設計師跳槽去做的遊戲?好玩嗎?”朋友說好玩,你得玩。

登入的第一分鐘他就被吸進去了。世界叫諾拉斯,他選了個半身人盜賊,殺怪、拿經驗、換更好的裝備、殺更強的怪。三年之後他打出/played指令檢視遊戲時長,272天。

換算下來超過6500小時,三年裡平均每天六小時。

那三年他並不健康。寫作夢碎了,人搬回了加州,女朋友兩個月後就分手,他靠給父親的公司做研究助理維生,剩下的時間全在諾拉斯。他自己說,那是一種對現實生活的濫用式逃避。

但這段經歷給了他三樣東西:一個妻子(兩人在遊戲裡認識)、一份工作,以及一套關於“什麼讓玩家願意留下來”的直覺,這套直覺後來定義了整個MMORPG品類。

“玩了這麼多年,別人說你浪費了好幾年人生,這種遊戲你根本贏不了。我就想,坐在這兒看,我的整個職業生涯和我的家庭都是《無盡的任務》給的,我覺得我贏了。”(傑夫·卡普蘭)

170封拒稿信之後,他把二十年手寫筆記扔進了垃圾桶

在成為遊戲設計師之前,卡普蘭想當作家。他在紐約大學拿了創意寫作的碩士學位,師承脈絡上是凱魯亞克、海明威、塞林格、布考斯基、奧威爾那一掛。

他一度把生活結構成一臺寫作機器:早上五點起床處理東海岸的獵頭業務,白天剩下八小時全部用來寫,風雨無阻,當成上班而不是愛好。他養了一條傑克羅素梗,取名傑克,因為凱魯亞克叫傑克。別人問起來他說這叫詩意,其實是把自己整得像個傻子。

那還是上世紀九十年代中後期,投稿要列印稿、要附回郵信封,每一封都是成本。一年之內他收到170多封拒稿信。文學雜誌的編輯偶爾會在退稿信上手寫一行字,比如“有潛力”,他能抱著這一行字高興一個星期。

然後是抑鬱症,是酗酒,是越來越深的孤立。他說沒有哪一封拒稿信是壓垮他的那根稻草。

“是一群分佈在全美各地文學雜誌的編輯,在告訴我該放棄了,我不是幹這行的料。然後我停了。”(傑夫·卡普蘭)

他把二十多本手寫筆記、所有的日記、所有的小說手稿,全部扔進了垃圾箱。

這個動作在他的敘述裡不帶任何浪漫色彩。他說那就像拳手往臺上扔毛巾,你知道這場打不贏了,得走人。留著那些東西,十年後你還會從抽屜裡翻出來再試一次。

這段經歷裡有一條給年輕人的建議,值得單獨拎出來。他說成年人幫不上忙,每次見到晚輩就問“你什麼專業”“以後打算幹什麼”,這是很糟糕的對待方式。

“專注你想做的事,不是你想成為的人。社會給的壓力是,你想當宇航員嗎?你想當消防員嗎?你想當作家嗎?然後我們就迷失在對那個角色的想象裡,開始表演一個假演員。真正該問的是:沒人問你問題的時候,你回家怎麼花時間?什麼讓你開心?什麼讓你有滿足感?”(傑夫·卡普蘭)

這句話是整期訪談裡最實用的一句。它把“職業規劃”這個抽象命題,降維成了“你下班之後幹什麼”這個具體問題。

一瓶藥水,換來一份工作

《無盡的任務》裡,卡普蘭的公會叫Legacy of Steel,是所在伺服器最強的公會。 raid需要三十人以上協同,語音裡一聲吼,贏了一起叫,輸了一起沮喪。

他最初只是公會里少數幾個盜賊之一,心態是“我想幫上忙”。後來公會創始人消失(那個年代的人退出遊戲從不打招呼,沒有“我下個月要換工作所以不玩了”這種體面過渡),接任的會長是個金髮木精靈女戰士,名叫Ariel,從不戴頭盔因為覺得角色太好看。

Ariel越來越忙,把帶團的事一點點交給他。這是他人生中第一次做管理:怎麼激勵人,什麼時候推,什麼時候拉,紀律和鼓勵的邊界在哪。他有安全網,真會長偶爾會上線。

後來Ariel說,公會你得接手了,我太忙。

再後來Ariel問他,你之前說做的那些《半條命》關卡,能給我看看嗎?卡普蘭說好啊,你也玩《半條命》?對方說,別傳網上了,寄到這個爾灣的地址。

那個年代傳一個關卡檔案要十二小時,所以他刻了張光碟塞進信封。回信來了:我叫羅布,是暴雪的設計師。

羅布就是羅布·帕多(Rob Pardo),後來《魔獸世界》的首席設計師。Ariel這個金髮木精靈女戰士,本尊是個男人。

那次爾灣的午餐是卡普蘭人生的分水嶺。同桌的還有斯科特·默瑟(Scott Mercer,後來的《守望先鋒》首席設計師)和羅曼·肯尼,都是他公會里的人。他說那是他的“出櫃時刻”,不是性取向意義上的,是他第一次在現實裡公開承認自己是個玩家,而且不用為此道歉。

“在那之前我從不告訴家人朋友,我愛遊戲,我在玩《無盡的任務》,我們剛殺了一條龍。你在隱藏自己身份的一部分。然後我在爾灣和這幫人吃飯,聊龍、聊劍、聊raid戰術、聊公會里那些人有多蠢,我突然有一種第一次做自己的感覺。”(傑夫·卡普蘭)

後來又吃了幾次飯,席間來了一個巨魔戰士,遊戲ID叫Barfa。有一次下副本“The Hole”,全團撤退,只有Barfa的巨魔體型太大跳不出出口。卡普蘭是盜賊,可以隱身自己跑,但他把一瓶很貴的傳送藥水遞給了Barfa。

吃飯時羅布介紹:“這是艾倫·阿德漢姆(Allen Adham),他玩Barfa。”

艾倫是暴雪的創始人之一。

卡普蘭這時候才反應過來,這半年的飯局是什麼性質。他以為自己在交朋友。

“這些傢伙面試了我六個月,而他們真的就是朋友,處理得非常體面。”(傑夫·卡普蘭)

某天羅布在遊戲裡跟他說,明天你去看看暴雪的招聘頁。上面掛著《魔獸世界》的助理任務設計師,職位描述裡寫著“希望有創意寫作學位”。

他投了。面試過程持續六個月,因為暴雪從來不從外部招設計師,設計師一律內部晉升,從QA、技術支援或者其他工種轉崗。從街上撿一個人進來是件大事,所以面試下得很狠。

最後一場面試在ARCO加油站裡的Jack in the Box。他坐在那兒想,這幫人把我帶到加油站快餐店面試,我必須來這兒上班。

三十小時看同一段動畫,和永遠吃不完的排骨

2002年5月他入職,暴雪當時不到兩百人,辦公室在加州大學爾灣分校的研發園裡。整棟樓裡其他公司穿西裝,暴雪門口全是黑T恤短褲,扔飛盤、踢沙包、踩滑板。他走進去第一感覺是進了大學宿舍,牆上貼滿海報,有人備了蒲團因為經常睡在公司。

當時有兩個開發組。一組是明星,做《星際爭霸》和《魔獸爭霸》,正在做《魔獸爭霸III》。二組是拖油瓶,之前幾次嘗試獨立建組都失敗了,先做一款叫《Nomad》的遊戲,被砍掉,然後艾倫把方向掰到了《魔獸世界》。

他入職第一天要去拿賬號,人家說去找約翰·卡什。他愣了:是那個id Software的約翰·卡什嗎?《雷神之錘III》裡有個可選的皮膚叫約翰·卡什的那個?

是。而且卡什是《無盡的任務》重度玩家,見面第一句話是“你就是帶Legacy of Steel的那個人”。兩個人當場互相追星。

他趕上的第一個專案不是《魔獸世界》,是《魔獸爭霸III》壓盤。他完全沒參與那款遊戲,新人一個,被派去測什麼就測什麼。有個偶發的崩潰bug,只在播完某段過場動畫後觸發。程式設計師加了日誌,需要有人反覆觸發它。

他坐在那兒,同一段動畫,看了三十個小時。

“最滑稽的是看著大家陸續下班,有家有口的走得早,單身的走得晚,然後第二天早上又一個個回來,衣服換了,人精神了,我還坐在同一個位置,眼睛紅得像兔子。”(傑夫·卡普蘭)

《魔獸世界》的加班更狠。製作人馬克·科恩(Mark Kern)把全組叫起來說,我們早點加班,這樣專案後期就不用加班了。卡普蘭相信他是真心的。但遊戲專案永遠會滑期,於是早期加班變成了無盡的長征。他說到今天,只要提“Newport Rib”這個詞,當年《魔獸世界》組的人還會條件反射地抽搐,那是他們連續幾個月的外賣晚餐。地毯上有汙漬,沙發上有人在睡,飲食結構一塌糊塗。

他對這件事的反思是分層的:如果加班是被迫的、不必要的,那就是錯的,尤其當高管自己每週工作四十小時卻要求下屬留下,這不道德。但他自己那些年,從沒怪過任何人,因為他想幹。

“陣亡將士紀念日我踩著沙灘上的沙子進辦公室,因為那天我真的很想推進一點進度;聖誕節我也在幹。這些都是我自己要做的。”(傑夫·卡普蘭)

《魔獸世界》的主角是世界

聊到《魔獸世界》的設計,卡普蘭引用的是克里斯·梅森(Chris Metzen)的一句話,暴雪的創意總監,被艾倫·阿德漢姆稱作“暴雪的心與靈魂”。

“《魔獸世界》的主角是世界。”(克里斯·梅森)

這句話聽著像宣傳語,實際是設計約束。你要造一個地方,刺激但舒適,華麗但不適,從地圖一端走到另一端要半小時以上,而且玩家要在裡面住下來。

這個世界被分成兩個敵對陣營:部落和聯盟。這個決定是艾倫·阿德漢姆拍的板,非常爭議。卡普蘭和帕多都來自《無盡的任務》,那款遊戲所有種族可以互相組隊,他們覺得強制分陣營是個糟糕的主意。當時幾個人每天一起吃午飯,就為這事吵。

艾倫的理由來自《卡米洛特的黑暗時代》:那款遊戲有三個陣營,你一進去就自動屬於某個隊伍,不是世界裡的孤狼,不管你喜不喜歡,你都有自己人。

吵到測試前,艾倫退休了,跑去管對沖基金,玩撲克,搞金融,離《魔獸世界》上線還有九個月到一年。帕多接手首席設計師,上任第一件事是掉頭:艾倫這麼聰明的人為這件事爭了這麼久,我們必須做。

於是有了後來紋在玩家胳膊上的陣營歸屬。

“你要是跟我說,來玩《魔獸世界》吧,我們在提克迪奧斯伺服器玩聯盟,我會說,聯盟?行吧,我覺得我們做不成朋友了。”(傑夫·卡普蘭)

開發團隊是個拼盤。老將有馬克·科恩、沙恩·達比裡、美術總監比爾·皮特拉斯,還有梅森。另一半是從沒做過MMO的人,比如做副本的那批人是從《雷神之錘》社群招來的,他們用Quake的關卡編輯器做地牢,一度整個《魔獸世界》都在QeRadiant裡搭。

“我形容當時的《魔獸世界》團隊是《少棒闖天下》裡那支爛隊,一堆老將加我這種人,一個玩了很久《無盡的任務》的白痴,然後就到了暴雪,行吧,我們來設計《魔獸世界》。”(傑夫·卡普蘭)

他後來覆盤,認為《魔獸世界》早期成功的一大原因恰恰是他們不知道自己在幹什麼。反例是《泰坦》,那支團隊全是行業頂尖專家,每個人都知道怎麼做一個顛覆性的MMO,然後做砸了。

“路徑最小阻力”和史上最招人恨的任務

《魔獸世界》對品類最大的改動,是把升級過程從“站在原地刷怪”改成了任務驅動。

在《無盡的任務》裡,任務是存在的,但不在玩家面前,你得去第三方網站查。艾倫知道他想讓任務成為核心,所以招了卡普蘭,同一天還招了帕特·納格爾(Pat Nagle),此人在小公司的頭銜是“人事與後勤”,收發簡歷和通馬桶都是他。兩人被塞進同一間辦公室,一起設計任務系統。

最初他們幹了件蠢事:在白板上估算《無盡的任務》至今為止一共有多少任務,然後決定“我們做到這個數就行”。帕特負責艾爾文森林,卡普蘭負責西部荒野,每人做十幾二十個任務,然後組內測試。

測試反饋是災難。射手背景、星際背景的同事玩了一兩個小時就抱怨:任務做完了,沒了。

“我們以為玩家是想升級,所以任務只是把你引到怪物多的地方,你打幾小時怪再回來。結果他們說,我們以為任務會一直有。”(傑夫·卡普蘭)

於是有了那條被暴雪沿用至今的設計原則:把經驗值灌進任務裡,讓“路徑最小阻力”變成跟著任務走。你想升級最快,就得跑遍世界,於是你看到了所有內容,也順便被故事推著走。

這套設計讓《魔獸世界》的玩家規模從《無盡的任務》的幾十萬,變成了幾千萬。卡普蘭的解釋是:《魔獸世界》允許你像玩單人遊戲一樣玩。讓MMO“Massive”的是其他人的存在,但強制互動會勸退大量玩家。所以《魔獸世界》提供的是一種“看起來可選、實際不可選”的引導式玩法。

同樣的邏輯也造出了史上最招人恨的任務之一:《荊棘谷的青山》。

這是卡普蘭自己寫的短篇小說,向海明威致敬,任務發放者叫赫米特·奈辛瓦里(Hemet Nesingwary),就是把Hemingway的字母重新排列。他在聖誕假期獨自待在辦公室寫到深夜,然後把小說拆成一堆散頁,設定是這些書頁被風吹散在整個荊棘谷,任何怪物都可能掉落。

“我當時在做一個我後來稱為‘螞蟻農場設計師’的東西,這很糟糕。就是你扮演上帝,玩家是農場裡的螞蟻,你想看他們怎麼辦。這不是做多人遊戲設計師的正確方式,但我當時還沒學會。”(傑夫·卡普蘭)

問題出在介面:書頁不能堆疊,沒有專門容器,揹包空間極其有限,玩家一邊打怪一邊被垃圾道具塞滿。有人攢了三張重複的第五頁,有人缺第六頁,整個荊棘谷的公共頻道全是換頁的叫喊。他原本的幻想是玩家因此社交、互相幫助,實際結果是大家直接不做了,或者去拍賣行買。

這個任務的真正價值在於它是卡普蘭公開認錯的樣本。他很早就說這任務做得爛,反而給暴雪內部開了一個口子:可以公開批評自己的作品。第一個站出來說“我做砸了”的人,才有資格讓別人做得更好。

三種樂趣,和一個總被忽略的工種

卡普蘭引用過席德·梅爾的一句話,這句話可以當整期訪談的設計總綱。

“樂趣分三種:玩家的樂趣,設計師的樂趣,電腦的樂趣。”(席德·梅爾)

第三種是很多失敗專案的死因。設計師覺得這個機制優雅,程式設計師覺得這個演算法漂亮,玩家覺得無聊。

他另外給了一套“樂趣元素”的清單:進步感(你投入,遊戲承認你的投入)、精通(純粹的技巧)、創造力、定製化(審美上的,比如給角色加個耳環;構築上的,比如我要玩一個旋風野蠻人而且我是第一個)。這些元素從來沒有教科書定義,每個玩家的權重還不一樣。

他說自己不是戰利品驅動的玩家,他是內容驅動,想看世界給我什麼。但為了打某條龍,他會被迫進入一段戰利品驅動的時期,刷到夠強的劍和甲,再回到內容驅動。或者卡在某個boss上,他得研究技能組合,進入創造力模式:這boss有個詛咒類的範圍技能,如果我有解詛咒的能力,我就能過,就能拿裝備,就能見下一個boss。

一個具體例子是《守望先鋒》的戰利品箱。他說那套系統是設計師做的,不是商業人員做的,而且團隊在感官層面做足了功夫:開箱的聲音、物品散開的動畫、光效。蜥蜴腦那部分負責“我要開了,會很爽”,表格腦那部分負責“這是不是升級”。好設計師兩邊都要會按。

他還提到兩種最容易被忽視、一旦缺失就立刻被察覺的東西:音效和光照。

“大部分時候我們在沒有這兩樣的情況下玩遊戲,就是覺得哪裡不對。當你有一個偉大的光照師、作曲家或者音效設計師,你觸碰到的是平時碰不到的那些感官。”(傑夫·卡普蘭)

“業內最好的道具美術師提了個建議,我為什麼不聽”

卡普蘭講團隊規模的那段,是整期訪談裡最可以直接搬進任何創意行業的部分。

他說小團隊的本質是“你有很大的嗓門”。十個人的時候,每個決策所有人都在場。他不是伺服器網路工程師,但他在那個討論現場;他不是原畫師,但確定美術風格的時候他坐在房間裡。團隊一大,就隔斷,人跟人一不接觸就疏遠,就開始把對方的立場妖魔化,開始說“美術那幫人就是不懂”。

“你回頭想想這句話,這就是一句混蛋話。所有美術都不懂?一,這不是事實;二,這貶低了他們。這是他們畢生的事業,這遊戲有多屬於我就有多屬於他們。”(傑夫·卡普蘭)

他在《泰坦》之後組建《守望先鋒》團隊時,給團隊立了一個前提:暴雪能招到全世界最好的人。所以招一個做道具的美術,來的就是業內最好的道具美術。那麼這個人開口說“我覺得應該這樣”的時候,你的第一反應不該是“你為什麼反對我的方案”,而是深呼吸一下:業內最好的道具美術在提建議,我為什麼不聽。

帕多教過他同樣的一課。他剛當上主設計的時候,開會時系統性地駁回非設計崗同事的提案。會後帕多把他拉到一邊:你是個很聰明的設計師,但你不該那樣對那些人,你應該永遠先聽別人說什麼,然後想辦法讓他們的想法成立。

“我從‘行吧我試試’開始,慢慢變成了我作為領導者、作為遊戲總監的核心部分。最好的點子經常來自發展別人的點子,你第一反應是‘這不對’,然後你堅持一下,問‘但我們怎麼才能讓它成立’。最爽的部分是它成了,功勞全歸他。”(傑夫·卡普蘭)

8300萬美元的教訓

2006年前後,暴雪內部有個共識:《魔獸世界》撐不了太久,可能五年就老了,公司必須有一款新的MMO待命。這就是《泰坦》的由來。

2007年正式啟動,全新引擎、全新IP、全新團隊。設定是未來的地球,玩家扮演秘密特工,白天有份正經工作,晚上出去幹特工的事。特工部分是徹頭徹尾的第一人稱射擊,技能誇張到《守望先鋒》那種程度;白天部分參考《動物森友會》《牧場物語》《模擬人生》,可以經營生意、蓋房子、住在社群裡。他們請來了《模擬人生》的創意總監馬特·布朗。

技術野心更大:跟《魔獸世界》的分服模式完全相反,這裡所有人共用一個伺服器、一個世界。世界極大,包含舊金山(內部叫Bay City)、好萊塢、中間的整個加州,還有開羅和倫敦。遊戲裡有完整的駕駛系統,GTA那種。還要想清楚這些問題:有沒有外星人?世界規則是什麼?

2013年專案關停。花了8300萬美元。

卡普蘭的覆盤毫不留情:失敗在於領導層,包括他自己。而且不是單點失敗。

“我們在美術、工程、設計三條線上都失敗了。我說美術失敗要謹慎,因為暴雪歷史上最好的一些美術資源就是給《泰坦》做的。我批評的物件跟做出來的美術資源無關,問題在於我們從來沒有美術上的統一性,那些資源看起來像是來自十個不同的遊戲。”(傑夫·卡普蘭)

更深的問題在招聘節奏。他管這個叫“預期性招聘”,跟他自己的理念正好相反。他的做法是:除非團隊已經忙到要加班、不加人就發不了版,否則不招人。《泰坦》的做法是:我們要建一個很大的世界,雖然世界的故事還沒想清楚,美術風格還沒定,技術約束還不知道,但我們知道世界很大,那就先招環境美術吧。

一年招了七十個環境美術師,從世界各地辦簽證挖來。有個比利時來的新人第一天上班問:我們是在做《星際爭霸》世界嗎?人家說不是,我帶你看看。他看完問:這遊戲是什麼?

引擎也撐不住。他們有個叫Dylan Jones的技術美術,團隊讓他統計編輯器TED的有效使用時間。一週四十小時,他只有二十小時能真正幹活。

“你有一群王牌飛行員,但你不讓他們飛。那種創作上的挫敗感,以及它如何蔓延、團隊如何喪失士氣,是一場災難。”(傑夫·卡普蘭)

2010年他去找邁克·莫漢(Mike Morhaime),說你得把我們關了,我們就是在燒錢。

六週,三個提案,一個名字

《泰坦》關停後,大部分成員被分流到《風暴英雄》《暗黑破壞神III》資料片、《魔獸世界》和《爐石傳說》。剩下一小撮人,莫漢給了六週,做出一個新遊戲的提案。兩個硬指標:兩年內上線,以及要有《魔獸世界》級別的營收潛力。

卡普蘭說第二個指標他當場扔了,在他眼裡那都是大富翁遊戲幣。他認真對待的是時間。

六週,三個方向,每個兩週,兩週內必須全身心投入,愛它,覺得它是世界上唯一的點子,然後兩週結束,扔掉,進下一個。

第一個是《星際爭霸》MMO,叫StarCraft Frontiers。核心想法來自梅森一張舊畫:一個太空探礦者,抽著雪茄,腳踩在刺蛇頭骨上,背景是醫療運輸船和一整顆外星行星。靈感是《魔獸世界》相對《魔獸爭霸》的區別:你不是軍隊裡的小兵,你是一個孤獨的冒險者。所以“所以你想站在地面上。地面是什麼感覺?我不想當大軍裡的一個小兵,我想當太空裡的印第安納·瓊斯。”(傑夫·卡普蘭)

兩位頂級美術師阿諾德·宋(Arnold Tsang)和彼得·李(Peter Lee)為這個提案畫了概念圖,就是梅森那個太空探礦者。那張圖後來被重新畫成了《守望先鋒》裡的麥克雷。

團隊給Frontiers做了完整的世界設計、職業設計、成長曲線,還想了資料片和長線內容長什麼樣。提案很漂亮,所有人都知道這遊戲做不出來。就算比《泰坦》聚焦得多,暴雪狀態最好的情況下不出任何差錯,也要五年、一百五到兩百人。四十個人不可能兩年做出來。

“所以那是個點子,不是願景,因為它缺少通往現實的路。比如你怎麼從一個星球到另一個星球?過場動畫?沒人想要過場動畫。但過場動畫簡單。不行,我們得有太空飛行。光這一句話你就加了三年。”(傑夫·卡普蘭)

第二個提案叫CrossWorlds,是梅森構想的一個宇宙:宇宙邊緣有顆星球,相當於《星球大戰》裡的莫斯艾斯利太空港,各色怪異外星人、商人、走私犯、外交官全在這兒,各方約定在這裡中立會面。遊戲就發生在這顆星球上。

卡普蘭很喜歡這個設定,因為它留了擴充套件空間:你不用設計所有星球,玩家會自己腦補。哪天要出資料片,就問一句“綠皮人那顆星球怎麼樣”,然後做它。

CrossWorlds的設計會上,他們在討論職業制還是技能制。這是個經典取捨,沒有對錯。傑夫·古德曼(Geoff Goodman)隨口說了句:我希望我們做五十個職業,別再是六個;我希望這五十個職業每個只掛一兩個真正有意思的東西,別讓每個職業背上整整一百個技能。

會散了。卡普蘭回到工位,這句話在他腦子裡轉。

他開啟《泰坦》的美術資源庫,翻阿諾德·宋的角色。有個職業叫Jumper,可以向前傳送、回溯時間,用雙持手槍,原型是他在《現代戰爭2》裡最愛的雙持G18。這就是獵空的手槍的來歷。他把《泰坦》裡所有版本的Jumper調出來,提煉成一個最好的版本:雙持手槍、閃現、回溯、時間炸彈。然後他去找阿諾德,問:假如我們先不看職業這個框架,她作為一個人是誰?

阿諾德說:如果她是英國人,叫獵空呢?

這就是《守望先鋒》的起點。

他做這件事的時候有個很務實的判斷:古德曼會在這支團隊裡,阿諾德會在這支團隊裡。用你手上的人,兩年能做出什麼。

他把《泰坦》的職業一個個過了一遍。Gunjack後來變成了死神。Ranger被拆開,一半變成士兵76,另一半變成了堡壘。

“你明天早上把這個提案講給大家聽”

卡普蘭做了一份七頁的PPT,標題寫著“Monetized Shooter”(付費射擊遊戲),第一頁是《英雄聯盟》加《軍團要塞2》的logo,後面六個英雄,畫得潦草。

當時團隊正在做CrossWorlds的文件和概念圖,卡普蘭在側邊搞這個。雷·格雷斯科(Ray Gresko)從他背後看了一眼那份PPT,說:拿去給梅森看。

梅森看完說:對,這才是我們應該做的。

然後是製片人馬特·霍利(Matt Hawley)在走廊裡攔住他:你不能帶著這份PPT進會議室。第一頁寫著“Monetized Shooter”,他們會恨死這個的,這跟我們做創意的人的精神完全不搭。

卡普蘭說你說得對。

霍利說:你得給它起個名字。

卡普蘭脫口而出:叫Overwatch。

這個名字的來歷有點意思。《泰坦》時期,團隊搞過一次假民主的命名投票,白板擺出來讓所有人投票,但組織者心裡早有一個名字,一直在往那個方向推。得票最高的是Overwatch。《泰坦》設定裡,Overwatch是一個警察組織。

卡普蘭把這個名字撿起來,一半是致敬隊友,一半是豎中指:別裝作這是民主。

後來傑里米·克雷格(Jeremy Craig)把他那份醜陋的PPT(內部叫“傑夫deck”,永遠是灰底黑字加PowerPoint預設藍色圖形)重做成了一份漂亮的提案。這份提案要過三道關:暴雪的製作人和遊戲總監、暴雪高管、動視。

提案裡有兩件事很難講。一是排期,他們提出了“爬、走、跑”的概念。他們認定《泰坦》失敗的原因就是想直接跑,想一步做出下一個《魔獸世界》。但《魔獸世界》前面有《魔獸爭霸》一二三,玩家先在乎那個世界,才會想住進去。所以第一款遊戲只要建立“你可能在乎這個宇宙”就夠了,這相當於《魔獸爭霸I》。

二是移動端策略。他們的做法是:放一張圖,一堆方塊,其中一個是一臺平板,上面貼了張PS過的阿諾德的原畫。就這樣。提案透過。

卡普蘭自己說,那些日期是拍的,純屬自救,別取消我們,這支團隊能做點東西出來。

“一個值得為之戰鬥的未來”

《守望先鋒》的世界設定有一個明確的自我約束:光明、有希望的近未來。

團隊內部反覆說的那句話是“一個值得為之戰鬥的未來”。既然遊戲裡要打這麼多架,總得為點什麼打。

選地點是整個過程裡最快樂的部分。一群人坐在那兒,說想去哪兒,看照片,聖托里尼不錯,那就做。他們說,玩家會在這個場景裡待上幾百小時,所以要抵抗那種“集裝箱迷宮”的誘惑,那東西好做,但難看。他們想要的是一個地球名勝巡禮。

綠洲城(Oasis)是個例子。做那會兒,伊拉克顯然不在大眾旅遊清單上。但那地方光明、有希望的版本長什麼樣?他們想畫出來。

卡普蘭最喜歡的英雄是獵空,元老,印在盒子上,機制簡單到一句話能講清,但第一次按回溯的時候,玩家會愣一下,開始推演可能性。

第二是麥克雷。他說自己不是設計那把左輪的人,但槍的手感好到不可思議,邁克·海伯格(Mike Heiberg)設計了大招“正午”,團隊還在每次開大時滾過一株風滾草。極簡,這是他最喜歡的設計特質。

“我不喜歡那種解釋:這英雄扔球,扔三個球,球用完了他可以召回,或者他可以接球。我腦子已經轉不動了,給我一把好槍就行,我說完了。”(傑夫·卡普蘭)

萊因哈特是他的主玩。古德曼設計的,一個人一面盾。你只要給玩家一面盾,他立刻知道該幹什麼,進入保護者模式。盾的設計是能穿透射擊的,這個機制後來被幾乎所有英雄射擊遊戲抄走了,包括非英雄射擊。他還配一把火箭錘,和一個衝鋒技能。衝鋒的靈感來自《求生之路2》裡的Charger,那個技能的精髓在於“承諾”:一旦按下按鈕,你就是一列脫軌的火車。看萊因哈特衝鋒送死是件很好笑的事,這也是好萊因和爛萊因的分界線。

關於劇情呈現,他澄清了一個常被誤讀的立場。有人說他是遊戲裡的反故事派,他說這話挺傷人,他其實愛遊戲裡的故事,他反對的是爛故事。而他認為遊戲裡最迷人的故事永遠是玩家故事:我在副本里遞給Barfa一瓶藥水,後來在現實裡見到了他。這比任何編劇寫出來的東西都好。

“你問我為什麼喜歡奶牛關?跟我講講你被一個戰利品哥布林引到最危險的地方、結果那裡還有另一個玩家、然後發生了什麼的經歷。”(傑夫·卡普蘭)

他點名尊敬幾個真正會寫的團隊:頑皮狗在另一個層次;Valve有馬克·萊德勞寫的《半條命2》,有埃裡克·沃爾帕寫的《傳送門》和《傳送門2》,非常搞笑;Rockstar的《荒野大鏢客2》是他最愛的遊戲之一,你能同時看到設計功力和敘事功力,還能保留那種胡鬧的玩家故事空間。

他講了一個自己的胡鬧樣本。作為PC玩家,他在主機上玩《荒野大鏢客2》時總記不住按鍵佈局,掏槍收槍老是按錯。某次鎮上一個騎手路過打招呼:“你好啊,夥計。”他想回一句,結果掏出了短管霰彈槍,一槍把對方腦袋崩了。接著全鎮通緝,一群追兵被路過的火車迎面撞飛。

他說這就是他理想中的遊戲狀態:既能承載一條讓人心碎的主線,也容得下這種純粹的意外。能做這件事的工作室極少,Rockstar把兩件事同時做到了。

“丹尼爾·拉努瓦那首《That's the Way It Is》一響起來,我心裡就震了。前面所有配樂都是器樂,是伍迪·傑克遜那種配樂大師寫的東西,從來沒有出現帶歌詞的歌。然後它來了,Dutch和亞瑟的臺詞一段段回來。我心裡想,天啊,這是藝術。我知道它本來只是娛樂,我知道它是門生意,但金字塔的頂端是藝術。”(傑夫·卡普蘭)

匹配系統是一道無解的題

《守望先鋒》的匹配被設計成讓玩家維持在大約50%的勝率。這是有意為之。

卡普蘭說匹配是你能遇到的最複雜的設計與工程任務之一,而且不討好。

“你問玩家想要什麼,他說我想要公平的對局,就讓它勢均力敵。但他真正想要的是:我比對面稍微強一點,打得很接近,最後我贏。這個你沒法設計。這是零和的,必須有人贏有人輸。”(傑夫·卡普蘭)

另一個核心問題是記憶偏差。有人發帖說六連敗,匹配系統垃圾。他會去查這個人的戰績:確實六連敗,但之前有八連勝,沒有一條帖子叫“這匹配系統太神了”。

他有一條明確的反思:如果今天從零做一款英雄射擊遊戲,他會做得不那麼團隊導向。

《守望先鋒》把所有的注押在“你是否注意到團隊贏了還是輸了”上,儘可能淡化個人貢獻。沒有記分板,只有獎牌系統,而獎牌系統在他看來是失敗的,因為輸的一方也有獎牌,輸的一方會拿這個當武器攻擊隊友:我擊殺最高,都是你們在拖後腿。可你擊殺只高了一個,你們還是輸了。

“我會淡化團隊因素,把更多重心放在個人貢獻上。因為人就是這樣玩的,他們是自私的。我不是說這是壞事,這就是人性,他們控制不了。”(傑夫·卡普蘭)

這裡的洞察值得往下想一層。玩家嘴上說要公平,實際想要的是“艱難的勝利”;玩家嘴上說團隊合作,實際體驗永遠是個人化的,哪怕站在隊伍裡,他感受到的仍然是自己的操作、自己的失誤、自己的高光。設計者按玩家說的話去做,會做出一個沒人喜歡的遊戲。

那場會議的日期,被刻成了石碑

《守望先鋒》2016年上線,成了現象級產品。按“爬走跑”的規劃,接下來該到“走”:《守望先鋒2》的PvE。

他們2015年就開始談《守望先鋒2》了,比一代上線還早。卡普蘭、梅森、邁克爾·朱(Michael Chu)一起構思戰役框架,一個合作PvE射擊遊戲,並且在遊戲上線前就向團隊提案,想給未來鋪跑道。

這成了他自認職業生涯最大的錯誤之一。

失敗點有兩個。第一,團隊裡確實有人不喜歡PvP和競技射擊,他們愛《守望先鋒》的宇宙,想玩這些角色,但想按自己的方式、在PvE環境裡玩。所以就算《守望先鋒》大獲成功,這幫人心裡的想法是:謝天謝地那個PvP的東西總算上線了,我們什麼時候開始做另一個。

第二個壓力來自高管層,尤其是動視那邊:你說過《守望先鋒2》2019年出。

他們指的是那份提案裡的日期。

“你永遠不要把一份PowerPoint放到公司高管面前。那等於刻在石頭上,然後你從山上下來。”(傑夫·卡普蘭)

那些日期是排出來讓版面好看的,就跟那張貼著獵空的平板圖一樣。

2016年5月,《守望先鋒》起飛。那年趕上里約奧運會,團隊想做點什麼。不能叫奧運,否則會被起訴,但你做的事就是在替奧運做廣告,只不過受眾是一群想打遊戲不想看奧運的小孩。兩位開發邁克·海伯格和戴夫·亞當斯做了個東西:把足球搬進《守望先鋒》。他們管它叫Lúcioball。

於是有了“夏季運動會”活動,一個線上補丁,非常成功。然後是萬聖節活動。玩家愛這些活動,但有兩撥人在掙扎。一撥是前面說的那批開發者:天哪你們把補丁做太大了,為什麼做萬聖節活動,我們應該開始做《守望先鋒2》,不該這麼專注線上遊戲。

“這想法簡直瘋了。有個說法叫抓住浪潮、騎住浪潮。大部分遊戲是從浪頭上掉下去的,沒人玩,或者玩兩週。你如果有幸抓住了浪,就騎到它結束。”(傑夫·卡普蘭)

另一撥壓力來自高管,越來越大。真正的脫軌點是《守望先鋒聯賽》。

卡普蘭說他當時相信聯賽,還參與提案。區域化戰隊、選手最低工資保障、選手權益保護,這些他都認同,因為電競圈有太多戰隊坑選手的故事。

問題出在過度營銷。他們做了一輪路演,PPT上什麼都敢寫,賣得跟布魯克林大橋似的,說《守望先鋒聯賽》會比NFL還火。然後一堆億萬富翁成了戰隊老闆。

2018年他休假回來第一天,被告知簽了Twitch的鉅額流媒體版權協議。這意味著聯賽有一堆承諾必須在遊戲裡實現:Twitch整合、鏡頭控制、所有戰隊的皮膚和隊服。這不只是把美術塞進遊戲,還有大量技術挑戰,記憶體佔用、效率、各種限制。

“所有計劃都作廢了。你不做新的世界活動了,你甚至不是在做《守望先鋒2》,你只是在原地踩水。”(傑夫·卡普蘭)

後來又有說法是這筆交易效果不好,需要做補償。他的反應是:那把一些錢退回去不就完了?為什麼要把支撐這頭怪獸的壓力壓在《守望先鋒》團隊身上。

他對聯賽的評價很剋制:這是好點子配了錯誤的本能。太多人關注“怎麼快速賺大錢”,很多組織被建起來,聯賽的選手很棒,暴雪那邊負責聯賽的員工是最好最投入的一批人,但整個結構是一座等著塌的紙牌屋。

“做《魔獸世界》的時候,暴雪沒有CFO”

那次談話發生在CFO的辦公室。他坐下來,給出一個日期和一個數字,然後說:如果做不到,我們就得裁掉一千人,而這算在你頭上。

卡普蘭說他一直以為自己會在暴雪退休。他愛那個地方,那是他身份的一部分,他也覺得自己是它的一部分。

“我從沒想過那一天會來,然後就來了。我說,我們到此為止吧。”(傑夫·卡普蘭)

他補了一句:幸運的是,那位CFO現在已經不在暴雪了。

關於離開有多痛,他只說了三個字:

“它把我打碎了。”(傑夫·卡普蘭)

他補充說,自己直到最近才意識到當時傷得多重,那種哀悼和悲傷的程序。他問自己:我怎麼能放棄那個地方?我怎麼能不在那兒了?

這段訪談裡有一段話,值得所有在創意行業工作的人抄下來。

“做《魔獸世界》的時候,暴雪沒有CFO。你不需要一個CFO來做《魔獸世界》。你需要美術、工程師、設計師、製作人和音訊團隊。”(傑夫·卡普蘭)

他並不否認財務的作用。他明確說了,自己遇到過懂行的財務,打遊戲,理解創作,知道什麼時候該讓開。他批評的是另一種:因為賺到了錢,就認為必須“成年化”,必須引進一整套公司治理結構,然後把主導權交出去。

“創意人太專注於對技藝的愛,我們沉在裡面,我們享受做事,我們不狠,我們沒有那種野心。我們有另一種野心。但只要你幸運到成功了一次,外面就有一整個世界非常狠、非常有野心,而我們不知為什麼一直把自己交出去。我們得停止把這麼好的東西交出去。”(傑夫·卡普蘭)

暴雪初創時是什麼結構?三個玩家,邁克·莫漢、艾倫·阿德漢姆、弗蘭克·皮爾斯,三個人都是程式設計師,先做遊戲,後來才管公司。他們知道下面每個開發在經歷什麼,他們保護開發者,把亂七八糟的事擋在外面。就算他們和某個商務人士站一邊,早期的COO保羅·薩姆斯也會保護團隊。

卡普蘭入職時,公司95%是開發者,5%是運營。他離開時,四千五百人的公司,比例是50比50。這兩個數字放在一起,就是整個故事。

“最高的塔”

要講清楚梅森在暴雪的分量,卡普蘭給了一個很好笑的故事。

《燃燒的遠征》要引入血精靈,開會討論銀月城。梅森說:銀月城有全艾澤拉斯最高的該死的塔。我的意思是,它就是最高的,高到讓你震撼,只有血精靈能建出來。

兩週後,卡普蘭走過走廊,看見一群關卡設計師和美術圍在螢幕前,把黑石山、卡拉贊、暴風城大教堂全拖出來擺在一起。

他問:你們在幹嘛?

他們說:克里斯說銀月塔必須是《魔獸世界》裡最高的東西,所以我們在量這些東西有多高,好把塔做得更高。

卡普蘭說:克里斯根本不知道燃燒平原有多高,也不知道暴風城大教堂有多高。克里斯的意思是,把塔做得非常非常高。你們不用量。

他們問:真的嗎?你願意擔這個責任嗎?

他說:這個責任我來擔。

“那是一種感覺。一種氣質。”(傑夫·卡普蘭)

他和梅森的合作方式,他自己定義為“翻譯”:把梅森腦子裡的東西翻譯成玩法。早期他資歷淺,方式是去問:克里斯,我要做西部荒野這個區域,你的構想是什麼,我怎麼把它變成玩法?後來做《巫妖王之怒》,他跑到梅森辦公室說:我們終於要做諾森德了。然後就一句話都不用說了,梅森會開始畫地圖,翻出《魔獸爭霸II》和《魔獸爭霸I》的說明書,展示他和薩米(Sam Didier)當年畫的圖,一講一小時。卡普蘭在旁邊瘋狂記筆記,拍白板照片,回去把它變成區域順序、副本設計、什麼先什麼後。

《巫妖王之怒》有一個很具體的設計決策,是為了解決《燃燒的遠征》的問題:所有人都從黑暗之門進地獄火半島,伺服器程式設計師恨死這個了,所有人同一時間湧進同一張圖。所以諾森德給了兩個起始區域分流。席德·梅爾說“遊戲是一系列有趣的選擇”,多一個選擇本身也更好。

順帶說一句,他自己的人生節點也卡得很戲劇。《巫妖王之怒》上線那天,是他的生日,也是奧巴馬當選的那天。他記得清清楚楚,因為那也是他離開《魔獸世界》團隊的日子。

被評論區趕走的那些人

訪談裡有一段關於網路文化的對話,比大多數關於創作者心理健康的討論都更具體。

卡普蘭說,做《無盡的任務》那些年,他在論壇上留下的帖子,後來成了他“比實際更衝”的名聲來源。三十年過去,人們翻出來的永遠是那幾條最狠的,沒人翻他語氣平和的時候。

他對社交媒體有一套觀察:這套系統的設計方式,讓最大化的誇張表達獲得最大回報,而誇張往往指向負面。

“我說這隻杯子挺好看,我見過更好看的,但我喜歡這隻,沒人感興趣。我非得要麼愛死它,要麼說它是一樁反人類罪行。這個機制會自我強化,所有人都在往裡喂。”(傑夫·卡普蘭)

然後他講了一個非常具體的代價。

“傑伊·威爾遜(Jay Wilson)是我認為最偉大的設計頭腦之一,《暗黑破壞神III》的遊戲總監。他承受了太多攻擊,最後基本上退出了做遊戲,去寫小說了。我為他高興,他找到了自己的位置,現在好像又在做遊戲了。但你想,有多少人愛《暗黑破壞神III》、玩了幾百上千小時?傑伊是你要感謝的人之一。而那個社群基本上把他從遊戲行業裡趕走了十到十五年,這在我看來是犯罪。”(傑夫·卡普蘭)

他進而提到一個自己常常琢磨的假設:梵高如果活在Reddit上,還會存在嗎?貝多芬一生中能有幾個人直接對他說話,一週能有幾個人?現在他想罵布拉德·皮特,開啟十臺裝置就能罵。這種級別的接觸渠道非常危險,而他真正擔心的是,有一批創作者會因此退出,我們永遠看不到他們的東西。

萊克斯接了一句:這件事線上下完全相反。你去技術會議、去遊戲展會,所有人談到自己熱愛的東西時都充滿愛意,哪怕是爭論都浸泡在尊重裡。一上網就變成嘲諷,而且年輕人學得最快,因為嘲諷是安全的位置,說“這真棒”要承擔被取笑的風險。

“如果年輕人在聽,請允許我直接說:如果你喜歡一樣東西,就承認你喜歡。這需要勇氣,尤其對年輕人來說。這是一種真正的脆弱。多在網上做這件事。”(萊克斯·弗裡德曼)

卡普蘭補了一句更冷的話:作為創作者,你被一百句讚美和一句惡評砸中,那一句會跟你很多年。而現在做創作者,技能樹裡多了一項,扛住人類歷史上前所未有的批評水槍。

“別向畫廊妥協”

離開暴雪時,卡普蘭沒有搞企業式的告別演講。他給團隊放了一段大衛·鮑伊的影片。

“永遠不要向畫廊妥協。記住,你最初開始創作的原因,是你內心有某種東西,如果你能把它顯化出來,你會更理解自己,也更理解自己如何與這個社會共存。我認為一個藝術家去滿足別人的期待是極其危險的。當他們這麼做的時候,通常會做出最差的作品。另外我想說的是,如果你在自己工作的領域裡感到安全,那你就不在對的領域。永遠往水裡再走一點,走到你覺得自己的能力邊界之外。當你感覺腳不太踩得到底的時候,你差不多就在做一件令人興奮的事情的正確位置上了。”(大衛·鮑伊)

這段話成了他接下來三年的註腳。

他妻子讓他至少休息一年。他十九年幾乎沒休過假,讓暴雪把自己吞了。他在後院拔草,拔得非常專業(花園是妻子的,他只被允許拔草)。然後他玩《使命召喚:黑色行動冷戰》,解鎖了Dark Matter Ultra,一個相當變態的成就。

再然後他憋不住了。那個夏天,他坐在後院,開啟記事本,開始寫“我想做一個這樣的遊戲”。

這件事讓他恐懼。十九年裡他身邊都是他認為業內最好的開發者,需要世界地圖就找艾琳,需要故事鉤子就問克里斯。現在他一個人。與此同時它帶回了做遊戲的全部快樂,他以為做遊戲不再好玩了,因為只剩下生意,只剩有人向你要不合理的錢和不合理的時間。他忘了手藝本身的快樂,開始看YouTube學Unreal、學Illustrator、學Blender。

他得到兩個結論。第一,再也不想為別人工作了,再也不想創造出一個東西然後被人拿走。第二,只關注做遊戲的手藝,美術、程式、設計、音訊,不關注遊戲工業的那些破事。

“我對遊戲產業不感興趣。我對遊戲生意不感興趣。我對娛樂產業不感興趣。就是一起做遊戲,做我們接下來要一起玩的東西。”(傑夫·卡普蘭)

差不多同一時間,他稱為“開發靈魂伴侶”的程式設計師蒂姆·福特(Tim Ford)聯絡他。蒂姆當時是《守望先鋒》的助理技術總監,說幹不下去了,已經不是原來那個樣子了,剛遞了辭呈。

卡普蘭說,那要不要一起做點什麼,豁出去了,試試看。

蒂姆說,我週五最後一天,下午一點離職面談,兩點到你家。

卡普蘭說,你不覺得應該先休息一段嗎,休一個月,你妻子梅格會感謝你的,去拔拔草。

蒂姆說:我是程式設計師。我要是休一個月,我這一個月就是在程式設計。那還不如直接開始做我們的遊戲。

至於融資,2021年4月他宣佈離開暴雪,六十個人找上門,風投的錢和戰略投資的錢都在瘋,尤其中國公司。他和蒂姆的做法是:先算出這個遊戲要多少人、多少時間、多少預算,然後只融這個數,融到就停,不做競價抬價。他們要最佳化的是控制權。

金繕、一座假的加州島,和三十四個人

公司叫Kintsugiyama。Kintsugi是日本的“金繕”,用金漆修補破碎的陶器,不掩飾裂痕,反而讓裂痕更美。Yama是山。logo是一座山。

這個名字有兩層意思。一層是他和蒂姆:他們感激在暴雪的時光,但離開時不是毫髮無傷的。另一層是金繕的哲學:沒有東西是完美的,追求完美本身就是個錯誤,不完美里有美。

“做遊戲就是不斷地追求不完美。遊戲永遠不會完美,問玩家就知道了,他們說得非常直接。”(傑夫·卡普蘭)

遊戲叫《加利福尼亞傳奇》(The Legend of California),開放世界,1800年代淘金熱,地點是一座虛構的加州島。不是歷史遊戲,沒有歷史準確性:島在發現時無人居住(這不符合事實),加州是個島(這也不符合事實)。他們要的是那個時代的質感:淘金者、牛仔、礦洞。

世界是手工搭的,加州的地形輪廓是你熟悉的那個輪廓,只是變成了島,東邊沒有內華達。優勝美地就在你預期的地方。幾十個興趣點隨地圖種子移動,地圖還分四層難度,每個伺服器種子的分佈都不同。莫哈韋沙漠在你的伺服器上可能是新手區,在我的伺服器上是終局區。有個興趣點叫Dread Rock,靈感來自惡魔島,它有時在舊金山,有時就坐在莫哈韋沙漠中間。

地貌是體素,可以挖。卡普蘭說他自己最喜歡的事就是下礦挖東西。

視覺參考是阿爾伯特·比爾施塔特(Albert Bierstadt),19世紀畫哈德遜河派那種巨型西部風景畫的畫家。卡普蘭研究加州的時候發現了他。

“我看到一幅比爾施塔特的畫,我想在那個世界裡走走,我想看看轉角後面是什麼。我們的光照師邁克·馬拉看到這些畫,他說,行,把啤酒給我,我給它做成那樣。”(傑夫·卡普蘭)

他有一個很漂亮的說法:每一種藝術形式都可以吸收之前的藝術形式。電影吸收了聲音和繪畫,遊戲可以吸收一切,包括電影。

“就像《塊魂》,把所有東西滾進來。這是一種藝術形式。”(傑夫·卡普蘭)

基調跟暴雪完全不同,這一點讓很多人不適應。聽說“暴雪的人”“守望先鋒的人”出來做遊戲,大家預設是明亮、向上、團隊英雄射擊。他說我為什麼要做那個。

“梅森把暴雪形容成英雄工廠。不只是我們在創造英雄,我們讓玩家變成英雄。這款遊戲的基調更鋒利。你進入這個世界,會感到孤獨,感到神秘,感到比你更大。你會覺得自己很小,直到你掙得了變大的權利。它會很危險。你會想看下一座山後面是什麼,但如果太陽要落山了,趕緊找地方躲。我非常期待回到我的牧場,點著溫暖的壁爐,等到天亮。”(傑夫·卡普蘭)

發行方式也反著來:不搞一千萬美元的釋出,安靜地放到Steam上,看會發生什麼。三月有個公開測試,然後進搶先體驗,一直跑到不知道什麼時候。

他說這遊戲的毛邊比他在暴雪做過的任何東西都多,暴雪最粗糙的狀態是BlizzCon上的demo,那是高度打磨和控制的。這次是把半成品直接擺出來,你能前排看到香腸是怎麼做出來的。

《曠野之息》是有史以來最好的遊戲

訪談結尾有個遊戲榜單環節。他說最好的那一個是《塞爾達傳說:曠野之息》。

“每一個方面都如此深思熟慮,設計得如此好。美術和設計、技術是匹配的,連跟Switch的整合都是。你怎麼才能把塞爾達做得更好?《時之笛》已經存在了,怎麼還有人能做出更好的塞爾達?你可以砍倒一棵樹,漂在河上,世界是一個玩具,所有東西都按你希望和期待的方式運作。它有敘事,有很好玩的戰鬥和動作,有物品系統。這些東西其他遊戲只要做對一個就能成為品類最佳,而《曠野之息》全都做對了,而且是最好的。”(傑夫·卡普蘭)

他兒子也做遊戲,玩完之後說了一句話:我很傷心,我知道我永遠做不出這樣的東西。

《荒野大鏢客2》對他來說屬於另一種存在,是放在神龕上的那種。讓他驚歎的還有工藝這道坎:作為一個做遊戲的手藝人,你想知道這玩意兒到底怎麼做出來的。只有Rockstar,靠著多年積累才能做,沒有新人能從入門級別進來跟它競爭。

他還專門駁了一個常見說法:很多玩家和開發者,只要遊戲裡有文字,就說“這故事真好”。他說其實很少有遊戲有好故事。但《荒野大鏢客2》有,人物弧線好,情節好,對白是昆汀級別的。

然後是兩個他“永遠不會推薦你去玩”的遊戲:《無盡的任務》和《腐蝕》(Rust)。這兩款定義了他的職業生涯和人生。

“Rust不會缺席,如果你夠格玩它,它會來找你。”(傑夫·卡普蘭)

Rust是什麼?開放世界,程式生成,永遠在一座島上,每個月重置。全是PvP,而且是PvP裡最PvP的那種。任何玩家隨時可以殺你,拿走你身上所有東西。你造基地,升級基地,把東西存進去,然後你可以造炸藥炸開別人的牆,進別人的基地,把所有好東西搬走,永久性的。

“相當於在《魔獸世界》裡,有人不光能殺你,還能把你銀行裡所有東西拿走,讓你下次登入變成一級。”(傑夫·卡普蘭)

他說Rust的美妙之處在於,沒有低谷就沒有高峰,而這裡的低谷是真的低谷,低到你會問自己還玩不玩這個遊戲。你花一週造了世界上最完美的基地,攢了一堆戰利品,然後有兩種raid:線上raid,你能看到對方在基地裡,你攻進去;離線raid,你看到鄰居下線了,六小時沒動靜,你去炸他的牆。所有Rust玩家都會說離線raid的人是垃圾,然後所有Rust玩家都在離線raid。

《加利福尼亞傳奇》從Rust借的正是這個重置機制。世界大概每月重置一次。

“訣竅不是想清楚我為什麼因為世界重置而生氣,而是想清楚我為什麼因為世界重置而興奮。玩過五千小時Rust的人知道,重置才是魔法。我迫不及待等下一次重置,冒險重新開始。你想想《魔獸世界》,我80級你1級,我們沒法一起玩。但在Rust裡,我們等一次重置,從第一分鐘起兩個人光著身子站在沙灘上。”(傑夫·卡普蘭)

至於Rust那種“一切都會被奪走”的機制,他不做。

“我這一句話就把整個Rust受眾得罪了。因為Rust玩家想的不是我的一切會被奪走,他想的是我要奪走別人的一切。”(傑夫·卡普蘭)

按他自己的統計,他在《無盡的任務》裡六千多小時,在Rust裡五千小時。

AI現在最大的問題是過度自信

關於AI,卡普蘭的判斷很直白:目前把AI整合進開發流程,基本是一團亂麻。

但他承認遊戲是技術驅動的藝術形式。有人說過一句他轉述的話:做遊戲就像拍電影,但每次你都得重新發明攝影機,因為你在發明這款遊戲專屬的技術。

他用AI做的最實際的事,是把兩千張尺寸做錯的圖批次改對,打包成zip,一分鐘搞定。這事他不會去僱實習生,只會自己晚上多幹兩小時。

“它沒搶走任何人的工作。這看起來沒問題。只要那條倫理線還在。我不擔心的是,不管AI多好,它永遠畫不出阿諾德·宋那樣的畫,永遠講不出克里斯·梅森那樣的故事。那種人的精神是不可替代的。”(傑夫·卡普蘭)

他明確劃了另一條線:任何人的創作,未經許可都不該被AI使用。配音演員和美術師的作品不能未經允許被拿去訓練,這跟偷沒有區別。

至於AI現在的問題,他給了一個很具體的例子:他不太做UI,在Unreal裡搞UMG,問ChatGPT怎麼讓文字自動換行這種簡單問題,AI過度自信地給了錯誤答案,十次對一次。

“它現在的命中率得高很多才行。目前這個階段的AI對我來說,像一場有趣的發燒夢。”(傑夫·卡普蘭)

可以立刻用起來的幾件事

這期訪談裡有大量可以直接搬進工作的方法,不分行業。

  • 問“你想做什麼”,別問“你想成為什麼”。職業焦慮大部分來自對角色形象的想象,而非對具體活動的偏好。判斷標準很簡單:沒人問你問題時,你回家怎麼花時間。
  • 把“路徑最小阻力”調到你希望玩家或使用者走的那條路上。人一定會走最省力的路。如果你的產品希望使用者看到全部內容,就把獎勵灌進那條路徑,不要指望自覺。
  • 聽到反對意見時,先設定對方是業內最好的那個人。真心認為這個做道具的美術就是全世界最好的道具美術,然後問自己為什麼不聽。這一條能省掉大量返工。
  • 用“爬走跑”給野心分期。想直接做出《魔獸世界》,先做出《魔獸爭霸I》。第一步的目標只在於讓別人開始在乎這個世界。
  • 孵化期用最小團隊,別做預期性招聘。先把點子用現有技術跑通,再擴編。反過來的典型症狀是:新員工入職第一天問“我們做的是什麼遊戲”。
  • 把範圍控制權握在技術總監、美術總監、遊戲總監手裡。專案管理的工具箱裡只有會議和加人,這兩樣都做不出遊戲。
  • 公開認領自己做砸的東西。第一個說“這任務是我做過最爛的”的人,才有資格讓團隊開始互相批評。這比任何覆盤流程都有效。
  • 任何日程表,落到高管手裡就成了合同。給排期前先想清楚:這個日期會不會在某天變成一句“一千人的裁員算在你頭上”。寧可排得保守,別讓PPT變成石碑。
  • 如果你已經是那個做東西的人,把控制權留住。融資只要夠用的數,不做競價抬高估值。你手上這隻鵝,蛋是你的。
  • 每週留一點時間,純粹為了手藝做點東西。不帶KPI,不帶排期。卡普蘭十九年後靠這個找回了做遊戲的快樂,你不需要等十九年。
  • 看到一個作品真心喜歡,就說出來。這是當下最稀缺、也最容易被嘲笑的表達。但它決定了下一位創作者還願不願意繼續做下去。

訪談最後,萊克斯引了卡夫卡的一句話作為收尾。放在卡普蘭身上意外地合適,因為他這輩子幹的兩件事,寫作和做遊戲,本質上都是同一件事:把自己內心那個東西顯化出來,不管有沒有人看。

“不要彎折。不要稀釋。不要試圖讓它合乎邏輯。不要按照時尚編輯你自己的靈魂。無情地追隨你最強烈的執念。”(弗蘭茲·卡夫卡)

他的故事還有一個更樸素的版本。一個寫了三年、收到170封拒稿信、把二十本筆記扔進垃圾桶的人,轉身在一款網遊裡泡了六千小時,然後靠一瓶送給陌生巨魔的傳送藥水,找到了自己的位置。二十年後,他把一座金繕補過的山放進公司logo,告訴所有做東西的人:別再把自己交出去了。

文稿來自 Lex Fridman 官網公開發布的官方 Transcript(含說話人與時間戳)。
Jeff Kaplan (00:00:00): There’s three types of fun, fun for the player, fun for the designer, and fun for the computer. Lex Fridman (00:00:06): Is it PvP? Jeff Kaplan (00:00:07): It’s all PvP. In fact, Rust is the most PvP thing in all of PvP. Lex Fridman (00:00:16): Well, I don’t know what that means, but- Jeff Kaplan (00:00:19): Rust players know what that means. My whole career and my family are thanks to EverQuest, so I think I won the game. And we’re idiots. We’re reading the forums, and the forums are just flaming us all the time. Like, “There’s lag on this server,” and, “Can’t log into that ser—” And that’s, that was our perspective of what was happening. And when I showed up at that show, it… One of the most emotional things in my life. It was nothing but an outpouring of love. I had believed I would never work any place but Blizzard. I loved it. It was a part of who I was and I felt I was a part of it, and I literally thought I would retire from the place. I never thought the day would come, and that was it. Lex Fridman (00:01:11): How painful was it to say goodbye? Jeff Kaplan (00:01:14): It broke me. Lex Fridman (00:01:16): Now, meanwhile, as far as the outside world is concerned, you’ve disappeared off the face of the earth, but you were actually working on a game. The following is a conversation with Jeff Kaplan, a legendary game designer of World of Warcraft and Overwatch, which are two of the biggest, most influential games ever made. He is genuinely one of the most amazing human beings I’ve ever met. In the many conversations I was fortunate enough to have with him, including while playing video games, he was always kind, thoughtful, hilarious, and still and forever a legit gamer, through and through. Of course, he’s always quick to celebrate the incredible teams of creative minds he has gotten a chance to work with over the years, and they are truly incredible. Lex Fridman (00:02:10): Blizzard has created some of the greatest games ever made, games that to me personally have brought me thousands of hours of fun, meaning, and happiness, from Warcraft, to StarCraft, to Diablo, WoW, Overwatch and more. So for that, a big thank you to Jeff, to the entire Blizzard team, and to every creative mind in the video game industry, giving their heart and soul to build video game worlds that we fans get a chance to enjoy. This was a super fun, inspiring, whirlwind conversation, pun intended, with one of the most beloved gamers and game designers ever. Full of memes, lulz, wisdom, emotional rollercoaster moments, and of course, Blizzard video game lore. Lex Fridman (00:02:59): Jeff left Blizzard in 2021, and has been secretly working on a new video game called The Legend of California that I got a chance to play with Jeff. It is incredibly beautiful. Set in the 1800s Gold Rush era of California, it’s an open world online multiplayer game, part adventure and action, part survival. Sometimes creating a feeling of loneliness and desperation, and sometimes just awe watching the sun rise over a beautiful landscape. It’s unlike any game that Jeff has ever worked on, and it’s a game that I genuinely can’t wait to play with all of you. You can wishlist it on Steam. Join the alpha later in March, I think, and early access is on the way. Lex Fridman (00:03:53): This is the Lex Fridman Podcast. To support it, please check out our sponsors in the description where you can also find links to contact me, ask questions, give feedback, and so on. And now, dear friends, here’s Jeff Kaplan. Lex Fridman (00:04:07): You were first a legendary video game player, in particular in EverQuest, before you ever became a legendary video game designer on World of Warcraft and on Overwatch, which I think is a wild journey to go through from gamer to designer. But first, let’s go way back. When did you first fall in love with video games? Jeff Kaplan (00:04:32): I was lucky. I was born in that golden era of coin-op. So, I literally remember the first time seeing Pac-Man. I was with my Uncle Ronnie, and he just kept feeding me quarters. I think he wanted to play, but was too scared to, so he, you know, his little nephew, he was just giving him quarters to play Pac-Man. I remember being at my brother’s graduation in Philadelphia, and they had an Asteroids machine in the lobby. That was one of the first coin-op machines I had played as well. And my brother and I would… we would try to get the high score, and we’d finally get it. But we had to go to bed early ’cause we were little kids. And then in the morning somebody else had like beat our high score. And then, you know, I grew up in Southern California in the ’80s. I was born in ’72. Jeff Kaplan (00:05:27): So, you know, I was a kid with that skateboard BMX culture where we’d ride two towns over. We knew all the pizza parlors and liquor stores and arcades, and we just lived in that coin-op phase. That was, that was where the love started. And then you started to see things like Pong. You’d go over to a friend’s house, they’d have Pong, and it was just mind blowing, like, we’re playing this thing on the TV and it was so much fun. Atari was a big thing at that time as well. But the big one for me was actually Intellivision, because my dad was an executive recruiter, and one of his clients was Mattel. And he said, “Hey, I… They gave me this thing,” and he would get discounts or free games. And my brothers and I just loved Intellivision. Like, we would just play it endlessly. Jeff Kaplan (00:06:27): And the comparison was always like, “Is this game close to what’s in the arcades?” And it was just such a golden era. And I think the, the big moment where it really blew open and kind of hit the next level was when the NES came out. And that, like, NES with Super Mario- … Was kind of gaming at the next level at that point. And I have, like, warm, fuzzy memories even thinking about it to this day. I remember we played Super Mario for weeks, my brothers and I, and then I had a friend come over, and he showed me all the secret stuff- Jeff Kaplan (00:07:10): … in Super that I didn’t know existed at the time. And it’s… it was like suddenly, the world opened up more and games could be more. And then there was, like, a big PC gaming push that hit me. My parents ran their own business. Like I said, my dad was an executive recruiter, and they bought an IBM. And this is, like, when it was DOS before MS-DOS existed. And I was so disappointed, because, like, other kids had the Amiga or the Commodore- … which, you know, they were better for gaming than the IBM at the time. And my mom, she really encouraged my brother and I. She bought Zork. You know, it was just Infocom word games, and where your imagination would take you. Like, Zork holds a place in my heart I think few games will ever touch. Lex Fridman (00:08:13): It’s a text-based game? Jeff Kaplan (00:08:14): Text-based game. You know, you just type in, “Go west. Open mailbox.” You know? And… But it’s that power of imagination. It’s why the book is always better than the movie, you know? Lex Fridman (00:08:29): Yeah. So, you’re starting to see these creations of worlds that you can navigate. You can step into this world and you can lose yourself in that world. Jeff Kaplan (00:08:38): Yeah. You’re transported. You’re living there. Lex Fridman (00:08:41): Was Zork popular? Jeff Kaplan (00:08:43): Zork was insanely popular. And then there was Zork II and Zork III. Lex Fridman (00:08:48): A trilogy. Zork trilogy. I see it. Okay. Jeff Kaplan (00:08:51): And it was weird, and, like, the… Sometime in the ’90s, there was this, there was this era of what they called CD-ROM games. That’s how they branded them. And they made a return to Zork, but it now had graphics. And somehow, that just shattered everything, because the Zork you knew in your head didn’t exist anymore. Yeah, Zork was fantastic. I think it might be open source now, which I think is fabulous. But I highly recommend Zork. There was also, in those days, on the PC that worked on our IBM, was Ultima- Jeff Kaplan (00:09:32): … which was the Richard Garriott series. And he was Lord British. We knew him as Lord British. He put himself in the game. And you want to talk about world-building. You know, there was Yew Forest and there was all the characters. And the first Ultima I played was Ultima II, ’cause Ultima I was before my time. And that series, it was this RPG group-based PC game, and the worlds were just so rich. Like, you could get on a rocket ship. You’re playing in this fantasy world, fighting demons, and yet somehow you could get on a rocket ship. And then there was just all of this sort of crazy stuff that would happen in games that are based in the world. Jeff Kaplan (00:10:22): Like, there were bouncers in the towns, and merchants, but if you really wanted to, you could try to rob these people, or kill Lord British, you know? That was something that was super hard. And when you’re just a jackass kid, you spend your time endlessly trying to do these things over and over, and Ultima was really a profound kind of experience for me. Lex Fridman (00:10:48): And, of course, that led to Ultima Online, which is a legendary game in itself, perhaps connected to EverQuest. Sort of starting to build these worlds that are massively multiplayer online video games. Can you take me to that journey? Like, as you started to get online, the MMO world. What were influential? What were fun for you? Jeff Kaplan (00:11:11): Well, the big one for me was EverQuest. But like you mentioned, Ultima Online sort of was the predecessor. It came before EverQuest. And it was, like, one of those unfortunate times in my life where I was actually at grad school. Lex Fridman (00:11:28): You were busy. Jeff Kaplan (00:11:29): I was busy, and I missed Ultima Online. Like, I would have had that experience. And when you hear the Ultima Online stories, they’re some of the craziest, funniest… You know, I know somebody who, they learned how to poison in the game, and then they would poison apples, then leave them on the ground, and somebody else would be adventuring, then feed the apple to their horse and kill their horse. Then they’d steal all their stuff and… You know, Ultima Online was kind of… It was the earliest grief-based experiment. Really, like, when you’re treating the humans like ants in the ant farm. That was kind of Ultima Online. Lex Fridman (00:12:11): So- Jeff Kaplan (00:12:12): … my first, like, what online gaming, what defined online gaming for me was Quake and Doom and Duke Nukem. You know, it started with Doom and they had a… You could basically LAN. You could network with your friends or you could connect with a modem and hook up with somebody. And that was like a mind-blowing… Just seeing another entity in a video game and saying, “That’s a person on the other side of that.” Jeff Kaplan (00:12:44): That was magical, like, that that moment happened and that person could be in another room or across town from you. And Quake kind of took it to the next level. Like, that’s where everybody knew what they were doing. The systems were more refined. And this Quake community formed with all of these, you know, great websites, mods. The community was divided into … There were two castes of players. The low ping bastards, the LPBs … and then the rest of us, you know. And I remember rolling into Quake matches, you know, on a dial-up modem with a 300 ping connection, and I thought it was the greatest thing ever. And just, just connecting with people. Like I said, the, the websites. Jeff Kaplan (00:13:40): To this day, the only gaming website I read- I don’t read any of the news sites anymore, but I read Blue’s News. Which was like, like … Someone actually teased me recently. I linked him a story. I’m like, “Oh, did you hear this new thing’s coming out?” And I sent the link, and they’re like, “Dude, this is from Blue’s News. Like, what time machine did you just step out of?” And a guy named Stephen Heaslip… I’m probably pronouncing his name wrong. I apologize, but it was actually through that site that I learned about EverQuest. Jeff Kaplan (00:14:16): They had those programmer .plan updates, the .plan files. And guys like Carmack would … You know, they’d post about what code they were writing or how they had optimized something, or just their personal life. Like, you know, the Ferrari talk would always happen … once they had achieved success. And there was an id programmer named Brian Hook, and he said, “I’m leaving id to go work at Verant,” which became Sony Online, “to work on this game called EverQuest.” And I was like, “How does anybody leave id, the greatest institution in all of gaming ever, to work on any other game?” I’m like, “This guy must be crazy. Or whatever this EverQuest thing is, I need to see it. I need to know what’s going on.” And if he hadn’t have made that post, I never would have checked out EverQuest. Lex Fridman (00:15:22): We’ll talk about EverQuest, but since you mentioned Carmack and Quake, what can we say about the genius of John Carmack? Why was he such an important and influential human in the history of gaming? Jeff Kaplan (00:15:34): Those early geniuses at id … Like, I wouldn’t be sitting here talking to you right now if they hadn’t had the breakthroughs that they had at the time. Gaming engines were evolving, but the level of breakthrough that they achieved with Wolf 3D, that was the first … I remember playing Wolfenstein when it was a 2D game. You’d run around. You’d dress up as a German. You’d throw a grenade. Jeff Kaplan (00:16:08): To see it in 3D… And it’s funny. You look back at the screenshots or videos of it now, and it seems almost childish. Like, “Oh, why were you so excited about that?” And you were transported. There… It was the intimacy of first person. You know, putting the hands in front of you, holding the gun, being transported to Nazi Germany, but you’re the hero fighting the Nazis. And then the evolution. Like, when Doom came out, I’m a huge Army of Darkness fan. Like, one of my favorite movies of all time. And I was like, “This is Army of Darkness, the video game.” You know? Like, “Give me the boom stick. Here we go.” And the graphical advances… But it wasn’t just how the game looked, it was how it played. Jeff Kaplan (00:17:01): The smoothness kept getting better. The responsiveness, the sharpness of the gameplay. You have to credit id in those days and Carmack and Romero. I … As somebody who worked on an FPS, I … That wouldn’t have existed without them. Credit where credit’s due. Lex Fridman (00:17:22): And by the way, we should say you’re … As a gamer, your range is incredible. You are a legit first-person shooter gamer, but you also obviously love the more MMO world, rich, exploratory kinda game. So it’s fascinating. But yeah, there is … On the technology stack that brought something like Quake or Wolfenstein 3D to life, there’s a threshold which you pass of realism where you can immerse yourself into that world. I had the same exact experience with Wolfenstein 2D taking a step to 3D, and it was like tears in my eyes. Like, “This is incredible.” Like, my memories of Wolfenstein 3D is it was like ultra realistic. It’s silly to say now. Lex Fridman (00:18:14): It was the feeling like you were there. Yeah, what an incredible age. And some of that, the storytelling, a lot of that is the technology that brings that kind of 3D world to life. It’s incredible. But before we get too far on that tangent, you mentioned grad school. We should mention that you have a master’s degree in creative writing from NYU, and you wanted to be a writer. You told me your main influences were Kerouac, but also Hemingway, Salinger, Bukowski, Orwell. What drew you to storytelling in that medium of writing? What aspect of the human experience were you trying to put down on paper? Jeff Kaplan (00:18:59): Well, it started with being a fan first and being inspired and reading, and it’s the, not only being transported to a different world or into a different person, but also, you know, the way that stories can touch emotions in you and trigger feelings sometimes you didn’t even know you had. And that was very appealing for me. And the big challenge with it is, and I think this is for anybody who creates anything, is putting yourself out there. To some degree, there’s a lot of ego that goes into that moment where you say, “Well, I’ve been reading, you know, 1984 or Green Hills of Stranglethorn, and I think it’s amazing. And now I’m gonna try to write something that somebody is gonna read.” Jeff Kaplan (00:20:05): That’s a giant leap of faith. You know, that’s a moment of putting yourself out there completely, and there’s gotta be some part of that that’s ego. There’s some part of it that’s masochistic. And I think for people who want to create and build stuff, they can’t help but to do it. You don’t really have an option. That’s just how you’re wired, and you’re gonna do it anyway. And, you know, I admire people like Dickinson who can just write all the poems and leave them in a drawer to be discovered by somebody else. You know, that’s one way to go about it. Lex Fridman (00:20:46): Yeah, Franz Kafka, you know, a lot of the stories he wrote, never published, and he asked for all of them to be destroyed. And then it’s only because of his friend that ignored his request that we even have many of his stories. It’s like to be that kinda… I mean, clearly, there’s some masochism there, some tortured soul. But then there’s also the ego like you mentioned. I was entertained by this story of James Joyce when he was a young man, 18, 19 declared that he’s going to be the greatest writer of the 20th century. And he turned out in many, in the eyes of many to be one of the greatest writers of the 20th century. But there’s, like, millions of kids just like James Joyce, writers, they’re declaring exactly that, that turn out not to be. Lex Fridman (00:21:37): But that is in some cases, in many cases, maybe most cases, you have to have that ego- … to say, “I’m gonna…” Yeah, right. “I read 1984,” “and I’m going to write the next 1984.” Jeff Kaplan (00:21:50): Yeah. And I do think ego is a big part of it. It’s one of the many lessons I’ve learned. Hearing your Kafka story is funny, because fast-forwarding to how my writing career ended- … I literally threw away everything, I mean, in a dumpster. I used to keep copious notes, like journals, my writing journals, everything I ever read, every story idea. I probably had 20 volumes of just handwritten notes. And then I also kept personal journals of just, you know, to keep the writing habit up of just, you know, what happened in my day, how I was feeling, all of that. And then either digitally or typed, I had all of my manuscripts, and I threw it all in the dumpster. Lex Fridman (00:22:40): What was that decision? Do you remember that decision? What was that like to just take that part of your life and just put it in a dumpster? Jeff Kaplan (00:22:50): Yeah. It was—I think it was necessary. It was necessary. This is like rationalizing it after the fact, you know, which is easy to do. You know? But at the time, I think I was so broken and so defeated with failure that I needed the moment. It was like throwing in the towel for a boxer, you know? It’s that moment of like, “I’m not gonna win this fight, and you need to move on from it.” And if there was any element of that sitting around, I’d be tempted to try again or bring it out of the drawer 10 years later. Lex Fridman (00:23:34): We should mention that you did give it a real try. You’ve mentioned receiving over 170 rejection letters in one year when submitting your stories. So there’s a lot of rejection. So it was a long chain of rejection. And then what was that like, the rejection? Jeff Kaplan (00:23:54): It was hard. I had moved from New York. I did the most terrible dumb thing that I knew I was doing at the time. I had a really great group of writer friends from grad school in New York, and I think writing is a very lonely, solitary thing. But weirdly, writers kind of support each other and just, “Who do you give the story to?” You know, you don’t wanna give it to your mom or dad, you know. You kinda wanna give it to somebody who’s gonna really punch you in the nose and tell you what’s wrong with it. And I had left that writing circle to move back to California. Lex Fridman (00:24:30): Did you take a bunch of drugs, take your typewriter and drove across, uh- Jeff Kaplan (00:24:35): No. Lex Fridman (00:24:35): … acro- Across the United States and then wrote a book about it? Or just to take Kerouac as an example. Anyway, sorry. You went just- Jeff Kaplan (00:24:44): I might have been more successful had- … I done that. Lex Fridman (00:24:47): So sorry. So you went back. Jeff Kaplan (00:24:48): So I moved back to California, and I did it for a girl. And I think within two months of moving back, we were broken up. So… And I knew it when I was standing in my studio apartment when it was empty in New York and I was about to close the door for the last time. I had that, like, you know, little me on the shoulder saying, “Dude, what are you doing?” Jeff Kaplan (00:25:13): “This… You’re making one of those epic life mistakes that is gonna come back to haunt you.” And I ended up alone in California, and I think it was a good three years that I structured my life where I was gonna write for eight hours a day, because it’s that writer’s habit. Like, you have to just force yourself: “This is a job. This isn’t a hobby. Whether I like it or not, rain or shine, sick or healthy, I’m gonna write for eight hours a day.” And I did. I was fortunate. Like I said, my dad had his company and he hired me as a research associate. So I was calling up, generating name lists for a recruiting company, and I would take… Whenever there was East Coast assignments, I would take those so I could start at like 5:00 in the morning. Jeff Kaplan (00:26:04): And I created all this space for me to write, and I just… I had a dog named Jack- … who was… He was a Jack Russell Terrier. And so everybody’s like, “You’re a writer, you named your Jack Russell Terrier Jack.” I’m like, “Because I named him after Jack Kerouac.” “It’s poetic and epic,” and- Lex Fridman (00:26:21): Yeah, of course. Jeff Kaplan (00:26:22): … I just looked like a dumbass, but- … it was just me and this dog. And I was writing, you know, all that time intensely. And this was mid to late ’90s, so even though the internet existed, email was very primitive and you had to send a manuscript off, like printed paper- … to all… Like, I was trying to get short stories published in literary magazines, and you had to send an envelope with a return self-addressed stamp. So it was expensive, too. Like if you didn’t have money, you were just… There was a cost to it- … to every single one of them. Lex Fridman (00:27:02): You had to pay for the rejection letter that you would eventually receive. Jeff Kaplan (00:27:07): Yeah. And the, like, big thing that you were hoping for was that the editor would write you a note with the rejection letter. Like, um- Lex Fridman (00:27:17): Keep going. Jeff Kaplan (00:27:18): Yeah. And you’d like cling onto this. Like, it was like, “Oh, Glimmer Train said, you know, showing promise.” You know, and you just hang onto that for like a week, you know, pretending like that was… But it was just soul-crushing. And I really stuck… And I became more and more isolated. Part of that was leaving that group of writing friends in New York. I’m prone to just introversion anyway. The type of person I am. Breaking up with the girlfriend at the time. I just sort of fell into that world of, like, all I was doing was writing. And it broke me. Like, I went into very deep and heavy depression. I drank too much. I really had a problem with alcohol. And all those things compounded into just deep, deep depression. And I don’t… There wasn’t like a magic rejection that broke me. Jeff Kaplan (00:28:31): That would have been epic if like- … someone out there is like, “The dude who…” “I’m the dude who broke Jeff that one day.” But I just had a moment where I said, “This is gonna destroy me.” And… Like, I don’t want to be discouraging to anybody, because I really do believe, like you hear it so much, like, “You have to work for your dreams, never give up.” Like, we’re trained this way. Like, “Never give up.” The universe… Actually, maybe not the universe. A group of editors at literary magazines across the United States was telling me it was time to give up as a writer, like I wasn’t cut out for it. And I stopped. Lex Fridman (00:29:24): Sometimes, you know, closing a door is required for another door to open. Jeff Kaplan (00:29:30): Yes. Lex Fridman (00:29:30): That’s one of the hardest things to do, is to walk away. Jeff Kaplan (00:29:33): Yeah. And I think, rightly so, our parents, our coaches, our mentors train us not to give up. And I think a lot of us take pride in that, “I’m never gonna give up. I’m gonna do this come hell or high water.” And sometimes there’s that reality, especially when you’re now in your mid-20s, where you have that moment of like, “Am I really gonna be this? Like, am I ever gonna sort of find the light here?” And, maybe, and it’s so hard, it’s so hard to have this moment, “Maybe this isn’t my calling in life,” especially when you don’t know what the next calling is gonna be. Lex Fridman (00:30:15): That’s so painful. It’s ’cause you’ve invested so much of yourself, of who you are, of the dreams you’ve had, of this just whole conception of yourself, and you’re watching yourself slide down in terms of becoming isolated, suffering more and more. And then you just have to somehow figure out how to get out of that. And it is true. In that situation, the way to get out is the dumpster. Is to cut it off. Is there advice you can extract from that? There’s a lot of young folks who are in that same situation. Jeff Kaplan (00:30:54): Yeah. I, this is one of those hindsight things where, you know, having gone through it and ended up okay on the other side, which you don’t know at the time, you know? When you’re a young person in your late teens or early 20s, there’s so much pressure on you. And I really think adults don’t help. You know? Every time you run into the younger nephew or whoever and you start to say things like, “Oh, what’s your major? What are you gonna do with that?” “What do you wanna be?” It’s such bullshit to do to a human being. You know? Lex Fridman (00:31:29): You’re so lost in the world. I mean, most of us are lost our entire lives, but especially in your 20s, you know, like, you’re lost. So the questions like, yeah, “What are you doing? What’s your major? What’s the career?” And so on, that’s not the point, man. I’m trying to move through the world, I’m trying to run through the world to find the thing that sparks my heart, to find the passion, to find what I’m meant to be on this earth for. And there are really, I mean, that is a real hero’s journey of searching as a young person. That’s a real, like, you know, all the adults, with their wisdom, they’ve stopped searching often. They’ve done the lazy, the comfortable thing. They found their thing. Lex Fridman (00:32:18): And so now they look back, they don’t remember how much suffering and how much uncertainty that young people have to deal with. Jeff Kaplan (00:32:28): It’s, there’s confusion, there’s pressure. Like, the pressure we exert on younger people for having it figured out is insane. So the advice that I always give, and it sounds so stupid, like this sounds really trite, but focus on what you wanna do, not what you wanna be. The pressure that society kind of puts on us is, you know, “Oh, do you wanna be an astronaut? Do you wanna be a firefighter? Do you wanna be a writer? Do you wanna be a game maker?” And I think we get lost in the trappings of, like a vision of what that role is- … and how to perform as a fake actor in that role. Versus when you’re off the clock and no one’s asking you any questions- Jeff Kaplan (00:33:29): … you, you know, you’re not at Thanksgiving dinner and your uncle’s pressuring you into, you know, what your future’s gonna be for the rest of your life. When you go home, how do you spend your time? Like, what makes you happy? What brings you fulfillment? And through those paths, you’re gonna find out what you’re gonna become, not what you wanna be. It’s, “What do you wanna do?” Lex Fridman (00:33:55): What do you wanna do? The thing that brings you joy on a moment by moment basis. Yeah. That’s brilliantly put. And speaking of which, that’s where you took the pivot. You switched to video games. How did that happen? Gradually? Suddenly? Jeff Kaplan (00:34:13): Gradually and suddenly. So when I had that fateful moment where I just sort of gave up with writing, I had these days where I’d structure eight-hour chunks of just, this was writing time, you know? I’d sit solitary typing. All that was gone. And, you know, I could still support myself, which was nice. And then I had this free time and I wasn’t spending it with anybody, I was just alone. Me and the dog, Jack. And I just poured it all into EverQuest. You know, I, it was 1999 when that game came out. And I had a friend, Victor, like kind of a lifelong friend. One of the few friends I had who played computer games, ’cause there was a stigma to that. Jeff Kaplan (00:35:06): You know? It wasn’t, you didn’t walk around telling people you played games. They thought you wasted your time. And my friend, Vic, had bought EverQuest. I’m like, “That’s that game that that guy Brian Hook went to work on. Is it good?” And he’s like, “Yeah, you gotta play it.” And the moment I logged in, I was just transported. It was the world of Norrath. And it wasn’t just the world itself and how it looked, I thought the game was gorgeous, it was the mechanics, you know, that I was this halfling rogue that, you know, had to go out and adventure in the world, and when I killed stuff, I got experience, and I needed better loot to kill more stuff to get more experience. And the sort of draw of progression in the game was amazing. Jeff Kaplan (00:36:01): I, and I just lived my life of, “I can’t wait ’til the next time I log in.” There was a lot of escapism going. It wasn’t all healthy. When all was said and done, when I finally had quit EverQuest three days later, you could type in the command /played to see how much played time you had. I had, I think it was like 272 played days in three years. So you start to do the math on like, how much time- … in those three years I was living in that world. It was… it was kind of insane. Lex Fridman (00:36:42): Well, that’s over 6,000 hours- … of gameplay. Wow. So here going to Perplexity, EverQuest is a long-running 3D fantasy, massively multiplayer online role-playing game, MMORPG, set in the world of Norrath, as you were saying. First released in March 1999, it is an online role-playing game where thousands of players create characters, group up, and explore a persistent shared world. It’s widely regarded as one of the foundational MMORPGs, helping define raid content, guild systems and 3D online worlds. That’s the other component of it. There’s… It’s all humans and they group up- … and they raid together in the game. Jeff Kaplan (00:37:28): Yep. In the context of EverQuest, raiding is usually around 30 people or more getting together to conquer something that you couldn’t beat otherwise. And to do successful raiding, you usually needed to join what in EverQuest everyone referred to as an Uber Guild. So I had this great pride in my EverQuest journey that I… Most of the time leveling up I was unguilded or I was in like a role-playing guild with rogues only. And it was when I got to Level 50 in EverQuest, which was the top level, I got invited into this guild called Legacy of Steel, which on our server was the top. Every server had a top guild. Jeff Kaplan (00:38:18): And I was on a server called The Nameless Server, and the top guild was Legacy of Steel. And that, the thrill of getting 30 people together to go see if you could beat, you know, Nagafen, who was the fire dragon, or Vox, who was the frost dragon, and needing perfect coordination to pull it off, it was insane how fun. Like, you would literally scream out. You’re alone in your room at home- … but you felt like you were there with these people and you would audibly cheer out when you won, and you’d feel depressed when you lost, and it was a game of high highs and low lows, and it did everything right. It was amazing. Lex Fridman (00:39:05): So that was a big leap for you to go from the proud lone warrior to a member of a guild, an Uber Guild. And then there’s that epic story of you rising to the top to become the leader of this Uber Guild. Jeff Kaplan (00:39:22): The leader… Yeah. So organizing people in an online game like EverQuest is like herding cats- … ’cause, you know, everyone has their own will. Some people are loot motivated, some people want the guild to do well, some people are just lonely and want people to hang out with. And there was also a lot of depression in the EverQuest community. It was something I suffered with, but a lot of people, you know, anytime you’re feeling sad or down, you’re looking for escape. And one of the great things video games brings us is escapism. And escapism isn’t always bad or negative- … but when you sort of abuse it to escape your real life problems, it’s bad and negative. Lex Fridman (00:40:18): So there’s a mix of pain and darkness that pain can manifest as- … all part of this community. Jeff Kaplan (00:40:27): Yeah. And what’s weird is you enter the cycle where being with other people gives you comradery and relief and makes you feel like you’re not doing so bad in life, but you can quickly enter a cycle of… But then you’re withdrawing from life and it makes you feel that way more to where you can only get the fix from the game at that point. So it’s… Psychologically, there’s a lot going on there. Lex Fridman (00:40:57): And so you had to work with all of that. You have to get a bunch of people together to do a raid, who are all human beings going through complicated psychological journeys of their own. Some are talking shit, some are just quietly lonely, just looking for some loot. Jeff Kaplan (00:41:16): In the late ’90s, everyone was talking shit. You know what I mean? Like, the gaming culture was just a different thing back then. But it was a great group. It was super fun. It was people from all walks of life. And to coordinate these people, like you just had to repeat everything like 200 times. Like, “Okay, we’re gonna port from North Ro. Everybody get to North Ro.” And then you’d have to repeat that for like six hours- Jeff Kaplan (00:41:47): … to have any chance of like 20% of the people showing up in North Ro. And I sort of like… At first I joined the guild, I was just like the bright-eyed, bushy-tailed. Like, I was like one of the few rogues in the guild. I just wanted to be helpful. I really admired the people running the guild. Like, we had a great guild leader. And it was just a really fun experience. And, you know, the guild leader one day just disappeared. Like, he quit and he was going through, you know, his own thing, and that’s what would happen in EverQuest. Like, people would just kinda disappear all of a sudden. There wasn’t a, “Hey, in about a month, I’m gonna stop playing because I’m starting this new job.” Jeff Kaplan (00:42:34): People had to quit in some dramatic way, where they just disappear, and basically, our guild leader stopped playing. Lex Fridman (00:42:43): Did you miss them when they disappeared? Like, we, we should say that most of the people, maybe all of them, were anonymous. So you just- …have a username, and you don’t really say who you are in real life. Jeff Kaplan (00:42:53): Absolutely. In those days, there was a great stigma to mentioning your, any real-life info. You just kind of kept it all really close to your chest, and you never knew who was male or female. You kind of assumed everybody was male. Lex Fridman (00:43:11): Safe assumption. Jeff Kaplan (00:43:11): And then it was a surprise if they were actually female. Like my wife, for example, that’s how I met her. Lex Fridman (00:43:19): You met her in EverQuest? Jeff Kaplan (00:43:20): I met her in EverQuest. Lex Fridman (00:43:21): That is a true love story, right there. Jeff Kaplan (00:43:23): Yeah. Yeah. The funny part for me with EverQuest is, you know, you play a game as much as I played EverQuest, and people are like, “You threw years of your life away.” Like, “You can’t win a game like that.” And I’m like, “I don’t know, like, sitting here today, my whole career and my family are thanks to EverQuest, so I think I won the game.” Lex Fridman (00:43:49): Yeah, yeah. You’re like the “Well, actually…” guy. Jeff Kaplan (00:43:52): Well, yeah, exactly. Lex Fridman (00:43:54): Your life will be on the Wikipedia page somewhere that says, “Well, here’s an example of somebody-” “… why video games are awesome.” Yeah, I mean, some of it… I should mention this as an aside. For me and many people I know, yes, it’s hundreds of hours, but some of the happiest hours and days of my life. Like, looking back, it all worked out. During it, you are pretty low, and you think, “What am I doing with my life?” All that kind of stuff. Lex Fridman (00:44:23): But, like, looking back, just the all-nighters you pull playing a particular video game, allowing yourself to really fully be immersed, seeing the sun come up—and by the way, many of those games, for me, were Blizzard games. It’s just an incredible thing that video games have been able to do. I think, you know, it used to be, and still is somewhat the case, that books do that same kind of thing. They- …they take you on a journey. But video games, for a long time, you’re right, they had a stigma. Like, I couldn’t tell people. I felt like I was doing, like, heroin or something. Like, I felt like I was doing this secret, dark thing. It usually is in the dark. There’s just a secretive nature to it, like I’m doing something really dark and shady. Jeff Kaplan (00:45:10): It wasn’t mainstream. Lex Fridman (00:45:12): It wasn’t. Jeff Kaplan (00:45:12): It wasn’t accept-… There was a stigma to it. And one of the weirdest parts of that is, you know, I mentioned, like, you could type in the /played in EverQuest. Well, if you did the /played on how much TV people watch, what would that look like? It would blow- …6,000 hours out of the water, easily. Well, it… 20 years ago it would have, you know? Not today. Lex Fridman (00:45:39): Now it’s the phone, yeah. Yeah. But then, it is hard to say goodbye to that world. Those are also really painful times. How hard was it to say goodbye for you? Jeff Kaplan (00:45:52): To EverQuest? It was really hard. And there were times where you try to quit. Lex Fridman (00:45:58): Oh, you took a break sometimes? Jeff Kaplan (00:45:59): Yeah. You think you’re quitting for good. You’d have those moments of, like, “I’m doing this too much. I need to move on in life. I’m gonna put it down and walk away, and hopefully not come back.” And there were times where you did come back. When I finally did leave EverQuest, it was actually extremely easy, because I was psychologically done with the game at the time. It was not shortly, but not too long after a new expansion had come out. At the time, it was Shadows of Luclin. Jeff Kaplan (00:46:34): Which didn’t speak to me like the expansions before. Like, the one before that was called Scars of Velious, which was an amazing expansion. And I had gotten the job at Blizzard, and I guess I’m just an obsessive person. So all the time and energy that I had put into EverQuest, the second, you know, the second, my first minute started at Blizzard, that was my new obsession. Lex Fridman (00:47:04): So speaking of which, you have to tell the epic origin story of how you got the job at Blizzard. As we said, you were this legendary gamer, and now legendary troll, on EverQuest. Username, Tigole. You gave a lot of edgy feedback to the devs, telling them in now famous… There’s several rants. There’s a famous one where you tell many of them to do a bunch of things, including to pull their heads out of their asses. You were loved and respected because you gave a lot of specific ways that the game could be improved. And that’s an important thing to say. You weren’t just talking shit. You actually really loved and cared for the game, and you gave them, in the language of the time, advice on how to improve their game. Lex Fridman (00:47:56): And it’s funny, because, like, you look back to those messages, it’s inspiring to me. It should be informative and inspiring to a lot of people, because you’re really, legit, full-time talking shit. And now, and you always have been, like, one of the kindest, most loved human beings in the entire gaming industry. Anyway, how did that lead to you getting a job at Blizzard? Jeff Kaplan (00:48:21): So when the first guild leader left, Legacy of Steel, the founder… He, he was a guy named… His online name was Dread. That was his name. He left, and our guild was kind of in this listless spin for a while. And eventually, somebody stepped up and took his position as guild leader, and that person’s name was Ariel- Jeff Kaplan (00:48:45): … who was this blonde wood elf warrior female, who always refused to wear a helmet because she thought their character was so pretty, wanted to show their face all the time. So Ariel was a great guild leader for us, and made me like an assistant guild leader, raid leader, officer type in the guild. And over time, Ariel got busier and busier, and, you know, would send me messages like, “Hey, I’m not gonna be online, you know, tomorrow,” or, “I’m not gonna be online tonight. Can you run the raid? Can you run the raid?” And running the raids was very natural for me. And it was my first experience with leadership in my life, of like how do you motivate people? Like, what does motivation look like? What does discipline look like? How do you inspire people? Jeff Kaplan (00:49:43): When do you force people versus encourage them, you know? So it was a learning experience for me on the fly, and I had the safety net of the real guild leader would log in eventually. Lex Fridman (00:49:57): I should mention, I’m just now reading about, doing a bunch of research on Justinian of the Roman Empire, and he rose from being a peasant to being emperor, so I see a lot of parallels in your life journey, from peasant to emperor, but go ahead, I’m sorry. Jeff Kaplan (00:50:14): At- at least EverQuest guild leader, that’s- that’s as much- Lex Fridman (00:50:17): Uber guilded- Jeff Kaplan (00:50:17): … as I could say. Lex Fridman (00:50:18): Uber guild leader. Jeff Kaplan (00:50:18): Uber guild leader. Best guild on the Nameless server. So as time went on, Ariel became busier and busier, and then one day, they contacted me and we were having this like whisper back and forth, and they said, “You’re gonna have to take over the guild. I’m just too busy.” And then it came out later … Well, let me back up a second. I started fooling around … Like around this time Half-Life 1 had come out, and with both Duke Nukem and Half-Life 1, one of the incredible things that those companies did back in the day was when they shipped the game, they shipped the editor on the CD. Jeff Kaplan (00:51:02): And if you were curious enough, you could like fire up that editor and fool around with it. So I made a- a Duke Nukem level, and you’d send it off to like those UK programming magazines, and you know, you’d get excited because your level was in, you know, some random magazine. And then I started making like Half-Life levels. And Ariel had stepped down as guild leader. I had become guild leader. Jeff Kaplan (00:51:30): And then at one point, Ariel contacts me and says, “Hey, you know, you were talking about those Half-Life levels you made. I want to see those.” I’m like, “Oh, that’s cool.” Like, “I didn’t know you played Half-Life.” Like, “Yeah, maybe we can get a server up and I can play them.” And Ariel tells me, “No, mail them to this address in Irvine.” And- because I- again, to rewind in the time machine for a second, to send something like a Half-Life level over the internet would have- … taken like 12 hours. So you actually like burned it onto a CD and stuck it in the mail. So I put my Half-Life levels, I sent them to Ariel, and he says, “You know, my name’s Rob. I’m a designer at Blizzard Entertainment.” Jeff Kaplan (00:52:24): “I hear you’re in Pasadena ’cause you mentioned it.” You know, I would write about, you know, the Rose Parade and all these things on our website. You know, I kind of … It was blogging before blogging existed, so he knew I lived in Pasadena, and he’s like, “Irvine’s only an hour away. Why don’t you come down, see Blizzard, and you can also meet …” and he names like four people in the guild. And I’m like, “They all work at Blizzard too?” He’s like, “Yeah, we’re all Blizzard.” And it was so weird because during that era, I didn’t have a lot of money. It was not like … Kind of nowadays it feels like everybody plays every game, but you had to be selective. So like I never bought StarCraft or Diablo or Warcraft. Jeff Kaplan (00:53:13): I was much more of the Half-Life, Quake, Quake III guy around that time, and I’d never played a Blizzard game, and I just got invited to go to Blizzard Entertainment. Lex Fridman (00:53:25): Was Blizzard already legendary, you know, with the Warcraft and StarCraft? Is there … Was it building this like great legend of this game company that seemingly doesn’t miss? Jeff Kaplan (00:53:37): It was very much on its way to enshrining itself as being one of the legendary game … Like, it was beloved- … by gamers, but there were still ignorant people like me who hadn’t played, you know, War II or Diablo II or StarCraft, which was shocking to people. Lex Fridman (00:53:56): So you weren’t like freaking out, freaking out? Jeff Kaplan (00:53:59): No, I was freaking out in a different sense. I’m like, “Am I gonna get mugged when I-” Like, “Who are … Is this a scam?” Because you didn’t meet people off the internet. So I drove down there. I ended up … There was Rob Pardo- … who at that time was the lead designer on Warcraft III, and he was Ariel. You know, so okay, it wasn’t a woman after all. It wasn’t this blonde wood elf. You know, I don’t know what you expect at that point. Jeff Kaplan (00:54:34): It was Rob Pardo. To this day, a great friend of mine named Scott Mercer was the enchanter in our EverQuest guild, a guy named Dalomin. There was a guy named Roman Kenney who was like this totally psychotic wizard who played in our guild. And I had lunch with these guys, you know, we just went out to Irvine to like a restaurant. And, you know, forgive me for the misuse of the phrase, but it was like my coming out moment. And we talked about games having that stigma and being embarrassed about who you are and what you like. Like I, up until that point, I would never tell friends, family, like, “I love games. I’m playing this game EverQuest. It’s so cool, we just killed a dragon.” And so you were hiding this part of your identity. Jeff Kaplan (00:55:28): And I’m out to lunch with these guys in Irvine, and we’re talking about dragons and swords and, you know, raid tactics and talking shit on all the people in the guild. And I literally had this moment where I felt like myself for the first time. I just felt so comfortable, and that was an eye-opening moment. And after that, after that lunch happened, he invited me for a couple more lunches down, you know, just… I just saw it as like, “Oh, now, I’m…” You know, I made friends with these people online. Now we know each other in real life, and they happen to work for this game company. And at another one of the lunches, they invite this troll warrior to have lunch with us, whose name in the game was Barfa, the Troll Warrior. Jeff Kaplan (00:56:25): And Barfa wasn’t somebody who played with us all the time, but kind of like Ariel got into the guild kind of on the side. You know, it was one of those like inside invites of like, “Who’s Barfa?” “I don’t know, but Barfa is in the guild now.” And there was at the time, it was a new dungeon called The Hole, and we had never done it before. And we jumped down in this hole, and we’re doing this whole dungeon, and everything goes wrong, as it’s prone to do in EverQuest. And the whole guild escapes except for Barfa, whose troll character’s so big, he can’t jump out of the exit. Jeff Kaplan (00:57:13): And I hand the potion to Barfa, and I say, “Here, use this. It’ll teleport you out.” And I’m a rogue, I can just stealth and get out of the dungeon on my own. So I saved Barfa, not really knowing who Barfa was, and I did it with a very expensive potion. Mm-hmm. Having lunch, Rob introduced me, “This is Allen Adham. He plays Barfa.” Mm-hmm. I’m like, “Oh, Barfa!” And we, you know, he has a… “You saved me in The Hole that time.” Well, it turns out Allen was the founder of Blizzard, and he was the head… He was sort of the head of everything at that time. It was Allen, Mike Morhaime, and Frank Pearce. And what I didn’t realize what these lunches were, like I just loved them because I felt like I was myself. Jeff Kaplan (00:58:03): I felt true happiness being surrounded by these, you know, people who were talkin’ about video games and I felt comfortable around. And one day, Rob logs into EverQuest. He wasn’t playing much at the time, and he said, “I want you tomorrow to check the Blizzard job site.” Mm-hmm. I’m like, “Okay, like, I’ll check the Blizzard job site.” And they had announced World of Warcraft, and posted on the job site—mm-hmm—was the job for an associate quest designer. And the funniest part of it was, I forget if it was a requirement or a plus in the job description, but they’re like, “We really want somebody with a creative writing degree.” Hmm. And I’m like, “You guys set this up for me.” Like, they were just looking… Jeff Kaplan (00:58:56): And it was that hindsight moment of like, actually, these guys were just interviewing me for six months. And they were actually friends, and they were really cool about it too. And I just had the fuck it moment like that, that job opened up. I applied with all my heart, you know? Like, they had a bunch of quest writing on it. And then I went through like a pretty hardcore six-month recruiting process because they never hired designers from out of the company. Traditionally, designers were promoted from within Blizzard. Either they would like transfer out of other disciplines, or they would come from quality assurance, tech support. So hiring somebody off the street was kind of a big deal for them, and they really put me through a grilling. Jeff Kaplan (00:59:52): I met with… It was the first time I met Chris Metzen who is maybe the most inspirational, creative person on the planet. And you instantly… They paired me… They did this interview pairing. There were these two guys. It was Kevin Jordan who was one of the original designers on WoW. Really, he doesn’t get enough credit for his contributions. He was one of the earliest class designers, PvP designers. But he’s a really quiet guy. And they paired him with Chris, and Chris just owns the room, you know? Chris, you could just sit and listen to him. He’s so creative. He’s so passionate. And the way he articulates things, like you just instantly become a fan of Chris when you’re around Chris. Jeff Kaplan (01:00:48): And Chris, Kevin, and I go to lunch at this Italian place that was across the street from Blizzard, and I remember… Chris made a stop to buy cigarettes, you know, on the way to the interview. And then every other word out of Chris’s mouth was like, “Fuck,” and, “Shit.” And I’d come from this whole, like, corporate culture from my dad’s recruiting business, where I’d never imagined somebody would curse in an interview, or stop to buy smokes. And again, it was like, “I’m around my people.” Like, I never smoked, but just, you know, being around people who didn’t care about- Jeff Kaplan (01:01:31): … what the corporate norms were was so inspiring. And then my last interview was with Allen and Rob, and a great programmer named Bob Fitch. Like, I think he’s one of the first five developers at Blizzard. And they took me to an ARCO station that had a Jack in the Box. You know, how, like- … sometimes they’ll combo? It was like ARCO Jack in the Box. And that was my final interview at Blizzard, was at the ARCO Jack in the Box. And I remember thinking to myself, “These guys just brought me to a Jack in the Box that’s in an ARCO station. I need to work here.” Like, this is… “These are my people.” “This is where I belong.” Like, it was the greatest thing ever. And so, yeah, that’s my crazy journey to Blizzard. Lex Fridman (01:02:28): Started at the bottom and end up at the top in a Jack in the Box. Can you speak to… ‘Cause you mentioned some of the low points in the… in depression. Through that journey, how did you find your way out? So, can you just… A lot of people are sitting in those low points right now listening to this. What kind of wisdom can you draw about finding your way out, finding your people? Jeff Kaplan (01:02:55): There were a lot of really low points. I started drinking a lot, and alcohol was something that I really wrestled with until my early 30s. And one of the things I’m most proud of today is sobriety and having been sober for such a long time now. And I remember I would like buy a bottle of Old Grand-Dad and- … like, drink the whole thing by myself, and then watch the Oscars. I remember I was … Of all things, I’m watching the Oscars, which is just such a fake, bullshit environment. Jeff Kaplan (01:03:35): But I was like… You know, I was really drunk and all those people seemed so together and successful and polished, and I just… It made me… It was that contrast that made me feel like such a failure. And it all seems so stupid and unimportant to me now. Um, I became… You know, I got in that constant struggle of try not to drink, but drink to make it feel better. I was lucky my parents were very supportive of me, even in my 20s, even after I, you know, quote-unquote left the house. I went into therapy and that was very helpful. You know, extremely helpful. And one thing I learned is that you have to find the right therapist for you. Jeff Kaplan (01:04:31): It’s not just checking a checkbox of, “I went to therapy.” It’s about finding somebody who sort of helps you get out of whatever rut you’re in, in a way that’s healthy for you. And I tried antidepressants, but I hated… I just hated taking pills and feeling like something was in me, and making me feel different. I- I never responded to it. And then the hardest thing, you know, which I’ve never mentioned to anyone, and is- is hard for me to talk about, but eventually I went through ECT, which is electroconvulsive therapy, shock therapy. And that broke me out. And I would never endorse that as a miracle. That was… I was at such a low point that people were very worried about me and my wellbeing- Jeff Kaplan (01:05:37): … and what was gonna happen, and that was sort of an extreme pull-the-rip-cord, like there’s-nothing-else-to-lose moment. And I think that was the difference maker. That, and starting at Blizzard. Lex Fridman (01:05:56): To find… I mean, there is a- there is a deep loneliness there when before you met those guys at lunch, you’re alone, like in a really deep fundamental way. Like, in the way you weren’t in New York with the writing- with the writer’s group, right? And so tha- that must’ve been an incredible experience just to see the guild. Jeff Kaplan (01:06:16): Yes. It was everything I… As such an introvert, you think that there are extroverts and introverts, and introverts don’t need anybody, but weirdly, I think introverts almost need people more. And we don’t always know how to engage- Jeff Kaplan (01:06:38): … in the right, healthy ways, and how to find people and how to connect with people. And it was- it was great. One… The thing that had attracted me to creative writing was the solitude of it, and the fact that you didn’t have to collaborate, and you could just write what you wanted to write and it was all you. You would succeed on your own or you would fail on your own, and that was very attractive to me. And the thought of creative collaboration was actually off-putting. I’d spent all four years of undergrad interning at Universal Pictures, ’cause I thought I wanted to be in film, and it was such an unhealthy creative collaboration in the film industry. Jeff Kaplan (01:07:27): It’s a very, you know, I look up unhealthily to the film industry and admire it and, you know, grew up with all these legends who had come from there. But it’s like a caste system. And I was on the bottom of the caste system as an intern, and I was seeing how the other people who were low caste in the film industry were treated, and it was just horrible, you know. But games was different. Games was very flat. It didn’t matter if you were the CEO or the boss, like, the way Mike and Allen carried themselves with, you know, me, who was an associate game designer, you felt like an equal. And I think it… Not just the camaraderie, but the part that shouldn’t be overlooked is the work itself and the work ethic. That’s what really pulled me out. Lex Fridman (01:08:33): Hard work on a thing you love. I have to, if you may allow me, read the prophetic “one of us” quote, “one of us” post you made on April 18th, 2002. Because in some deep sense, you, I think, remained one of us. The… I apologize to bring up Justinian the emperor, but remained a kind of peasant gamer, a true, true gamer, who happens to be also be designing the games. And so this post kind of speaks to that. It’s fascinating to read, because that was at the very beginning, right? You didn’t know anything. You didn’t know the games you would end up creating. Title of the post, “If you want something done right.” He wrote, “This week, I accepted a position as associate game designer with Blizzard Entertainment. Lex Fridman (01:09:26): Specifically, I will be designing quests for World of Warcraft, Blizzard’s MMORPG based on the popular Warcraft series. In addition to my duties as quest designer, I will also be expected to contribute to helping design the end game content for World of Warcraft. The reason I’m sharing this information, besides the fact that I have a masochistic love of reading rants and flames about myself, is because I know that the fans of this site are hardcore MMORPG players. The readers of the site have also come to know my personal opinions on what constitutes a fun gaming experience versus what feels like a complete waste of time or poorly designed encounter.” Wow, you’re very eloquent in this post and without too much shit talking. Lex Fridman (01:10:11): “You’ve all read my opinions on such things as tedious key camps, obvious time sinks devoid of any story or linear narrative, quests which reward the lucky over the skilled, and quest rewards which are out of sync with the amount of time and effort required to complete them. I hope that my association with World of Warcraft will serve to comfort MMORPG fans that one of us is on the other side of the fence, looking out for the interest of the player.” And you go on to describe some of the high hopes you have for World of Warcraft, which is really fun to read because you don’t realize- Jeff Kaplan (01:10:50): Now- Lex Fridman (01:10:50): … it’s gonna be, like, one of the greatest games of all time played by millions of human beings, just where those millions of human beings are playing for hundreds of hours, thousands of hours. It’s crazy. It’s funny that this… one of us is writing at the dawn of a new age. The final paragraph is, “So with all that is going on with me, you’ll have to excuse any lapse in updates to the site here. I will try my hardest to give you slack or something to read while you should be working. But in the meantime, there’s a whole world of NPCs. They need to learn the words kaksagur and mo’fucker, and the like. Although something tells me I’m already in trouble with the boss.” “One of us,” Jeff, “one of us.” That was a beautiful, beautiful post. Did you in fact get in trouble with the boss? Jeff Kaplan (01:11:44): No. No. My boss was Allen. And Allen was very understanding and he… they kind of knew what they were getting into- … when they hired me. And that post actually embarrasses me when I hear it now. There’s so much ego in it- … and I think that’s… it’s got that 20 year old- … you know, “I don’t know what I don’t know.” Lex Fridman (01:12:11): “I know exactly how to fix this video game and all video games and-” But there’s brilliance behind that. There’s a passion behind that. Like, when you’re a gamer and you really put in the hours in a game like EverQuest, you understand what makes for a compelling experience. You don’t, at that time, understand how much hard work is required to create that experience and how much uncertainty there is, how difficult it is, how many trade-offs there are. How your designs, when they actually are brought to the world and are experienced by thousands of people, millions of people, they are different from the vision you had for it. So all those elements you don’t know, but you have to have that ego in the beginning, right? Lex Fridman (01:12:51): Do you even have the guts to try? Do you have the guts to put in all that work? So what were the… what was it like? What were the vibes of early Blizzard like? They’ve… at this point, Warcraft I and II, Warcraft III is in production. StarCraft. These are legendary games. I don’t… I spent probably over 1,000 hours in these games combined. I played Warcraft I, II, III. I played StarCraft I and II. I played WoW, of course. Diablo I, II, III, IV. I played Diablo II with “Stay a while and listen,” with Deckard Cain. Jeff Kaplan (01:13:27): “Stay a while and listen.” Lex Fridman (01:13:29): I mean, some of these characters, some of these experiences just, they’ll stay with me forever. Anyway, so big thank you to those early Blizzard folks. What was it like? What was the team like? What were the developers like? What was the vibes like in those early days? Jeff Kaplan (01:13:46): It was the dream. When I showed up at Blizzard on my first day, the office was on the University of California Irvine campus at the time. They have this research and development park where, if you’re like a tech company, you can get office space there, and Blizzard took up… When I joined, it was three-fourths of the building was Blizzard, and there were… There was like a building right next to it that had like Cisco and, you know, it was like all kind of techy places. Jeff Kaplan (01:14:20): And it was so funny because you drive up and, like, everything was very serious and corporate, and then outside of the Blizzard offices, it’s everybody is wearing black T-shirt and shorts and throwing frisbees and playing Hacky Sack and on scooters and skateboards, and you’re like, “Okay, that’s where, that’s where Blizzard is.” So it was that environment. I remember walking in the door and thinking like, “It feels like I’m walking into a dorm room-“ Jeff Kaplan (01:14:48): “… ’cause it was just posters on the wall.” And there were actually, like people would have futons because they’d be sleeping because we would work so much back then. But the vibe was… It was very small. Like Blizzard, the day I joined in May of 2002, was fewer than 200 people, and that included… There was a whole group up in San Mateo called Blizzard North. So Blizzard South, the Irvine group, was responsible for StarCraft and Warcraft, and there were two development teams at Blizzard. It was called Team One and Team Two at Blizzard South. Team One was revered. These are the RTS guys. They made, you know, StarCraft, Warcraft II, and they were, at that time, they were working on Warcraft III. Jeff Kaplan (01:15:45): Team Two was kind of the red-headed stepchild. Like apparently, before I joined, they had tried to spin off a second team multiple times and failed, and then they finally decided they were gonna make World of Warcraft. There was a game called Nomad. I don’t know what that game was exactly, but that was what Team Two was working on at first. That got scrapped, and Allen steered the team towards World of Warcraft. And there’s an amazing designer named Eric Dodds. He’d go on later in his career to be the game director of Hearthstone. Him and Ben Brode basically were the core designers behind that. But Eric and Kevin Jordan were these two key designers working on World of Warcraft for Team Two, and then you had this tech group that was headed up by John Cash. Jeff Kaplan (01:16:49): And John Cash, the, the first day that I showed up to work on Team Two, they said, “You have to go get your login from John Cash.” I’m like, “John… The John Cash from id?” Jeff Kaplan (01:17:03): And you know, John Cash has a skin. You could be John Cash in Quake III. So, and then he saw me, and he was a huge EverQuest player, and he was like, “You’re the guy who runs Legacy of Steel.” I’m like, “You’re John Cash.” We had that moment where we kind of fanboyed out on each other. And it was just… The vibe was so cool there. Like, there were very few producers. So a game team, there are five core disciplines that make a video game. You’ve got engineers or programmers who are writing the code. You’ve got the art team that’s making all the visuals for the game, and that spans everything from like 3D modeling, characters, environments, to also animation, tech art, you know, making it all work. Jeff Kaplan (01:18:00): You’ve got game design, which some companies don’t have design. The artists and the engineers do it. Valve famously has very few designers because everybody there is a designer. But in companies where design is a discipline, which it very much is so at Blizzard, game designers are sort of the creating the game experience people, you know, setting up all the systems and content in a way that gets the player to navigate through the game. Lex Fridman (01:18:33): So that’s part of a story, part of this quest design, part of it is like how you move through the game world. Jeff Kaplan (01:18:38): Yes. So game designers, there’s a spectrum, like same with art, same with engineering, of roles within game design. Some are more heavy on the systems side. So like any game that you’ve played where loot drops- … you know, Diablo IV, World of Warcraft, you know, Escape from Tarkov, whatever. If there’s loot dropping, a designer has planned out very carefully what drops where and at what percentages. That would be like a systems designer. A content designer is somebody who’s gonna make quests or write storylines, or there might even be a narrative designer, which is even more focused on a story. But designers, you know, run the gamut, and then you’ve got these jack-of-all-trade designers that can do it all. Jeff Kaplan (01:19:33): So that’s the design group. There’s production, which is project management, and production is different at every game company you go to. So if you talk to someone from EA or Blizzard, production might be very different. They might be the boss. They might actually be a designer or they might be more of a project manager. And then one of my favorite disciplines on a game team that’s often overlooked is sound and- Jeff Kaplan (01:20:03): … you know, audio, which is comprised of the sound designers and composers. And there are two things, I think there are two things that no one realizes how much they bring to a game until they’re missing, and that’s audio and lighting. Because most of the time, we’re playing without these things, and it just feels a little off and wrong. And when you have a great lighting artist or you have a great composer or sound designer, like, it… the experience. You’re just tapping into these senses that you wouldn’t otherwise. But that’s who comprises the game team. Lex Fridman (01:20:46): Is the lighting, you know, all the different kinds of graphics, would that be under the art team? Jeff Kaplan (01:20:56): Yeah. Lighting, you’re gonna have lighting under the art team, but they’re gonna be best friends with the graphics programmer. And, you know, like I mentioned with design, there’s this wide spectrum on the engineering team. You have some guys who are like architectural geniuses who are coming up with, you know, the server client model or the networking or whatever. Others are more, like, gameplay focus. On Overwatch, we had an audio programmer just doing nothing but audio hooks for the audio team. And on every game team, you’re gonna have graphics programmers who will work with people like the lighting artists or the environmental artists, character artists on shaders, and basically any way to make the game. They’ll always ask, “What’s your vision?” Jeff Kaplan (01:21:48): What are you trying to get it to look like?” They’ll want an illustration of what should the world look like, and they’ll be the ones who say, “I know how to write code that will let you do that.” So you partner a great graphics programmer with a great lighting artist, and that’s… That’s actually the creative tension behind games and what makes game teams so unique, is if we were to line them up on some crazy spectrum on one end, you’re gonna have the artists who… They’re creative, dare I say emotional- … you know, they are artistes on that end. And on the other end, you have the most logical, brilliant programmers who their minds just work very differently from the most creative art- Jeff Kaplan (01:22:38): Like artists could be sitting, you have a meeting with them and they’ll just sit illustrating. If there’s any piece of paper, they’re drawing on it. And programmers, you know, they’re just so brilliant and organized in their thinking and everything is so logical. And then in the middle are people like the sound designers, the game designers, and the producers. They’re kind of a little bit in all those fields, but it’s the brilliance of taking people who are so vastly different in their interests and talents, but aiming them at that shared goal or that shared vision of the game that, like, really makes something special. Lex Fridman (01:23:21): And there, I mean, you showed me the size of the team for World of Warcraft, but you also are well known for working on quite small teams to create these incredibly huge games. What is the power of a small team in this kind of context where a lot… there’s that creative tension? Is it because a small team avoids maybe the compartmentalization, like the modular where the artists now have their own wing building where they never talk to the engineers, that kind of thing? Jeff Kaplan (01:23:54): Absolutely. I mean, you hit the nail on the head. The bigger the team, the more you become a cog in the machine. And on a small team, the way I like to describe it is you get to have a loud voice. If we’re a small team, let’s say we’re gonna make a game and it’s at sort of the incubation period of a game and there’s only 10 of us, all 10 of us are in the room for every decision. You know, I’m not a server networking guy, but I’m in the room for that discussion. I’m not an illustrator, but I’m gonna sit in the room when we decide what the art style looks like. As soon as the team starts to grow, we become compartmentalized. Jeff Kaplan (01:24:36): It’s exactly like you said. And there’s a weird thing that happens that’s just kind of a human nature thing. The less you interact with somebody, the more you sort of become alienated from them and vilify their point of view. You tend to look at what they do and say with skepticism- … rather than trust and belief in them. And I find on smaller teams where we all know each other’s names, I know what everybody’s working on every day, they know what I’m working on, everybody can talk to each other, there’s none of that stereotyping of a discipline. On big unhealthy teams, you start to say things like, “Well, the artists just don’t get it.” Jeff Kaplan (01:25:28): “They don’t understand what we’re trying to make.” And when you back up and you think about the statement that you just said, it’s like… such an asshole statement. Like, really, all the artists don’t get it? Like, that’s… A, that’s not true. B, that’s sort of demeaning to them. Like, they signed up for the… This is their life’s work, too. This game is gonna be as much theirs as it is mine. So who am I to say a statement like that? Lex Fridman (01:25:55): Yeah. It’s harmful to a discipline to think that you understand the world. Most other folks don’t, and you have nothing to learn from them, really, and they’re deluded in some kind of way. That’s so powerful. Jeff Kaplan (01:26:12): Fast-forwarding a little bit, when we formed Team 4 and… Which went on to make Titan and ultimately fail, and then that got rebooted as the Overwatch team, the idea that I tried to get through to the team was to make an assumption. And really, like, Blizzard is one of the top game developers in the world, and we were very fortunate when I was there, and I imagine it’s this way today, that we could recruit whatever talent we wanted. The best of the best wanted to come work at Blizzard. And if you sort of go through the paces of that and say, “Okay, when we recruit somebody…” Let’s say we’re recruiting an artist to make props. Jeff Kaplan (01:27:06): Boxes, chairs, whatever. That is the best prop artist in the industry. That’s who’s gonna show up on our doorstep, so when they show up here, we should treat them like the best prop artist in the industry instead of starting from a place of doubt and cynicism. So, when that person speaks up and says, “I think…” Like, with Overwatch, for example, “I think we should do this.” You know, “We should do X instead of Y.” Instead of saying, “Well, I’m a believer in Y, why are you against my idea X?” You should take a moment, have a deep breath, and say, “Man, the best prop artist in the industry is suggesting something.” Why don’t I listen to it?” Lex Fridman (01:27:57): I actually do it for myself, like this kinda thought framework or thought experiment. Whenever I’m talking to a new person, especially if I feel, myself, a little bit tinge of that feeling. Usually, it happens with, like, a really young person, like an undergraduate student or someone like this. I pretend that they are the smartest person in the world in my head, and then not… Like, it puts me in the mode of, like, assuming I have a lot to learn from them, and it helps. You actually, like, really listen. I literally think they’re the smartest, wisest human on Earth. It helps me. Jeff Kaplan (01:28:36): I had that, like, I think… You know, I’m no expert. I’m a game designer, so, like, as much psychology as I know is how to manipulate people into having fun, hopefully. Like, I don’t know, I don’t have an important job. Lex Fridman (01:28:51): Yeah, right. Jeff Kaplan (01:28:52): But psychologically speaking- Lex Fridman (01:28:54): That’s fun. Jeff Kaplan (01:28:55): … I think a lot about is ego, and I think about insecurity. And insecurity, we all have. Like, all of us as human beings have insecurity. It just manifests itself in different ways. Jeff Kaplan (01:29:11): And as we kind of go through our life journey, the insecurity also changes. So, like, some people, for example, use their insecurity to rip other people apart. Some people destroy themselves through their own insecurity. Some people destroy everybody with their insecurity. But I had that moment as a young lead, when I first was made a lead on, like, World of Warcraft, where I felt it was very important to be right and to, you know, be shepherding the correct idea. And I actually got pulled aside. Like, Pardo and I had a meeting with a couple people who weren’t game designers, and it’s always tricky as a game designer because constantly everybody is throwing ideas out on a game team. Like, there’s no shortage of ideas ever. Jeff Kaplan (01:30:04): And we were in some meeting about something, and these people kind of threw out these ideas. And I wasn’t mean to them, but I very kind of systematically, like an insecure, you know, ego-driven new lead would do, I kind of, “Let me tell you why that’s wrong, and let me tell you what we’re gonna do instead.” And after the meeting, you know, Pardo pulled me aside, and he said, “You’re a very smart designer, but you shouldn’t do what you just did to those people. You should always listen to what people have to say and try to make their ideas work.” And I just… Jeff Kaplan (01:30:47): Over and over, I was like, “Okay, anytime an idea comes my way, let’s try to make it work.” And it went from this kind of thing that I didn’t believe into to actually, like, a core part of who I am today as a leader, as a game designer, as a game director. And some of the best ideas have come from developing other peoples’ ideas- Jeff Kaplan (01:31:16): … where your first reaction is like, “No, that’s wrong,” and then just kind of sticking with it and going, “But how could we make it work?” And the most gratifying part when it succeeds is they get all the credit, and you’ve sort of elevated this person whose idea wouldn’t have been championed, whose idea by the insecure, egotistical lead of, you know, early 2000s would have just said no. Now their idea is the thing everybody in World of Warcraft or Overwatch is just loving, and they get all the credit. Lex Fridman (01:31:59): I should give context to the listener who don’t know about the great Jeffrey Kaplan that you’re one of the most humble and always give credit to the team for everything and anything. And so everything we talk about today, I know you’re probably resisting constantly giving credit to the team on everything. So you’re the famous, “Hi, I’m Jeff from the Overwatch team,” right? So just as a small aside, thank you for your humility through your career, and thank you for always celebrating the team. But let’s talk about WoW. Let’s talk about World of Warcraft. Tell me what the early days of developing WoW was like. Maybe we should talk about what World of Warcraft, WoW is, going to Perplexity here. Lex Fridman (01:32:52): World of Warcraft is a massively multiplayer online RPG where you create a character, level it up doing quests and dungeons, and progress your gear and power in an open fantasy world called Azeroth. At a basic level, you move, use abilities from your action bar, follow quests, and gradually learn a combat rotation that fits your class. And there’s all kinds of characters and roles and classes. You pick a race, appearance, starting zone, small racial bonuses. In a class, how you fight, what your role is in groups. Can you continue, fill in some of the gaps, what is World of Warcraft? Jeff Kaplan (01:33:29): World of Warcraft, first of all, more than anything, is a world. Like, it’s a world that you can live in with real other people, and everybody’s kinda living out their fantasy. Chris Metzen, who was the creative director on World of Warcraft, and really, like, Allen Adham, who’s one of the founders of Blizzard, calls Chris “the heart and soul of Blizzard.” And it’s almost like when you’re making a Blizzard game, you’re making Chris’ imagination at some point. And Chris famously said, “The lead character of World of Warcraft is the world.” And I always believed that. So you’re trying to create this place that’s exciting and dangerous, but comfortable, but uncomfortable and gorgeous, and, you know it should feel massive, and it really is. Jeff Kaplan (01:34:23): It’s, you know, can take a half an hour to get from one end of the world to the other. But it’s this world you’re living in. The world is divided into two warring factions. There’s the Horde and the Alliance, and that was a very important, very controversial decision that was made by Allen Adham, was the champion of the Horde and Alliance. Lex Fridman (01:34:51): And that in the early days, there was a really strong division. Jeff Kaplan (01:34:54): Strong division. Lex Fridman (01:34:55): Like… You pick a side and then you hang around with only people of your kind. Jeff Kaplan (01:35:02): Yeah, and you get it tattooed in real life on you. Like, the amount of people who walk up to me and show me their Horde tattoo. Lex Fridman (01:35:10): That’s awesome. Jeff Kaplan (01:35:11): Like, it’s epic. It’s like it’s become who they are. Like, if you were to say, like, “Hey, Lex, come play World of Warcraft with me. We’re Alliance on Tichondrius,” you’d be like- … “Dude-“ Lex Fridman (01:35:22): Lose my number. Jeff Kaplan (01:35:23): “… Alliance?” Like, “Okay, I don’t think we can be friends anymore.” But the Horde-Alliance decision was really controversial because in EverQuest, it was mixed race. They had all the races kind of like WoW did, but they could all group with each other. And Pardo and I came from EverQuest, where we felt like this was a horrible decision Allen was making. And we argued—Allen, Rob, Bob Fitch, and I would have lunch every single day, and we would just talk about WoW and the core design of WoW. Rob wasn’t even on WoW at that time. He was finishing Warcraft III. And we would fight over the Horde-Alliance split, if it was a good idea or not. And Allen had… He came from more of the Dark Age of Camelot community, which was another massively multiplayer online game that was more PvP based. Jeff Kaplan (01:36:19): And he said the magic of that game was they had three factions, and he liked the fact that you were instantly on a team. You weren’t a loner in the world. And whether you liked it or not, you had people on your side. And Rob and I just argued and argued against it, and then sometime before beta, Allen retired. He went on to run a hedge fund, of all things. Like, got super into poker, got super into finance, left, and retires, like, I think it was nine months to a year before WoW shipped, which is kinda nuts. And Rob takes over as lead designer in Allen’s stead, and to Rob’s credit, the first thing he did was go… Speaking to what we were speaking about earlier, he said, “Allen’s a smart guy. The fact that he was fighting so hard for-“ Jeff Kaplan (01:37:16): “… Horde Alliance, we gotta do it.” And Rob and I sort of changed our point of view and got on board with Horde Alliance and went all in. And so, you know, the early days of WoW was… It was a great team. It was a mix of these veterans that we all looked up to. You know, we had Mark Kern running the team. Shane Dabiri was, you know, a legendary Blizzard developer. Bill Petras was the art director, and then we had Metzen, who was sort of like… Metzen was the cool big brother we all, you know, aspired to be. Jeff Kaplan (01:37:59): I’m older than Metzen, but I looked up to him like a big brother. And then there were a lot of us who had never done it before, or they had also pulled a lot of people from other teams and other game types. Like, for example, the guys building the dungeons, they hired out of the Quake community. And because they didn’t have any hardcore MMO designer on the staff at that time, it was, you know, Kevin and Eric and Alan were sort of the only designers, they started building Quake dungeons- … as, like, Quake levels as the dungeons. At one point, WoW was even made in QeRadiant, which was the Quake engine. And then they later, you know, retooled to where they were using a proprietary engine. So we were like this hodgepodge, like the Bad News Bears- Jeff Kaplan (01:38:56): … is how I would describe the WoW team, of this mix of veterans and then people like me. Like, I’m just some fucking idiot, you know- … who played a lot of EverQuest. And I end up at Blizzard. Lex Fridman (01:39:10): Designing quests. Jeff Kaplan (01:39:11): Yeah. Like, okay, we’re gonna design World of Warcraft now. And I’ve said this later with hindsight, I think a huge part of WoW’s success, especially with the early WoW team, Team Two in its earliest formation, was that we didn’t know what we were doing. You kind of… Like, it’s that… Titan was the example for me. Titan was the attempt at making an MMO after World of Warcraft at Blizzard. And we failed horribly, and we had the best of the best on that team. And it’s because everybody was too much of an expert on how to make a groundbreaking phenomenon MMO. World of Warcraft was a bunch of people, like a very successful, sure-of-itself company who had made StarCraft, Diablo, Warcraft, with a bunch of yayhoos basically- … Who was like, “Yeah, we can compete with Sony Online.” Jeff Kaplan (01:40:21): At the time, they were making EverQuest II. Like, if we go back in the time machine, EverQuest II had been announced. And EverQuest fans, we were just drooling for EverQuest II. It wasn’t, “Oh, cool, World of Warcraft.” It was EQ2 was gonna take, you know, the chalice and run with it. And then, of all things, they announced Star Wars Galaxies, and they had a brilliant designer on that, a guy named Raph Koster, who had come from Ultima Online, and he’s just a really smart game designer. If you ever watch one of his lectures, like, he lectured a lot at GDC, and, you know, we’re like, “Oh my God, they’re- they’re making EverQuest II and Star Wars Galaxies, and they have the Star Wars intellectual property.” “We’re fucked.” Jeff Kaplan (01:41:15): Like, “How are we gonna compete?” And everybody had seen the success of EQ, EverQuest, and everybody was gonna make an MMO, and it was just a question of who was gonna win. Lex Fridman (01:41:28): So you’re feeling this immense pressure. You have this small team of just this hodgepodge of this unlikely team that kind of looks fast forwarding to Overwatch, the heroes in Overwatch, but working extremely hard. Now, you- you told me about crazy, crazy work hours, and not because you were forced to, but because you wanted to, because your heart was in it, because you’re like, “This is everything.” Like, you loved it. Jeff Kaplan (01:42:01): Yeah. The games industry has a terrible reputation for insane amounts of overtime. It’s just called crunch. Like, do you crunch or not? These days, crunch is not allowed, not permitted, heavily frowned upon. If we were to work overtime, somebody’d write an article about it next week and say how horrible we are for working overtime. Back then, we worked insane, and I mean insane hours. The longest shift I ever worked straight was 30 hours. That’s when we were gold mastering Warcraft III. This was in my… I think War III shipped on July 3rd, 2002, so this would have been, like, late June, early July. Probably late June. And I had nothing to do with War III. Jeff Kaplan (01:43:04): I should just say that. Like, in the credits, I’m additional help or additional testing or something like that. When I showed up in May of 2002, it was all-hands-on-deck World of Warcraft for E3. We got through E3, and then all hands on deck, the whole company, get War III out the door. Lex Fridman (01:43:26): For shipping Warcraft III. Jeff Kaplan (01:43:27): For shipping Warcraft III, and because I had not been involved with the game at all, and I was a brand new wet-behind-the-ears game designer, they’re like, “You’re just gonna help test whatever we tell you to test.” So we’re trying to gold master, and there’s a crash that happens rarely. If you run one of the cinematics, like you have to be watching the cinematic after one of the levels, and then there was a crash that happened. And so a programmer put in some logging to catch it, and then they needed somebody to just over and over again, “I need the crash to happen so I can fix the bug.” And I sat there for 30 hours and just watched the cinematic for 30 hours- Jeff Kaplan (01:44:15): … straight. And it was the funniest thing, like it was almost surreal watching everybody leave at the… which was a trickle out. Like, everybody kind of trickles out, like, at- … different hours, you know? The family guys go much earlier than the single guys. And then watching everybody show up again in… the next morning, and they’re all, like, dressed different, and they look all refreshed. And I’m just like in the same position. You know, like eyes are beet red. Lex Fridman (01:44:45): To the soundtrack of the cinematic and yeah. Jeff Kaplan (01:44:47): Yeah. But we crunched World of Warcraft, we crunched… The date slipped, so you do this thing. I remember Mark Kern standing the team up and saying, “We’re gonna crunch early so we don’t have to crunch later in the project.” And I really believe he wasn’t manipulating us. Like, I really genuinely believe that he believed in that. But with games, anything can happen, and they’re just… We slip uncontrollably all the time. And we slipped, and it sort of created just this death march, endless death march that… Like to this day, members of the WoW team will remember, like, Newport Rib. If I say that, they’ll have, like, twitches because, like, they would cater the dinner. They’d bring it in at, like, 6:00 or 7:00 at night. Jeff Kaplan (01:45:43): And they’d… Everybody was eating Newport Rib or Panda Express. It was like the worst diet ever. I actually like Newport Rib, no shade- … on them. But you can only eat so much of it. And the carpets are stained and, like, dudes are falling asleep on the couches. And it was an unhealthy work environment. It gets pinned on… ‘Cause at a lot of places it is executive driven. And it is mandated from the top, but the hours that I worked, I never blamed on anyone but myself. I just wanted to. I remember, you know, coming in on Memorial Day, like, with sand from the beach on my feet because I really wanted to get some work done that day, and working through Christmas, and those were things I wanted to do. I never felt like somebody, you know, held my feet to the coals. Lex Fridman (01:46:38): Yeah, it’s such a complicated thing because yeah, okay, you could say that’s unhealthy, but I know a large number of people, especially in their 20s, but actually throughout their career, that have been at companies that do crunch for a thing they believe in, for a thing they love, and it’s some of the most fulfilling years of their life, months and years of their life. And they also… it’s not just fulfilling, they grow from it, they learn from it, and it… You know, and when they… Especially when they talk back about it, about that time, they can see how incredible it was. Of course, when you’re going through it, sometimes it’s extremely difficult, you don’t know. Lex Fridman (01:47:22): And then the crunch, like you mentioned, it’s supposed to be a month or two, and then it, it turns out to be a half a year, and then maybe it turns out to be something like a Titan type game where you never actually ship it, and it’s heartbreaking and the pain, it’s all… But then you look back and you realize how incredible that journey was. Jeff Kaplan (01:47:39): I think, like, my reflections on it many years later, and having gone through, like, pretty crazy levels of crunch to more controlled, I think where crunch is problematic and people are good to be vocal about being opposed to it, is when it’s forced and unnecessary. There’s a lot of like, “Hey, if anybody on the team stays, we all stay”- Lex Fridman (01:48:10): Yeah Jeff Kaplan (01:48:10): … kind of, which I think is not necessary. I don’t think executives who take off and work 40-hour weeks should be telling anybody to stay late. I think that’s wrong and immoral. But to me as an individual, as long as I’m not telling other people to do it, my life’s work is my passion and I want to do it as much as possible. I find myself, I don’t think I’ve ever worked less than 10 hours in a day. Like that… 10 hours is like a normal-ish day to me. Jeff Kaplan (01:48:49): And I enjoy lots of weekends working because I enjoy it. It brings me pleasure and fulfillment. And all of that said, from a place of caution, especially in this era when people are very touchy about it. I don’t try to impose that on anybody else. I don’t want anybody to feel like they’re obligated to, but please understand it’s what makes me who I am, that work ethic. I enjoy it. I actually… Some of my fondest memories are from those WoW crunches. Lex Fridman (01:49:25): And then looking back and reading some of these stories, it’s pretty cool because me, as a fan, on the receiving end of some of those video games, you bring joy to millions of people. It’s awesome. Let me ask you about quests, but first, quick bathroom break if it’s okay. Lex Fridman (01:49:43): Quick 30-second thank you to our sponsors. Check them out in the description. It really is the best way to support this podcast. Go to lexfridman.com/sponsors. We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration. Choose wisely, my friends. And now, back to my conversation with Jeff Kaplan. Okay, we’re back. So I think it’s fair to say that before WoW, MMO leveling, like in EverQuest, consisted of, maybe that’s simplifying it a bit, but standing in one spot and killing monsters for hours. Lex Fridman (01:50:32): You helped develop with WoW, I would say a revolutionary idea of quest-driven leveling, where there’s a story driven, quest driven guide through the world, and it so happens that as part of doing that, you’re also leveling the character. So the leveling is both fun and is the engine that drives the story that then also immerses you into the world and pulls you in more and more and more and more. So take me through this process of developing that idea of quest driven design. Jeff Kaplan (01:51:10): Sure. Yeah, there were actually a lot of people involved in it, and they all kind of contributed in their own unique ways. Alan Adham was the lead designer on WoW. When we first sort of decided we were gonna have a quest-based game, we used to joke that, like, EverQuest barely had any quests in it. Jeff Kaplan (01:51:31): It did have quests, they just… They weren’t really in front of the player in an obvious way. You kind of had to seek them out on a website. And Alan knew that he wanted quests to be a big part of World of Warcraft. And so he hired me. That was my entry level position at Blizzard. And on the same day, he hired a guy named Pat Nagle, which was hilarious to me, because Pat was the… He had this funny title of HR and Facilities at Blizzard, because it was such a small company. So, like, if you sent an application in, Pat would deal with the application, or if the toilet overflowed, Pat would have to deal with it. Jeff Kaplan (01:52:18): And so the whole time I was applying at Blizzard, I was going through Pat, and then on my first day, they put Pat and I in an office together, and he’s like, “Yeah, they hired me also as the quest designer.” And so Pat… And he was the most wonderful guy. We had so much fun. So Pat and I kind of designed the quest system. It was Alan’s idea to have it in the first place. And then there was that great designer I mentioned, Eric Dodds, who helped a lot with the interface of it all. And the idea was… At first, we actually on a whiteboard in Alan’s office, we estimated how many quests we thought EverQuest had to date. Jeff Kaplan (01:53:03): And EverQuest had had, you know, I think four or three expansions at that point in time, and we’re like, “Wow, we have to make all of these quests like EverQuest has.” It’s gonna be a lot of quests, and it’s kind of up to me and Pat to do it all. And we believed all we had to do was match that EverQuest number. And Pat and I started working on, like, the design of the system and how it would interact, and Eric Dodds was really involved in how the interface… You know, like how you were going to interact with the NPCs and all of that. And we split up the world into like two zones. He was gonna take Elwynn Forest, which was the starting area for the humans, and I was gonna take Westfall, which was the sophomore zone after Elwynn for the humans. Jeff Kaplan (01:53:56): Pat and I would meet with Chris Metzen, and those were the funnest meetings ever because Chris just has stories in his head and visions. Chris is, like, artist, storyteller, world builder extraordinaire, and he sort of described what he wanted going on in those zones. You know, you want the gameplay to follow the flow of what was going on with the stories of those areas. So we finished Elwynn and Westfall, and we did, like, a team play test. And our assumption was because the way EverQuest worked, players just wanted to level up. It was a level based game. Jeff Kaplan (01:54:39): You go out. You kill a creature. You get experience points. You level up a little bit. And so the way people played EverQuest is they’d find these areas where there were lots of creatures, and you’d usually find the best experience efficiency cycle you could find, so, like, fast respawn kind of easy things to kill, and that’s how you would progress through EverQuest. And I remember Alan kind of telling us, like, “Hey, the quests… When Pat and Jeff write quests, they’ll aim us to where the creatures are.” You’ll do a quest, and then you’ll spend a few hours killing creatures in that area afterwards, and that’s how he imagined it would work. So we kind of set up the world that way. You know, Pat probably did a dozen, maybe 20 quests in Elwynn. Jeff Kaplan (01:55:33): I’d do a dozen, 20 quests in Westfall, and we’d do this team play test. And we had a bunch of people on the team who never played MMOs, like guys with shooter background, you know, StarCraft fans, et cetera. And they’d play World of Warcraft. I think we played for, like, an hour or two, and we only did Elwynn Forest. And the overwhelming feedback from our team… And these are people who really didn’t play EverQuest, they’re like—My God, Pat, that was horrible. I ran out of quests, like, right away. And we’re like, wait a second. You expect to just have quests just keep going? And they’re like, yeah, we expect to have quests just keep going the whole way. Jeff Kaplan (01:56:20): And we kinda had an oh shit moment right after that Elwynn Forest play test, where we realized, like, we had vastly underestimated the number of quests we were gonna need. And we changed, we developed this philosophy that’s kind of a shared philosophy across Blizzard games in general at this point. And I’ve heard it outside of Blizzard, other people in the industry, which is you design along the path of least resistance. So, basically what that means, like, in EverQuest, the path of least resistance if you wanted your character to hit max level is to find the easiest creatures and kill them over and over again in place, which to some people think is very boring. To me, I would do that for eight hours ’cause I think that’s fun. Jeff Kaplan (01:57:09): But we decided in World of Warcraft, we said, why don’t we make the path of least resistance, so in this case, the way to get the best experience the fastest not to be killing creatures in one place, but will overload the experience into the quests themselves, and then that will move you through the world, which will get you to see everything. It will enable us to tell these awesome storylines. It sort of did a lot for the game, and I think it was like a fundamental change in the genre. Like, if you look at the things that… EverQuest was very popular and very successful, and it was hitting like hundreds of thousands of players. And WoW blew the doors open and was tens of millions of players. Jeff Kaplan (01:57:57): And I think the fundamental difference there was that WoW allowed you to play as a single player. And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they’re so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people. And the fact that people could come into WoW and just kind of the game design, the game design way of des- describing it is directed gameplay. Jeff Kaplan (01:58:42): And some games have extremely tight directed gameplay. Like, for example, if you were to play a single player game like Last of Us, you know, you’ll have those moments where they’ll be like, you’ll come up to a log and then press triangle to duck or else, or whatever the duck button is- Jeff Kaplan (01:59:01): … left stick to duck to go under. And that’s like the ultimate in directed gameplay. Like, they’re telling you exactly what to do. On the other end of the spectrum is a game like Minecraft, like vanilla Minecraft, where you’ll find it’s very divisive amongst gamers who love Minecraft or hate it. The ones who hate it are like, “I don’t know what I’m supposed to do.” Like, “You drop me in this world. I’m supposed to dig or something.” And that’s the type of player that needs directed gameplay or they’re gonna cycle out. Not all players need it. And what WoW did, that it doesn’t seem like an innovation, it doesn’t seem like revolutionary, but it sort of created this directed gameplay that felt optional, but really wasn’t. Lex Fridman (01:59:54): I mean, I think it’s absolutely revolutionary. It basically changed gaming. It changed the way we see games. And it was so successful in part because it became a mechanism by which you could spend hundreds of hours, thousands of hours in the game. I mean, it’s kind of a, like, obviously… It’s one of those… All these great ideas are always like this, right? In retrospect, you’re like, “Well, obviously if you make the path of least resistance quest-driven gameplay, then it’s gonna be the reason that most people play.” But it is true that… I’m with you on… I both like the quests and Cow Level. Lex Fridman (02:00:39): I guess you have to design for everybody. That’s the tricky thing. Like, how do you fine-tune this? If you think of it as a loop of like accept quest, kill 10 rats, turn in quest, ding, level up—that loop. Like, how do you fine-tune that so it’s maximum fun or fun for the maximum number of people? Is it… How- how difficult is that? Jeff Kaplan (02:01:03): It’s extremely difficult. And not everybody’s good at doing that. We all, to some degree, lack the self-awareness of how we tick. So we’re all different types of gamers, but if you ask me to describe the type of gamer I am, I might actually be giving more of a picture of the type of gamer I wish I was or the type of gamer I want you to think I am versus the type of gamer I actually am. Jeff Kaplan (02:01:34): By playing lots of games, you cannot be an exceptional game designer without playing the shit out of as much as you can and understanding on a deep level. And the weirdest part about it is you’re not just looking for the greatest hits. You learn just as much from a shitty game that you do from an amazing game. And also—like, a lousy game can have a great system that was tuned wrong, or lacked the correct interface, or they didn’t put the right visceral polish on it. There’s an executional aspect to all of it. When I’m playing, I’m not only, like, thinking about what makes this fun, I’m thinking about what makes this not fun. But I’m also watching everyone around me. My wife plays games, my kids play games. Jeff Kaplan (02:02:35): And understanding, like, well, what do they do and how are they different to me? Why are they finding enjoyment in this? Why are they not? What’s frustrating? What did they miss? Lex Fridman (02:02:46): And being raw honest with exactly what you’re saying. I mean, if I were to analyze the kind of gamer I am, why do I enjoy Cow Level? And why, above that, why do I enjoy loot? Why is loot so fun? Like, what is it about opening a chest and getting a bunch of stuff? I mean, that might be like at the core of what I enjoy about gaming. That, and walking around a beautiful world with nice music. Jeff Kaplan (02:03:16): As a game designer, I am, at best, a quack psychologist. You know? We can motivate you to do some weird things. The two driving motivators are extrinsic and intrinsic. And all of us, at different times in our lives, in our gaming careers, whatever, we can shift from being intrinsically motivated to being extrinsically motivated. Obviously, loot is a big extrinsic motivation, but even saying that is too simplistic. Like, for example, on the loot boxes of Overwatch, there’s a masterfully designed system that was designed by a game designer, not by a businessperson or whatever. Like, not a commercial person. But beyond that, we also had a really good team who said the visceral opening of the box, the sound it makes- Jeff Kaplan (02:04:19): … the graphics, like the way things spill out and animate, all of that is as satisfying as well. And you’re trying to… Like, there’s the lizard brain part of it. Of like, how does it… Like, I see chest. I know I’m gonna… It’s gonna feel good. It’s gonna feel good. And then there’s the spreadsheety part of it. Of, what does it have? Is it an upgrade? And I think great game designers know how to tap into both of those things. Jeff Kaplan (02:04:49): You know, tap into the intrinsic and extrinsic. There’s… Like, when I was studying writing, you would study the elements of fiction. And, you know, these are just like basic things like plot and character development and setting and theme and whatever. And there’s no, like, textbook that exists for game design, at least none that has been introduced to me yet. But I think about, like, elements of fun. Jeff Kaplan (02:05:19): What are the things that create fun for players? And they’re not the same. Like, it really… Every human being is different. Like, progression is fun. Sense of progression that I’m investing. I’m putting an investment into this game, and then the game is recognizing my investment. That things like leveling, things like the amount of gold you have, those are all investment based. There’s mastery. There’s just pure raw skill. Creativity is one. And hand-in-hand with creativity is customization. And some of those can be aesthetic. Like, look at my customized character, and I have the black curly hair, and I put an earring in my character and I’m customizing in that way. The other is customizing my build. Jeff Kaplan (02:06:13): I’m gonna come up with a whirlwind barbarian and I’m the first to do it. These are all elements of fun that designers can tap into, and in fact are frequently tapping into. But they’re never defined anywhere, and I find that players drift. Like, I’m the type of player who’s not really loot motivated. I’m more motivated by seeing the content the world has to offer. And often that takes me on a detour of being loot motivated, because there might be a dragon or a demon somewhere that I can’t beat without this level of armor and sword. So now I’m loot motivated for some period of time, to get back to being content motivated. Jeff Kaplan (02:07:05): Or if I’m having trouble defeating a boss, I might have to go back and look at the skills and abilities that my character’s using, and I have to go into creativity mode. “Oh, he has that one AE where he…” Area of effect. “…where he puts a curse on me.” And, you know, “If I had this counterability to the curse, I could beat the boss to get the loot, to get to the next boss.” These are all cycles that are tapping into all those different elements of fun. Lex Fridman (02:07:36): And ultimately enjoying and discovering what the world gives you. Has to offer to you. And you’re… You have a lot of hats as a gamer, so you love the RPG/MMORPG world, but you’re also a big shooter guy. Can you explain to me what fun in a shooter context is? And we’ll talk about Overwatch as a specific kind of fun. Maybe… But you’re also a huge fan of the ultra-realistic shooters. Call of Duty. What is the definition of fun there? Jeff Kaplan (02:08:09): There’s a lot of skill and mastery. Off the cuff, flippant comment would be clicking heads, you know? I’m just trying to click heads. Lex Fridman (02:08:18): Okay. Jeff Kaplan (02:08:19): There’s an intimacy also to the first person camera. And now, not all shooters are first person. There is a large trend these days to third person. I really think PUBG and Fortnite sort of opened that third person shooter door. And you’re seeing games like ARC Raiders are third person. But to me, nothing is as pure as first person. Like you’re- … literally living in the world as that being. You can look at your hands, and it’s that pure visceral test of skill of, “Can you click on the thing fast enough?” And when it’s PvP based, you know that’s coming at you. Lex Fridman (02:09:05): Could you lay out for people who don’t necessarily know what PvP and PvE is? And single player- Jeff Kaplan (02:09:11): Absolutely. Lex Fridman (02:09:11): … multiplayer, massively online multiplayer? Jeff Kaplan (02:09:14): So PvP is player versus player. So that means a combative, you know… If Lex and I are up against each other, we’re attacking each other. We call that PvP. You can get killed by another player. Player versus environment is anytime you’re shooting computer-controlled opponents. So if it’s a game about dragons, the dragon is the E, the environment in PvE. Lex Fridman (02:09:41): And we should say that PvP and PvE, the P might be multiple players. It could be five versus five, six versus six for PvP. And for PvE, it could be, like, raids where it’s multiple people, large groups of people going against the AI. Jeff Kaplan (02:09:59): Yep. So single player, that’s a game that you play totally by yourself. Like, you don’t play with anybody else. You can’t play with anybody else. It’s not networked to play with other people. For example, I’m playing a game called Story of Seasons right now on the Switch, which I just play by myself. I have my farm. You know, there’s a town. I’m meeting people in the town, and no one can come and join me and interact with that. So it’s a very controlled experience. Single player games are very difficult, or they can be very difficult and expensive in terms of production to create. Like, if you think of a game, like Uncharted or Last of Us that’s made by Naughty Dog, like, those are kind of the preeminent best single player games you could talk about. Jeff Kaplan (02:10:53): They’re very handcrafted. Every experience is made just for you. One up from that is what I call co-op. And these terms become interchangeable, so I’m using some semantics here. But co-op is any cooperative experience that we can play together, but we’re sharing an exact same experience very intentionally. And it’s me sharing that experience only with other people that I know. So a great example of a cooperative game, maybe one of the best of all time, was Left 4 Dead, which is a game where you and three other people go in and you fight, like, hordes of zombies, and you try to progress through to the end safe room. It’s a very cooperative experience. A game like Diablo IV, you can play cooperatively with other people. Jeff Kaplan (02:11:52): Now, one up from that is multiplayer, and that’s when you’re engaging with strangers who are in the same world that you might not have the same cooperative goals as. You might have very opposed goals to them. You might PvP them, or they might just be random strangers that you pass in a town or city and never see again. And then massively multiplayer, which is what the MMO online sort of stands for, massively multiplayer online game, that’s when you’re breaking into thousands of players. And the worlds become really, really big at that point. Lex Fridman (02:12:34): By the way, we should say that the co-op could be remote connection, but there’s also, what would you call it, couch co-op where you have two people. Some games are really designed well for the experience of two humans sitting together and playing the game together. Which is a really tricky thing to design for, but if it’s done well, it’s a… It’s a really fulfilling experience. Like, with a friend, with a loved one, you can, like, play a game together. And Diablo IV, I should say, is an example of a game that does that really well. They do couch co-op. Like, two people can play Diablo sitting together and there’s a real intimate experience in that. Jeff Kaplan (02:13:13): Yeah, couch co-op—it’s funny, ’cause it actually, like, predates the couch even. Some of those old arcade games- … like, would have two joysticks on them and then you could play- … with somebody else. Or there’s, you know, the famous game Gauntlet— Jeff Kaplan (02:13:27): … had four joysticks and four people playing together. And then anybody who grew up in that early console era, like, you know, NES, Sega Genesis was a legendary one. We would sit and we’d play NHL 93- … on the couch. And anybody who lost, you’d lose the controller. And you could play that with up to four people playing, or we… I remember one of the big games that came out was Mortal Kombat. And we would play Mortal Kombat on the Sega Genesis, and it was the house rules were, you know, whoever lost, so whether you were in your college dorm or just some buddy’s apartment and there’s five people there, you’re constantly cycling everybody in and out. But there’s just a magic to multiplayer, of engaging and sharing in the experience- Jeff Kaplan (02:14:21): … with other people. That’s why I’ve always… I’ve never made a single-player game. Uh, I have great admiration for them. I don’t know if I could do it. The challenge… The reason I love multiplayer so much, the way I describe being a game director or game designer on a multiplayer game, it’s like imagine if you were gonna be a movie director, and you were gonna have all these actors and set designers and props and, you know, writers and scripts and all of this stuff, and your goal was to get a certain movie made. But we’re gonna ask you, the director, to just… You’re gonna leave the room. You can set it all up ahead of time, and then you’re not allowed to be there or talk to anybody involved in it. Jeff Kaplan (02:15:16): And now you need the actors to have an experience, and it’s just kind of the wildest, funnest experiment. Like- Lex Fridman (02:15:24): From a designer/creator perspective, ’cause you don’t know what the players will create, so that’s fun to see. You, you, you lay out the chessboard, you lay out the world, and then you get to watch what they create together. That’s true. Jeff Kaplan (02:15:38): I struggle because sometimes people call me the anti-story guy in games, and that really hurts me because, like, I actually love story in games, and I counter that I’m the anti-shitty story guy. And what I mean by that is like, A, the most magical stories that I’ve ever heard come out of video games are player stories about, you know, the time I gave Barfa a potion and then I met him in real life. Like, that’s better than any video game writing that I’ve heard in a long while. The player story is so much more interesting. You know? “Lex, why do you like the cow level so much?” “Tell me about some goofy time-” “… like a loot goblin drew you into the most danger.” Jeff Kaplan (02:16:33): “And… But there was another player there, and then…” You know, like, those are the stories that I think are more interesting from games. There are some exceptional writers in video games and some exceptional games at story. You know, I’ve mentioned Naughty Dog, like they’re kind of on another level. But Valve has amazing writing. The writing behind Half-Life 2, Marc Laidlaw; the writing behind Portal- … and Portal 2. I think it was Erik Wolpaw, who is hilarious, just amazing, and Rockstar. Jeff Kaplan (02:17:14): Red Dead Redemption 2 is one of my favorite games of all time, and that’s a game where you can see the expertise and mastery of the game design and the narrative design, and the fact that you can have those player stories of just the goofy shit. Like, I remember… ‘Cause the controls are a little awkward in Red Dead for a PC player who’s playing on console. Like, I always get confused about, like, taking out my gun and putting it away, and what’s, you know, the L1 and L2. Jeff Kaplan (02:17:52): Like, as a PC gamer, I’m just like, “Let me bind this stuff to where I want it.” And so like, you know, a guy in town rides by and he’s like, “Howdy, partner.” And I go to, like, give him the Arthur Morgan, you know, “Hey, what’s up?” back, and I just whip out my sawed-off shotgun and, like, blow his fucking head off. And then the whole town is like… Suddenly I’m, like, under… I’m wanted and I’m being chased, and then there’s a train that, like, takes out the posse, and- Lex Fridman (02:18:21): Yes. Jeff Kaplan (02:18:21): It’s like those stories, and the fact that Red Dead can have, you know, this, like, touching, heartbreaking story of Arthur Morgan and his journey, but you can also have, you know, the player story of blowing off the poor guy that’s just trying to- Lex Fridman (02:18:34): And that’s the combination. And then Rockstar does a really good job with, you know, even in Grand Theft Auto with the radio. It can be kind of a side aspect to the game; that great writing there can create—help create the world— … with humor, with color, with depth, with heartbreak, all that kind of stuff. Jeff Kaplan (02:18:53): There was a moment in Red Dead where it… There’s the Daniel Lanois song— …”That’s the Way It Is”. I just… I love Daniel Lanois, so the fact that somehow Rockstar landed him and like, was able to get that song out of him. And there’s this moment where you’re, like, riding back and they start that song, and- Everything up to then had been gorgeous, like, more of a score. There’s Woody Jackson, who’s, like, a really amazing game composer. He had done the score for that, and so nothing had been, like, lyrical with words. And then they play the Daniel Lanois song, and there’s, like, the quotes are coming back— Jeff Kaplan (02:19:41): … from, like, Dutch and Arthur Morgan, and I’m just like, “Goddam, this is, like… This is art.” You know, this is like—I know it’s supposed to be entertainment, I know it’s a business, but the top of the pyramid is art, and- … it just hit me emotionally. Lex Fridman (02:19:58): Yeah, there’s certain games where, you know… I mean, that moment, you just imagine the number of people who shed a tear during that moment, and that’s just a reflection of how much you’re invested into this world, into these characters, and it’s a beautiful thing. I have to ask you about this, this image that you sent me. It’s super cool, so I’d love it if we could nerd out about it a little bit, the zone flow for the original World of Warcraft. There’s a bunch of zones. It’d be awesome if you kinda talk through how, like, this world is built. Take me to that time when you were designing this, before anyone else got a chance to play it. Jeff Kaplan (02:20:35): All WoW stuff. It would start from that inspiration of Chris and the world. And, you know, it was so fun hanging out with Chris because we had whiteboards all over the place, and, you know, “Hey, Chris, we should make Eastern Kingdoms. What do you think it should be?” And he would just tell you the story of each of these as he’s just drawing. And Chris is a really talented artist, so the map would be gorgeous. I have lots of, like, photographs of Chris maps that he would just kind of whiteboard up. He’s like, you know, “Here’s the Dwarven Lands, there’s Wetlands with Khaz Modan up there, and that’s where this, you know, tribe of dwarves were from.” And then they, you know, humans are going to be down with Elwynn Forest. Jeff Kaplan (02:21:25): And then Westfall, there’s, you know, this group called the Defias Brotherhood and they have a place called Deadmines.” So I would talk to Chris because you want to capture the spirit, like, as a game designer, you want to capture the experience that’s in people’s heads. So, like, take Burning Steppes, for example. Supposed to be one of the scariest places with lava and dragons and, you know, all this kind of stuff. That doesn’t feel like where you want to start. It feels like where you want to end, so you kind of work the world flow in a way that puts that at the end. But there was also kind of some magic to the original starting areas, where we gave the dwarves and the humans a free flight path between… The dwarf hometown was called Ironforge, the human hometown was called Stormwind. Jeff Kaplan (02:22:23): And we allowed you to fly for free. So, like, these little newbies who were, you know, level five or something, if you played a dwarf and I played a human, I’m like, “Oh, Lex, don’t worry, I’ll come. You know, I’ll come to Ironforge and we’ll hook up and I’ll just fly out to you,” which is the magic of World of Warcraft. You have to fly over Burning Steppes and Searing Gorge, and you look down and you’re like, “Holy shit, that looks scary and dangerous.” And it plants that seed of things to come. Lex Fridman (02:22:56): So you’ve designed some incredible quests. Is there any that stand out that you’re proud of or ashamed of? I mean, you famously have designed the Green Hills of Stranglethorn quest. One of the most infamous quests in the history of WoW, of gaming, where you had to collect a bunch of pages, or… Green Hills of Stranglethorn, maybe, can you comment on that one or any quest that just springs to mind? Jeff Kaplan (02:23:26): Green Hills of Stranglethorn holds a lot of emotional value for me because amongst WoW players back in the day, it was unanimously hated as one of the shittiest, most annoying quests. But it holds a really special place in my heart. First of all, it’s one of the few times that I just, like, wrote a short story that’s actually in the game. It’s me paying homage to Hemingway, and the guy who gives you the quest, his name is Hemet Nesingwary, which is just me rearranging the letters of Hemingway. There’s another quest giver there that’s Kerouac’s name also mixed up. And then it was the typical hubris of a junior game designer who thinks he’s clever but is actually a dipshit. That’s- That’s the Green Hills of Stranglethorn, like, summed up. Jeff Kaplan (02:24:29): So, like, I wrote the story over, like, it was, I think, winter break, like, everybody was gone and I just was so happy to be in the office, you know, I’m at Blizzard by myself writing late at night. And the whole idea, and this is, this is very much what I call ant farm designer, which is bad. Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer. But I hadn’t learned that yet, and there’s a really great famous Sid Meier quote where he says there’s three types of fun. Fun for the player, fun for the designer, and fun for the computer. Jeff Kaplan (02:25:23): And we catch ourselves, we’re like, you know, we gotta be really care… It has to be fun for the player, not fun for us. So this Green Hills of Stranglethorn quest was like an ant farm design of, I’m gonna write this, honestly, probably pretty shitty story, I haven’t read it since 2003 so God only knows if it’s any good. But I wrote the story and then I divided it up into all of these different pages. And the quest giver, Hemet Nesingwary, wants you to put together, like, the story’s like, he wrote this book, but then the pages got scattered across Stranglethorn Vale. And some… When you’re doing quest design, you’re really thinking about the player flow and you’re directing them from quest giver hubs out until these destinations, and you want them to do all the destinations. Jeff Kaplan (02:26:14): But sometimes we would do these bridging quests where you could do anything in the zone and it sort of had this overlap. And so the pages of Green Hills of Stranglethorn could be looted off of any creature anywhere in Stranglethorn Vale, and it was kind of like that McDonald’s Monopoly game where you have to have all the pieces or else you’re not gonna win. But where I really went south, I don’t think the idea in a vacuum is horrible, but where this really fell apart was the interface of World of Warcraft wasn’t set up. Like the pages didn’t stack, there wasn’t a dedicated container to put all the pages in, so players had very limited bag space. And as they’re fighting in Stranglethorn Vale, I’m just shitting up their inventory with all of these pages and they only needed so many. Jeff Kaplan (02:27:14): Like you might get unlucky and you have like three page fives that are just junk in your inventory, and I might have like eight page sixes. And then everybody… And this was the goal, like the, the designer trying to puppeteer everybody. Everybody in Stranglethorn chat is like, “Hey, I’m looking for a page six. Anyone got a page three?” And that was like my fantasy as a designer of like, and then they’re gonna be social and meet each other, and players are gonna be appreciative for each other, but really all everybody did was just no… Eventually, no one did the quest. They just were super annoyed, or they went to the Auction House. So the quest is famous in that it was so aggravating and annoying and it just became a way… Jeff Kaplan (02:28:06): It not only became a way for me to learn from my mistakes, but because I was very open with the fact that I didn’t think it was good and that the quest had failed, it opened the door for us at Blizzard to be critical of our own work. Like it’s always easier if you’re the first one to go out and say, “Hey, guys, I think I made one of the shittiest quests in the game and here’s why.” And then it sort of challenged people to make better versions of it. Lex Fridman (02:28:35): I mean, again, you continue to speak with so much humility. But WoW turned out to be one of the biggest games of all time both in terms of popularity, how many players play it, revenue, and critical acclaim. And then you rose to become a game director of WoW helping release Wrath of the Lich King, which by many is considered to be the greatest expansion. I mean, there’s a million questions I can ask here, but maybe this is also a good place to ask about the famous Blizzard polish. So Blizzard as a company has historically, and you were certainly a big part of that, delivered these games. Lex Fridman (02:29:18): They were just, got so many pieces right and well-functioning and well-coordinated, and just feel finished in a way that a lot of other games don’t get right. So what does it take to take this gigantic game, this game played by millions of people, loved by millions of people, and deliver it in a way where it’s like it all just works? Jeff Kaplan (02:29:44): To have a level of polish is like a studio wide culture that has to be instilled in everybody, like no one can be satisfied with a bug. Every game is gonna have bugs, and Blizzard games have bugs. It’s a question of, how quickly do you fix them and with what urgency? And as players ourselves, if we’re playing as much as anybody else, we’re gonna be motivated to fix the bugs. There are some really tactical aspects to it, too. The quality assurance department at Blizzard is the best in the industry. Like the people who come and do QA at Blizzard, they are passionate gamers. Many of them want to be developers themselves, and they’re not just doing it for a job. They do it because they fucking love the game. Jeff Kaplan (02:30:45): And the relationship we tried to develop between us on the development teams and QA was extremely tight. And whenever possible, we also tried to sit as many QA members up with the development team as possible, depending on the logistics of… You know, in the early days, we didn’t always have the space for all of QA to sit with us. We were very fortunate on the Overwatch team to have a large amount of QA sitting with us, and then developing that relationship. You know, in the early days there, there were these fears of like, “Well, QA can’t talk to the developers,” and trying to shatter that- Jeff Kaplan (02:31:27): … of, because some of our QA members knew the game so inside out, you would just say to ’em like, “Hey, dude. Just message me anytime. Here’s my home number. Like, call me if there’s a bug. If you think we’re gonna get raked over the coals on this, you gotta speak up. I don’t care what the chain of command is. Like, we gotta fix this thing.” So QA was amazing. Lex Fridman (02:31:52): I mean, so can you speak to QA, quality assurance? At the peak of the craft, what does it entail? Like you’re basically experiencing the game and trying to figure out particular slices of that experience that could be improved? Jeff Kaplan (02:32:09): Yeah. People simplify the role by just, “Oh, these guys just get to play games all day and then, like, let us know if there’s a bug.” They are so systematic in the way they test stuff. They come up with these plans that are actually amazing of, like, who’s gonna test what. There’s a lot of regression testing that goes on. Within QA there will also be compatibility testing. The Blizzard compatibility department was amazing. Like, they had every card, every machine, every configuration, and they would roll through to make sure there wasn’t some quirk that was gonna come up on some video card or some motherboard that you weren’t expecting. But it was all very systematic. It wasn’t just Wild West, let’s play the game. Jeff Kaplan (02:33:02): And then as a developer interacting with QA, you would find that there were certain specialists whether like, like for example, on Overwatch, there were a couple of players that… Like, we all were shooter players when we were making Overwatch, but I’m not like esports level shooter player. I’m like, you know, Gen Xer, “Remember Doom, how good I was”- … type of shooter player. But we had, you know, a couple of these QA specialists who, like, they could just snipe from 100 meters out and hit the shot every time and tell us if there was a frame of input delay, you know? And then you sit that person with an engineer and say, “Hey, I think there’s some input lag here.” Lex Fridman (02:33:58): That’s amazing. Jeff Kaplan (02:33:59): And sure enough, they’d be right. But you have to have that relationship where the devs trust QA. Or just even on, like World of Warcraft, they had a great relationship with QA in that they built out a full raid team to do the raids. And then you’re not only, like, looking for bugs, like, “Hey, the dragon was supposed to fly and instead it just, like, sunk through the world and the game crashed,” which would happen. But, like, if you really value QA, you’re asking them, “What do you… Dude, what do you think? You’re…” You know? Like, “10 million people are gonna see this. Your opinion, multiply it, you know? It matters. What do you think? You know? Are you having fun? Oh, yeah, this is cool. This isn’t cool.” So QA was important. Jeff Kaplan (02:34:48): The other thing that was important is the Blizzard engineering, which you have to architect your game to be hotfixable. Jeff Kaplan (02:34:58): And what a hotfix is, games, there’s a couple ways to fix ’em. The way most of us know, ’cause all the software we have gets a patch, you know? You have to update it. You have to download a new version of it. Windows, you know, you get that annoying message, like, “There’s a new version of Windows.” And it takes, you know, a few minutes and you update it. You know, obviously, we patch our games and that’s where we fix a lot of bugs, but if you really wanna run a game like Overwatch or World of Warcraft successfully, you need master level engineers who have architected the client and server in such a way that you can hotfix the game on a dime. And what a hotfix is, is a server patch that no one’s client has to go down for. Lex Fridman (02:35:44): Mm-hmm. That’s because you’re dealing with a huge number of players and you discover an issue and you want to respond to that issue really quickly. Jeff Kaplan (02:35:51): Yeah. There’s emergency issues like something’s crashing. Like, the worst case scenario is anytime the server’s crashing. Or in Overwatch, like, a really catastrophic bug would be something where you have to disable a hero. Like, someone found an exploit and you have to disable a hero from the lineup. You want to turn around that hotfix if you can in a half an hour, get that hero back live. You might have somebody who only plays that hero, and the only reason they’re gonna play Overwatch is because that hero’s active. You don’t want to wait for patches and you want to hotfix- … as fast as you can. Lex Fridman (02:36:32): And then also to improve the game quickly to just even settle stuff to do that. Jeff Kaplan (02:36:36): Yeah. Players feel it. Like, they… That’s where there’s this idea of, like, the love and the craftsmanship of the developer that you can feel. Like, any product, you know your iPhone or Android or, like, any computer or consumer product, you can feel when there are people who loved it behind it and aren’t just putting it out on a shelf. And games have that as well, where you can feel the heart and soul of the developer in the thing. And some of that’s, like, the joy and delight of, like, that there’s a Cow Level, right? That that’s… You know, you can feel the humanity of the development team- Jeff Kaplan (02:37:25): … through that. But another part of that is, like, do they clean up their fucking yard, you know? Does this game work? Is it… And it’s not just the bugs and the crashes. It’s, like, when balance gets wacky and stupid and, you know, suddenly everybody’s a Barbarian and whirlwinding and no one else will play anything else. You’re like, “We should probably fix that,” you know? Lex Fridman (02:37:50): Oh, those were the days. I sadly was the Barbarian Whirlwind guy. Jeff Kaplan (02:37:54): One-handed. Lex Fridman (02:37:56): It was… Yeah, it brought so much joy. So a lot of people modern day think of you as Jeff from the Overwatch team. Jeff Kaplan (02:38:05): My name is Jeff from the Overwatch team. I’m Jeff from the Overwatch team. I’m Jeff from the Overwatch team. Lex Fridman (02:38:12): But y’all must have forgot, you were the game director of WoW in an era when WoW was one of the biggest games in the world. Just, you know, looking back, what wisdom can you draw from that time when you got to experience this era of gaming that changed gaming forever, where it’s millions of people playing this video game? Jeff Kaplan (02:38:37): It was my first game I worked on, and I joined it as this entry level dude. I still have my offer letter from Blizzard, which was for 35K a year. Jeff Kaplan (02:38:50): You know, that’s what I was making. And very shortly after WoW shipped, you know, Allen left as lead before the beta, or like right around the beta, and then Rob took over as the lead designer, and then he left the team very shortly after WoW shipped to go start StarCraft II. And he put myself and Tom Chilton in charge. Tom is a designer who… He was a great partner of mine and a great leader and he actually came from Ultima Online. And so I always looked up to Tom because he had a lot more experience than I did. And this is like early 2005, the world was on fire, the servers were barely running… WoW was just, had taken off like gangbusters, and they basically put me and Tom in charge of WoW. And at the time they promoted me, my title… Jeff Kaplan (02:40:00): I didn’t even have a lead title, my title was Senior Game Designer. And Tom and I were running the design of WoW at that time. So I thought it was totally normal, and I thought what we were experiencing with WoW was just normal for making a video game because it was the first video game that I had worked on. I thought it was the funnest joyride because we were working on WoW, we were still working insane hours and then I’d get home, eat dinner, and then me and my wife would log in and play WoW, you know, for four hours, and then I’d go in the next day and I’d work… And it was just this… My whole life was World of Warcraft. And I loved it. Jeff Kaplan (02:40:59): Like I loved everything from, you know, the creative meetings with Chris Metzen and just what an inspiration and muse he was, down to the simplest, dumbest design stuff that like we as game designers, like, you wanna talk about why a button is in the lower-left versus lower-right and what does that mean? That’s like two hours of discussion. And is there a better way? Like the 10,000 minutiae problems were thrilling to me. And then also the big disasters. Like the big… I had in the early days of WoW, we didn’t really have all the processes in place for, like, how to deal with being a successful online game, and I literally had GMs, like game masters, these are customer support guys, calling my home phone at 3:00 in the morning. Jeff Kaplan (02:42:02): Like, I remember this one time there was some faction token in Stranglethorn Vale and they figured out a way to exploit it, and this GM calls me panicked, it’s 3:00 in the morning. He’s like, “I’m just spawning…” Uh, what, what did we call ’em? Guardians of Blizzard. They were these giant infernals that we just made that instantly death touched anything. We used to have them when we were in the beta, like off in the distance of places players weren’t supposed to get in case they cheated their way there. And this GM is just spawning them all over Stranglethorn Vale because he’s worried because the players are exploiting. Yeah. It’s like 3:00 in the morning and I’m talking in hushed tones because my wife is sleeping right next to the bed. Jeff Kaplan (02:42:50): I’m doing this ’cause it was actually like before the cell phone days when I actually had a landline. But that’s just how… And I loved it. I loved the thrill of those big moments, the minutiae. And I felt like through the running WoW Live, which was me and Tom together with an amazing team, we kind of learned how to be the WoW team. And putting WoW in a box and shipping it was like only chapter one in a 12-chapter book essentially. And that first how to run the game, how to patch it, what type of content, how to deal with emergencies, what should our customer support be like. I mean, we would debate should we have a launcher or not. You know, in the early days, the only reason the launcher existed in WoW was to run anti-cheat on your machine. Jeff Kaplan (02:43:45): And we had a moment where we figured out how to put that into the game and out of the launcher. And it was the first time I ever really had an in-depth conversation with Mike Morhaime. He’s like, “You gotta bring the launcher back, guys.” We’re like, “Why?” He’s like, “There’s no better way for us to talk to our players.” Um, and I remember trying to hide the launcher. And to this day, Mike was right. Like, that launcher turned out to be the best thing we ever had. That’s essentially what Battle.net has morphed into these days. But all those decisions and when it came time to make Burning Crusade, you know, at that point, Tom and I were leads. We were full, they had actually promoted us. Jeff Kaplan (02:44:29): There was, there were two big exoduses of groups that quit Blizzard; they were disenfranchised if you can believe it. Like we just shipped World of Warcraft and this whole group just walked out the door. I was actually sitting, my desk faced Morhaime’s office, and I watched them all go in and quit, and they were the group that formed Carbine… which made the game WildStar. Ended up taking them 10 years to make, and they were just really unhappy with World of Warcraft, and they were unhappy with… I don’t know what they were unhappy with. They were unhappy enough to walk out the door right after we had shipped WoW. Lex Fridman (02:45:16): That’s incredible. Like, what, what is it? Just because they put their heart and soul into the game and they maybe get exhausted in a certain kind of way? Jeff Kaplan (02:45:23): Yeah, and I don’t want to… It’s not fair of me to speak on their behalf. I think they were promised some compensation that they didn’t immediately see. I don’t know if the game… Like, here’s the weird part when you make a game. When you come up with the idea and you start pitching it to people, that’s the best the game is ever gonna be, and then you work on it. Like, you know, games I worked on take five years, you know? Overwatch was two and a half, three years. Every day you get close to ship, the imagination of the ideal game gets farther and farther from the reality, and you’re always shipping this, like, greatly sacrificed thing that nowhere near matches the imagination- … of the inception of the idea, so you become disenfranchised with the concept. Lex Fridman (02:46:24): So in some sense, you’re shipping… You’re constantly in a state of disappointment. You’re basically shipping a lesser thing than you’ve been dreaming about. Jeff Kaplan (02:46:37): Yes. Lex Fridman (02:46:37): You’re doing less and less and less, saying no and no, and cutting, and all that kind of stuff. Yeah, it’s difficult, psychologically difficult, but nevertheless, the result when you zoom out, it’s one of the greatest games of all time that millions of people played for thousands of hours. It’s just… Did you ever have an experience, a realization how huge WoW was in terms of not, like, statistics on the server and so on, but the cultural impact it had? Jeff Kaplan (02:47:05): The first time was the first BlizzCon, which was in 2005. So when WoW shipped—and this is so weird to tell people—but on the team, not everyone, but a lot of us were very demoralized after WoW shipped. There were all sorts of issues with the servers because the game did way more successful than we expected it to do and the server load was just nuts. Like, we were just… We were doing our best to hire database programmers, you know, ’cause we just didn’t know how to deal with the sheer scope of the game. But when you’re an individual like… And at that time, like I mentioned, there were multiple exoduses of people who quit Blizzard. They went and formed a couple notable studios. One was Carbine, the other was Red 5. Jeff Kaplan (02:48:11): And we lost, like, kind of our core people. Like, when Red 5 started, that was our team leader, that was Mark Kern, and our art director, Bill Petris, they quit. When Carbine started, it was, I think, all of our animators and some of our best programmers and… Like, it’s really demoralizing when you lose team members like that, but then we were also underwater. Like, the servers aren’t running, we’re not able to keep up with demand, and we had to start putting patches out, and now we’re making patches like… For a while we had one animator who stuck around, and then eventually he left also, but you’re doing like, okay, we gotta now do a patch without an animator. Jeff Kaplan (02:49:01): A lot of our art team was gone at that point, and you’re trying to keep the ship afloat and the morale was just in the shitter. Like, everybody felt very down on Team Two, the WoW team was called Team Two, and that we had somehow failed. And during that time, there was this idea to do BlizzCon, and the way that started was EverQuest had done these, like, meetups because they knew it was, like, a big guild social game, and people would get together at like some hotel ballroom and you’d sit with your guild at like a banquet room table. Jeff Kaplan (02:49:44): And to give credit where credit’s due, I remember sitting in the meeting for what was to become BlizzCon, it was Pardo who said, “Blizzard’s bigger than that. We’re not just one game, and I know everybody’s focused on World of Warcraft right now, we should do BlizzCon.” And at the time, we had a game called StarCraft: Ghost was in development, and that was getting ready to show, and there was Frozen Throne, which was the expansion to Warcraft III, but, like, we knew we were gonna make StarCraft II. And then there was a lot of motion happening with Blizzard North, which is a whole separate story, but there was like, hey, we could really do a cool show- Jeff Kaplan (02:50:27): … that’s this BlizzCon thing. And at first, we kind of announced it and it just was crickets. You know when you’re, like, excited about something, you’re like, “Man, everybody’s gonna love. Like, we’re doing BlizzCon,” and everybody’s kinda like, “Crickets. What’s BlizzCon? Who cares?” And we’re, we’re idiots, we’re reading the forums, and the forums are just flaming us all the time, like, “There’s lag on this server and can’t log into that server.” And that was our perspective of what was happening. And then, like I said, give Mike Morhaime credit where credit’s due. He kept us committed to that launcher, and they put the BlizzCon tickets on the launcher, which they hadn’t done before. It was on the website. Jeff Kaplan (02:51:13): And so everybody who logged into World of Warcraft suddenly got this like, “Hey, we’re doing BlizzCon in Anaheim, do you wanna come?” Sold out instant. Like, instantly sold out. And when I showed up at that show, it… One of the most emotional things in my life. It was nothing but an outpouring of love. And up until that point, your perception was, because you’re just reading online and it was… The perception is such hatred, because people who are passionate online, they express themselves in the harshest ways ’cause it gets attention. You know, that’s the lesson I should’ve learned from my early days. And it’s such an unfortunate thing, because then you met these people in person and they loved World of Warcraft. Jeff Kaplan (02:52:12): And all they wanted to do was talk about World of Warcraft and hear about what was coming next and be around other people who loved World of Warcraft, and- Lex Fridman (02:52:22): It’s incredible. It’s a fascinating theme, to me, about human nature, and it’s absolutely true, and I wish there was a thing that could be solved. But then again, maybe not. Maybe that’s just the way it is. But in person, all of the people that are passionate about a particular topic, and whatever that topic is, it could be games, it could be at conferences, technical conferences, they are all mostly full of love. And just the way they talk about stuff, they nerd out. Even the disagreements are drenched in this respect and appreciation and love for the game, for the topic. And online, you’re right, I don’t know if it’s because of popularity or clicks or so on, but it’s just the way of speaking on the internet is more mockery and- Jeff Kaplan (02:53:12): Cynical. Lex Fridman (02:53:13): If you say, “I love this thing. Here’s an apple. I love apples,” or, “I love bananas. I love fruit…” Like, “I love X,” whatever. You just get made fun of. You get… And then so what the lesson you learn from that is, “Well, I’m just not going to speak up when I love something. I’m going to instead speak up when I, maybe how much I hate another thing that’s similar to it.” Or maybe join in when we’re making fun of a particular quirky thing, about, “Don’t you hate it when bananas are too ripe or too…” Versus like not saying the, calling out the elephant in the room is, “We’re all gathered here today ’cause we love the thing.” Lex Fridman (02:53:58): It’s interesting. It’s that aspect of the internet that I think is jarring to a lot of people depending on the game, but if you go to Discord or Reddit or so on, in the communities that love a particular video game, there’s a… If you’re not used to it, and I don’t often go, so when I go it’s like, “Wow, there’s a lot of, like, pretty intense kinda mockery and derision and so on.” But you get used to it pretty quick and you understand it. I just, I wish there was more love. Jeff Kaplan (02:54:25): I feel bad because I played a role in the earliest development of some of that online culture. It really was social media before it was called social media. You know, I ran a… I actually had this reputation for being edgier than I really was. There were a couple notable posts that survived 30 years that people like to look back on but they don’t look back on the ones where I’m just being chill. And that’s unfortunate. I think a lot as a game designer about the design of social media. And unfortunately, social media in general is designed in such a way where the maximum hyperbole works, and that’s how you get the most points is by being max hyperbolic. Jeff Kaplan (02:55:27): And usually, unfortunately, it’s more in the negative direction than the positive direction. You know, if I say, “That’s, that’s a pretty nice mug. I’ve seen nicer, but I like this one,” no one’s interested in that. I have to either love this thing, or better, this thing’s a crime against humanity- … in some way. And it’s very self-reinforcing and everybody sort of feeds into it and- Lex Fridman (02:56:03): Especially when you’re young. I got to see this kinda interesting thing. So I was at I spent, that’s what we’re talking about, you’re from Pasadena, so I’ve been spending a lot of time in Caltech and working on robots, and we get to see students come in from high school. Undergraduates come in and, like a tour, hang out with the robots. And middle school also. And the interesting thing you see, the younger that they are, the more prevalent this effect, which is all of them are kind of afraid to show that they think a thing is awesome. They’re all… You could just feel they’re checking, “Is it okay?” Lex Fridman (02:56:48): So they’re kinda like the default mode is whatever, this, everything is stupid, this is stupid. You know, ’cause that’s the safe place to be. It’s a real act of vulnerability. I would say it’s an act of courage, especially for a young person, to be like, “Holy shit, that’s awesome.” Like, I’m gonna, if I think this is awesome, I’m gonna be the nerd, I’m gonna take the risk and be made fun of for saying, “I love this,” in that case, it’s, “I love this robot.” So that’s an actual psychological effect that also young people are dealing with, in-person also. So I think, I just wanna say, for young people listening to this, be vulnerable, be courageous and say you love a thing if you love a thing. And do more of that on the internet, I think. Lex Fridman (02:57:35): I think people make up the internet, people build the internet, and young people, more than anybody else, define the future of the internet. So put more love out there in the world. If you love a video game, if you love Overwatch, say you love it. Jeff Kaplan (02:57:50): I couldn’t agree more. You know, as somebody who’s taken a lot of heat online, like any game developer, you just get destroyed. Doing what you do, you must get destroyed, you know? And it doesn’t matter, you get 100 compliments, it’s the one, you know, you’re… And you’re supposed to read it and supposed to be fine with it and have it not affect you. It’ll stay with you for years, you know? I have those. And I think of it, like the cheesy, the cheesy way I think about it is like, is there some kind of social Darwinism going on? And my big worry is that there are creators… Like, now being a creator of anything, writer, musician, you know, make online videos, whatever creator means to you, make games. Jeff Kaplan (02:58:46): Now part of the skillset is being able to weather like a fire hose of criticism like the world has never seen. And I make up these scenarios in my head of like, would Van Gogh have existed if, you know, Reddit and all these things were out there commenting on… Like, how many people were able to communicate with Beethoven in his lifetime, or in a week? Like, how many influences could comment on his music directly to him? Versus like if I want to insult Brad Pitt right now, I can just go on 10 different devices and do it. And it’s like that level of access is very dangerous, and I worry that there is a whole group of people who’s receding from us that will never see the brilliance, and they’re being shut out by the negativity. Jeff Kaplan (02:59:55): There- there’s a very real example, was Jay Wilson, who I think is one of the great design minds, who was the game director of Diablo III. And he took so much heat, it just affected him to the point where he essentially retired from making games. Went and, you know, wrote novels. I was very happy for him because, you know, I’m glad he found his place, and I think he’s getting back into making games now. But we lost, we essentially… Like, think how many people loved Diablo III and played the shit out of Diablo III. And Jay is one of the people you have to thank for that. And yet that community basically removed him from making games for like 10, 15 years, and it feels criminal to me. Lex Fridman (03:00:50): Yeah, absolutely. They… So this is a call to action, again. People out there, support, support, especially young creators, support them. They need it. Like you think negativity has no cost, but it does. You’re robbing the world of some of the great creations. And also, allow creators to suck and to improve. Because that’s what the process of creation is like, is to take risks. To take risks meaning being vulnerable, being cringe. Lex Fridman (03:01:25): To doing the thing that like, the embarrassing failure where you’re standing there in a silly clown outfit, on stage, dancing, and nobody’s laughing. And it’s a… Comedians go through this all the time, when… They talk about this all the time, when they bomb, right? They, the act just doesn’t work, and you have to go through that. And you have to, you have to support the creators through that journey. In order to have great things, we need to support those folks. So, after shipping WoW, Wrath of the Lich King, again, many consider it to be one of the great expansions for WoW, you stepped down as WoW’s game director and switched to developing Titan. Lex Fridman (03:02:14): This epic huge game that promised to be the, sort of the MMO to end all MMOs. I mean, it’s kind of a legendary vision for a game, right? It’s gigantic. With a lot of, like you said, a brilliant team, a team that’s now hardened and knows how to do a great game. But it was canceled after seven years in development. So, tell me, what was the vision of the game and what happened? Jeff Kaplan (03:02:47): Sure. So, as we were experiencing success with World of Warcraft, there was this concept in the studio that WoW wasn’t gonna last forever. Jeff Kaplan (03:02:58): WoW would be maybe successful for five years, and eventually kind of age out. And the studio would be in real trouble if we didn’t have another massively multiplayer online game sort of waiting in the wings. So starting around, I wanna say 2006, maybe 2005 the talk of starting a team really picked up momentum, and we were working on Burning Crusade. Rob Pardo took the helm to start sort of Titan development. We didn’t even really have a team then. And I remember being embroiled in Burning Crusade and going to Titan meetings, and Rob pulled a group from kind of across the company, and we started talking about what this next MMO could be and when it would get going. And eventually, it started in earnest, like real development, around 2007. Jeff Kaplan (03:04:12): The first team members joined, and it was a real ambitious project, including like building a new engine from scratch. I think maybe the first team member was a guy named John LaFleur, who was just a stellar game programmer, and the engine which ultimately failed for Titan ended up becoming the engine for Overwatch, which is a great success story for him. And the idea behind the game, it was gonna take place in future Earth, and the players played as secret agents. And by day, they all had day jobs, and by night, they went off and did cool secret agent stuff. And the secret agent stuff was very first-person shooter, but over-the-top abilities like you would see in Overwatch, because that’s where they came from. And the by day stuff, we were gonna let you run businesses. Jeff Kaplan (03:05:18): We took a lot of influence from games like Animal Crossing, Harvest Moon, the Sims. We had a brilliant game designer and game director named Matt Brown, who was the creative director on The Sims. He came over. And so we had this vision that there was gonna be all this like daytime business house stuff. You could build a house. You could live in a neighborhood. And beyond that, there was also a vision on the technical side, game design and technical side, that unlike World of Warcraft, which the modern day term for it is that it’s sharded. Mm-hmm. So meaning people play on different realms or servers. Jeff Kaplan (03:06:09): In a WoW server, I don’t, I haven’t been on that team in a very long time, but back in the day, you might have 5,000 people on a WoW server before they’d have to spin up another WoW server. The big idea behind Titan is that everybody would play on one server. It was a one server, one world game, and the world was massive. It was gonna take place in future Earth, and we were literally building like, we had what we called Bay City, which was San Francisco. We had, you know, Hollywood, and then we had to build all of California between that, and we also wanted to build like Cairo and London. And there’s this realization of like, how do we connect all of these? The game had driving in it, like full-blown, like GTA-style driving. Jeff Kaplan (03:07:06): It was such a gargantuan, huge undertaking with a, with a brand new engine, a brand new team, a brand new IP, intellectual property, you know, setting, which we really wrestled over. Like, the amount that the IP just, you know, trying to figure out, like, are there aliens or not aliens, you know? Like, all that sounds kinda dumb and fun, but when you’re building a game, like you, especially world-building, you have to have rules. That’s what makes world-building work, is that like, this exists in this world, and this doesn’t, and you know, why? It’s like, ’cause someone said so, and just the way it needs to be. But that development started in 2007, kind of as ideation, brainstorming, early work. Jeff Kaplan (03:07:59): Really got going in late 2007, and then I had to ship Wrath of the Lich King and it was… We had the like, we always did like a champagne toast. I still remember it because it was Election Day. I think it was like Election Day and my birthday, and the day Obama got elected, and then I left the WoW team on that day. It was like memorable in all those ways. And then I joined the Titan team, and that game, we went on, like the fast-forward part of that is we shut it down in 2013. Jeff Kaplan (03:08:43): That was one of the most painful development processes that I’ve ever been a part of, and probably, probably deep into 2009, I knew that the game in its current form could never ship and would never exist, and by 2010—like after numerous times trying to convince the powers that be that, like this game is not gonna happen, it’s in trouble. I remember going to Mike Morhaime in 2010, and, like, you’re going to the CEO of… You know, at that time, Blizzard was a big company, and I’m like, “You gotta shut us down. We’re just gonna burn money.” Lex Fridman (03:09:35): What was your intuition about why? So like from my understanding, there was a few issues. So one, with such a gigantic world, which by the way, is a beautiful dream, this kind of universe simulator, because I love… Every game you mentioned there is great. I empathize with the dream. I would love to play that game. But one of the issues, as I understand, was it was unclear what, like, the quest flow is. Like what are you supposed to really do in this game? What’s the thing that connects all of the pieces together? Jeff Kaplan (03:10:08): So it was a multifaceted failure for many reasons. Ultimately, the failure of Titan lies with leadership, team leadership, myself included. Like, there’s just no getting around that. And then on top of that, like, a lot of games you can point to as being like an engineering failure, like the, you know, the servers didn’t work— … or like an art failure, like no one responded to the look of the game, or a design failure, like the… it’s just not fun or it’s tuned poorly. We failed on art, engineering, and design, and I’m cautious about calling out art because some of the best art ever made at Blizzard was made for Titan. My criticism isn’t of the art that was created. My criticism is that we never had any art cohesion, so the art looked like it could’ve come from 10 different games. Lex Fridman (03:11:08): Mm-hmm. And we should say it cost $83 million across those years. So a large team doing a lot of stuff, but not converging towards a game that could actually ship. Jeff Kaplan (03:11:24): Correct. As, like, a game designer, I use semantics a lot and I like to define my semantics so people know where I’m coming from. Talking about ideas versus vision for a second, ideas are easy. Ideas, you know, I can have 10 in 10 seconds. You know, let’s make a 2D platformer about a mouse, you know, whatever. Like, you can… I want to… A secret agent by day is, you know, doing all this cool shooting stuff, by night is running a flower shop. You know, ideas are just infinite. At least on creative teams, you know, you have no shortage of ideas. What I call vision is the ability to not only take a great idea, but shepherd it into existence, and you’re doing that through inspiration first and foremost. Jeff Kaplan (03:12:24): If you need a team to make it, you need a team to believe in the vision of the idea. And then there also has to be a technological plan for the idea. There has to be a design plan. There has to be an art style for the plan. There has to be a pragmatic production reality to the plan. And Titan kind of was like that was the hubris of Blizzard in that era at its height of, you know, we were over being hurt about, you know, World of Warcraft. I don’t know if people are gonna like it. And we were now in the era of, like, we made World of Warcraft. We can do no wrong. This next thing is gonna be the best ever. And there was also a lot of what I call anticipatory hiring- Jeff Kaplan (03:13:21): … or, like, there’s opportunity hiring and then there’s also anticipatory hiring. I have the exact opposite hiring philosophy. I won’t hire anybody on any team until, like, we’re feeling like we gotta work overtime or, like, we might not ship if we don’t get, you know, somebody else in here. And Titan kinda had that hubris of like, well, we’re gonna build a really big world. We don’t know the story of the world yet. We don’t really have it mapped out what it should be like. We don’t have the art style really defined. We don’t know technically how we’re gonna make the art or what the constraints of it are, but we know we’re gonna build a really big world, so let’s just start hiring environmental artists. Jeff Kaplan (03:14:08): And, like, in one year, we would hire, like, 70 environmental artists from all over the world. You know, we’re getting visas and, like, the top tier talent ’cause at the height of World of Warcraft and nobody knew the team that they were coming on. It was Blizzard’s next MMO top secret and they, you know, their first day at work, like some, you know, poor guy from Belgium just shows up and he’s at his first day at work and he’s like, “Oh, are we making World of StarCraft? Is that…” And they’re like, “No, dude. Let me show you it.” And he’s like, “What is this game?” You know? We were in that world, and we hired way too many people. Jeff Kaplan (03:14:50): The right way to incubate a video game is you have the smallest group possible and you try to get the idea across with whatever technology you can get your hands on, using other engines, using art from whatever. You prove out that idea, and once you know what you’re doing, then you expand the team. You know the cliche of “idle hands is the devil’s work,” or whatever. Lex Fridman (03:15:20): Yeah, yeah. Jeff Kaplan (03:15:21): You have these, like, brilliant team, huge, and we don’t have a road map for what we’re making or how we’re gonna make it. And now you’re having to deal with all these people. Like, they’re coming into your office, you know, you’re trying to figure out what is the quest flow, how do I design the quest system for Titan, how can we prototype it? And we’re like, “Oh, this prop artist over here is running out of stuff to do. What props should he make? Should he work on Chinatown or the Hollywood set?” And you’re just making up busy work. The engine didn’t work. Jeff Kaplan (03:16:01): When we would run play tests on Titan, we would have to tell the team, “Stop checking in because it slows us down.” We had this really great technical artist, a guy named Dylan Jones, and he was on Titan with us, and I remember in, like, the last days, we asked him, because he was a very active user—Titan editor was called Titan Edit or TED which is, to this day, TED is the proprietary tool for Overwatch, since Overwatch came from the Titan engine— Jeff Kaplan (03:16:37): … which was Tank. And we said to Dylan, “I want you to log your uptime in the editor, in TED.” And in a 40-hour week, he was only able to work for 20 hours. And you can imagine, you’re building a team of the best and the—like, the best in the industry, and they can’t work. So not only are you just burning cash faster than anybody on the planet, it’s also, like, imagine having fighter pilots, but we don’t let them fly. Like, the creative frustration and the way that that manifested itself, and how demoralized the team got, it was a disaster. Lex Fridman (03:17:24): And so many elements of that were done completely differently for Overwatch, which turned out to be this incredibly masterful execution on a short timescale with a small team with a clear vision. I read that sort of if you—if you were to compare Overwatch and Titan, sort of the defining characteristic for the Titan team, they said yes to everything, and the Overwatch team said no to everything. Meaning focus, like deep, deep focus on the execution of a very clear vision. And maybe that’s the process of designing games, like you said, is, you know on a team that’s full of incredible ideas because it’s creative minds, it’s constantly saying no. It’s a really painful process, but perhaps it—it is the responsibility of leadership to just keep saying no. Which sucks. Lex Fridman (03:18:17): I guess it sucks to be a leader on a team in that sense, because you’re constantly saying no. Jeff Kaplan (03:18:21): Being a creative leader, you’re in two modes. You’re pushing or you’re pulling, and whatever mode you’re in is the exact opposite of the team. When they’re not thinking outside the box enough or, like, elevating the vision enough, that’s when you’re pushing them. Like, “Come on guys,” you know, “don’t worry about the schedule. We got—” you know, “capture hearts and minds, inspire people.” And when they’re going a little crazy and they… Endless source of great ideas and really fun development, that’s when you gotta pull and say, “Guys, we need to ship this. The best feature we can add for the player is shipping.” That was a common phrase that we had. Lex Fridman (03:19:09): So when Titan was canceled, I mean that must’ve been a gigantic heartbreak for everybody. And there was this moment when the plan was for the Titan team to be disbanded and moved elsewhere, but you fought for keeping some part of the Titan team, the core of the team together, and Mike Morhaime gave you six weeks to come up with a pitch for a new game. And you’ve talked about this process, and you’ve mentioned that there were three possible ideas, directions you were thinking about. A StarCraft MMO, maybe an MMO in a new IP called Crossworlds, and then the third idea was Overwatch. Can you take me through those six weeks? Jeff Kaplan (03:19:56): Yeah, the six weeks, it’s… It was supposed to be the greatest time ever if you think about it. Because you’re a game developer at Blizzard, and you get to come up with a new idea. So that sounds awesome, like, to everybody at Blizzard, to all game developers, it sounds great. But we were probably the most demoralized we’d ever been in our careers. At least I was, you know? I didn’t know if I was gonna be fired. I didn’t know if that was the end of my career at that point. And so it was like a really serious, kind of dire environment that this was happening in. And we were given two criteria that we had to hit for these pitches. The first one was that we had to ship within two years. And that is a very ambitious timeframe for any game. Lex Fridman (03:20:53): Yeah, crazy. That’s crazy. Jeff Kaplan (03:20:54): But for a Blizzard game, it’s kind of insane. And then the second… Okay, the second is even more ambitious and crazy, was whatever we made, whatever we pitched had to have the potential to have World of Warcraft-like revenue. Lex Fridman (03:21:13): Yeah. Right. Jeff Kaplan (03:21:14): And to date, at that point, there was one game that had World of Warcraft-like revenue, which was World of Warcraft, so… Immediately, I just threw out the revenue thing ’cause it’s all fucking Monopoly money to me. Like, this game money is… It’s insane, and I just don’t think about it. That’s someone else’s problem. But I did want to be as realistic as I could about the schedule part of it. So most of our team, the Titan team, was 140-some people. Most of that team got moved to go work on Heroes of the Storm, the D3 expansion, World of Warcraft, Hearthstone. So immediately, a large number of the team was gone. Then we had a bunch of, like, what we called temp loans- Jeff Kaplan (03:22:05): … people that someday were gonna come back to us, but we loaned off for, like, six-month tour of duty. And then there was a very small team. There was a group of engineers that was mothballing Titan, so it exists somewhere at Blizzard at that point. And they were also deconstructing the engine because they knew it didn’t work anymore, and to make a new game, it had to be way reconsidered to sort of what it is today. And then there was a very small creative group that was supposed to come up with these three pitches and given six weeks. And we just sort of arbitrarily decided, like, let’s spend two weeks on each pitch. The ground rules that I sort of led with is you have to be all in for the two weeks on the pitch. So if we’re… Jeff Kaplan (03:22:56): You know, pitch one was a StarCraft MMO, and we have to live and breathe and want it more than anything. And I kind of warned everybody. I said, “At the end of this two weeks, you’re going to think this is the only game idea, and you’re not going to be invested in the next, but we’re going to throw it out as soon as we finish it and do the next one.” And the StarCraft MMO, I actually really loved that pitch. It was called StarCraft Frontiers. And the concept was, like, less of you’re playing, like, space marine. Like, it was less armies. StarCraft the RTS is always about the three races and the giant armies. Jeff Kaplan (03:23:34): And kind of what made WoW wow and separate from the Warcraft RTS series was that instead of being, like, a footman in the army in World of Warcraft, you were like a lone adventurer, you know, make your mark on the world. So we had this idea, it was this old Chris Metzen drawing of a space prospector. And I love that idea that, like, somewhere out in, like, where all the giant StarCraft battles were happening, you know, thousands of Zerg and Protoss and Terran, there’s, like, this, like, lone prospector on some planet, like, going through, like, a mysterious dungeon- … you know, looking for minerals but finding monsters. Like, it was that kind of spirit of- Lex Fridman (03:24:22): That’s awesome. Jeff Kaplan (03:24:23): … more on the ground level. Lex Fridman (03:24:24): I didn’t even think about that because my intuition with a StarCraft MMO would be the soldier as part of the army, right? The prospector. That’s such a beautiful vision. Yeah. Jeff Kaplan (03:24:32): Yeah, I- Lex Fridman (03:24:33): Looking for the resources and on the way finding the monsters. Jeff Kaplan (03:24:37): You want to be on the ground f- Like, what’s it like on the ground floor? And I don’t want to be a minion in a giant army. I want to be Indiana Jones in space, you know? Lex Fridman (03:24:49): Nice. Jeff Kaplan (03:24:50): So then there was this Metzen picture of the prospector, and then two of the most amazing artists, Arnold Tsang and Peter Lee. Arnold’s the great character artist. Peter Lee’s the great environment artist. They did this concept art for Frontiers that was Metzen’s space prospector. He’s smoking a cigar-… and he’s got his foot on a Hydralisk skull. Lex Fridman (03:25:15): Nice. Jeff Kaplan (03:25:15): And then there’s, like, a Medivac in the background, and they’re on this, like, big alien planet. And, like, that picture, you just wanted to like, “Here’s my money. I’ll pre-order now. Like, sign me up for that game.” That picture ended up being McCree from Overwatch. We redid it. Lex Fridman (03:25:37): Nice. Jeff Kaplan (03:25:37): But, but yeah, that’s, that was where McCree actually came from. So that was the StarCraft Frontiers idea. We kind of, we, we went all in on the design. We had a world design. We had class design, like how, how the classes would work, what progression might look like. And you also have to think when you’re trying to design an MMO, like, what could expansions and live content be like? And we put together a really good pitch. We all knew there’s no way you can make this game. Like, this, even though it was more focused than Titan, it’s five years on Blizzard’s best day with nothing going wrong, in a perfect scenario, five years to make that game probably with, you know, 150 to 200 people. Jeff Kaplan (03:26:26): Like, these 40 people are not making that game in two years. So as much as I… Like, again, that was an idea, not a vision, ’cause it lacked, it lacked the path to reality, you know? There- Lex Fridman (03:26:40): ‘Cause that’s a legit large-scale MMO in a, in a world that you haven’t quite developed in the way that an MMO needs that was really crafted for the arts or the real-time strategy formulation of StarCraft. And it’s in space. It’s- Jeff Kaplan (03:26:53): Yeah. Lex Fridman (03:26:53): It’s… It would, it would take… I mean, it would be incredible, but it would be a five-year and realistically even more. Jeff Kaplan (03:26:59): Like, an endless thing that you’d spin on on that team. You’re making the StarCraft game. How do you get from planet to planet? Lex Fridman (03:27:05): Yeah. Jeff Kaplan (03:27:05): Is it a cut scene? No one’s going to want a cut scene, but we should probably make it a cut scene because that’s easy. But well, we gotta have space flight. That… You’re adding, like, three years just by saying, “We gotta have space flight.” Lex Fridman (03:27:18): You are. Yeah. Jeff Kaplan (03:27:19): And then how do you make a space game without space flight? We’ve all played them. We know, we know those games, so. Lex Fridman (03:27:25): So are you essentially, when you’re brainstorming like that, and by the way, such an incredible thing, for two weeks, you’re just really falling in love with the game altogether and trying to figure out if it’s actually possible. So if you’re developing that, are you just constantly trying to say, like, “What is the simplest possible thing we can do that’s a complete world?” Like, are you constantly trying to simplify or you’re allowing yourself to go big? Jeff Kaplan (03:27:49): So when you’re brainstorming and you’re with the team and you’re the creative leader, it’s, “Guys, what’s fucking amazing?” What’s big? What do players need? There’s a Blizzard design value called “what is the fantasy?” What is the fantasy? You want to be in space. You want to be in the StarCraft universe, and then your job as the game director, and if you have a great creative director, art director, tech director, the director should be scoping it back into reality. The mistake I see on a lot of game teams is scope becomes a production problem. You give it to the project managers or the executives or the producers to say, “No, there’s not enough time.” Or, “You guys should hire more,” ’cause- Lex Fridman (03:28:44): Right. Jeff Kaplan (03:28:46): Like, what do executives, what do those types have at their disposal that they can hit you with meetings in Outlook and tell you that you can hire more people? That’s not really how you get the game made. Lex Fridman (03:28:59): That’s why they get paid the big bucks. Jeff Kaplan (03:29:02): The scoping, your best-case scenario is when your tech director, art director, and game director are doing the scoping. Because then you know, like, this part we gotta spend big bucks on. There’s no getting around it. This part we can cheat. If you have a giant team and one guy’s job is just to make props, you know, crates and chairs, that guy’s going to make the… You know, that’s a AAA awesome developer who’s going to put his heart and soul into it. If you let him, he’ll take, you know, six weeks to make a crate. You have to have that moment where you’re like, “I kind of need 200 crates. So just spend, like, a couple hours on that one.” And that’s a hard thing to say to somebody. Lex Fridman (03:29:52): You’re doing this kind of scope carving while also talking about “what is the fantasy.” So you’re, there’s a tension there that you’re constantly dancing with. So you’re, you’re allowing yourself to think big, but then scoping it down, and doing that, what, on a scale of days in this case, like? Jeff Kaplan (03:30:12): Yeah. We had two weeks, so, and I don’t think we were… I was working on weekends, but we weren’t getting the group together. So it’s, you know, like 10 working days. Lex Fridman (03:30:24): And then you, like, shut it off and go to idea number two? Jeff Kaplan (03:30:27): Yeah. Idea number two was CrossWorlds. That was a Metzen vision for a universe, and, like, I’m glad Metzen’s back at Blizzard, and I hope they make this game someday. The way Chris described it was there’s a planet on the edge of the universe that’s like the Mos Eisley space port with all these, you know, freakish aliens and people from all walks of life- Lex Fridman (03:30:58): Nice. Jeff Kaplan (03:30:58): … and it’s kind of seedy and criminal. And there’s traders and smugglers and diplomats and… But this one planet is sort of the planet that they’ve agreed to like meet on, and this is like the neutral place, and then the game was going to take place on that planet, so- Lex Fridman (03:31:16): This is awesome. Jeff Kaplan (03:31:17): Yeah. So that was more of like a world IP driven one that was really inspired by Chris. Lex Fridman (03:31:24): And that allows you to play with different characters, different… I like that, I like that idea a lot, because it’s the meeting place of different worlds, and then you can allow your imagination to drive what the worlds from which they came from are like. So you don’t have to design those worlds. Jeff Kaplan (03:31:41): No, you don’t have to design them, but then they’re yours. Like, if the players really are reacting to, like, the Green People planet- … or whatever, and someday you’re like, “Hey, what expansion should we make?” “I don’t know. Green People planet.” Lex Fridman (03:31:53): Green People, yeah. Jeff Kaplan (03:31:54): Like, “Let’s do it.” Lex Fridman (03:31:56): I like it. Jeff Kaplan (03:31:57): So it was actually that, it was CrossWorlds. We were working on CrossWorlds, and like the StarCraft Frontiers, you know, for Frontiers, we were having the class meetings, you know, how class progression work, like, the game designery stuff. And on CrossWorlds, we were having a class meeting of, like a big decision in, like, RPG type games is always: are you doing, like, skill based or class based? Jeff Kaplan (03:32:26): And it’s usually some combination of those, but class based, you’re like choosing, “I’m going to be a warrior, therefore I use sword and shield, and I do these things.” Where more of a skill base is everybody’s kind of an avatar, and then the skills that you pick define, so I might take that I know how to use swords. So you’re kind of making those decisions, and with all things game design, there’s no right or wrong. It’s all trade-offs. So the trade-off decision we were making is like, “Oh, I think we want to be class based with this CrossWorlds thing,” and we were in a design meeting and one of my favorite designers of all time is a guy named Geoff Goodman. He was one of the original WoW encounter designers; he designed like Onyxia and all the big raid bosses. Jeff Kaplan (03:33:17): Like, if someone has a favorite raid boss, Geoff probably designed it. And he just kind of off the cuff said in this meeting, he said, “I wish instead of making, like, six classes, I wish we could make 50 classes. And I wish instead of having, like, you know, 100 abilities on the classes, the 50 classes all just had, like, one or two things that was really interesting about them.” And then the class meeting ended. Like, we designed our six classes in that meeting, and then the meeting ended. And I was back at my desk, and it just stuck with me what Geoff had said about the way he wished he could design the classes. And then I also had… We had this directory of all the amazing Titan art. Jeff Kaplan (03:34:13): And I started pulling up Arnold Tsang’s characters. Arnold’s vision and his art is second to none. And I started taking some of the old Titan characters that we had designed. We had a class called the Jumper, and the Jumper could, like, teleport forward and rewind time and come back. And the Jumper used dual-wield pistols, which was, at the time, designed after my dual G18s from Modern Warfare 2. It was my favorite loadout. I was just cribbing Infinity Ward. That’s where Tracer’s guns came from. Jeff Kaplan (03:34:53): And we had all these, like, different guns, like, some that bloomed and some that, you know, had this, like, really crazy recoil, and we had other types of guns. And I took every version of, like, the Titan Jumper, and I just distilled it into what I thought was the best version of the Jumper, which was, you know, the dual-wield pistols, the blink, the recall, and time bomb. And then I took Arnold Tsang art, and I went, you know, to Arnold, and I’m like, “What if this wasn’t, like, a class? You know, who is this as a person, not a class?” And Arnold, “What if she’s British, and her name’s Tracer?” And, like, that was the origin of Overwatch. Jeff Kaplan (03:35:41): And some of the pragmatic part of that was I knew that Geoff Goodman was gonna be on this team, and I knew that Arnold Tsang was gonna be on this team. And it’s a play to your strengths moment. Like, what could we make in two years with the talent we have, and what is realistic? Like, what could we realistically make? And so then I just sat there, and I sort of I went through a bunch of Titan classes with a guy named The Gunjack, who was… became Reaper. We had… Actually, the Ranger got split out and became 76 and became Bastion, of all things. Lex Fridman (03:36:30): You’re describing the game of Overwatch where exactly that vision from that meeting- … came to life for you. As opposed to having a small number of classes with a large number of skills, you have a large number of heroes with each their distinct look, distinct set of skills. Jeff Kaplan (03:36:50): Yeah, and the personality was a big part of it, like capturing… This isn’t some generic, the Jumper. It’s this person, Lena Oxton. You know? And she has a life, and we’re gonna, you know, make you interested in her. Lex Fridman (03:37:07): Yeah, there’s, like, a deep backstory. And that’s also what’s interesting about Overwatch, is that backstory is not, like, revealed in a direct way. It’s, it sort of, like, seeps in indirectly throughout the game. So, the backstory is implied almost. And it’s told not directly. So, there’s a lot of ideas like this. And so you’re… This is the thing that the team converged to. Jeff Kaplan (03:37:32): Yeah. Well, and it was funny because, like, we’re having these CrossWorlds. Like, people are, you know, writing design docs and doing concept art for CrossWorlds. And, you know, we’d have some brainstorm meetings every day, and I put together… It was a seven-page deck, Overwatch deck. And it was called Monetized Shooter at the time. And it just said, “Monetized Shooter.” And then the first slide was League of Legends plus Team Fortress 2 logos. Jeff Kaplan (03:38:05): And then I had, like, six heroes, like, sloppily designed. And as everybody was working on CrossWorlds there were two, you know, co-leaders of that team for… There was, you know… Chris Metzen was there, and Ray Gresko. And I remember Ray coming over. Ray is, like, a phenomenal game developer of all time. He, like, wrote the Dark Forces engine, was the production director on Diablo III. He and I killed Titan. And then he’s at my desk looking over my shoulder, and he’s like, “Well, what are you working on? Is this the CrossWorlds pitch?” I’m like, “No, this is, like, another idea that I’m just working on on the side.” And I show him the seven slides, and he just looks at me, and he says, “Go show Metzen this.” Jeff Kaplan (03:39:04): This is what we should make instead.” And then I went and I showed Metzen, like, “Hey, this is just an idea.” And then Metzen was like, “Yes. You know, this is what we should make.” And I showed Arnold, and it was Arnold’s art. And then Ray tells me, he’s like… ‘Cause we would- Every morning, we’d get the team together ’cause we were in this dire, you know, dire straits, and we’re midway through at that point. And Ray and a producer named Matt Hawley said, “Tomorrow morning at the meeting, you’re gonna pitch this Monetized Shooter idea.” It was called Monetized Shooter because originally when I pitched it, it was free to play and you had to buy the heroes, which is fucking terrible, but at the time, I actually thought that was a good idea. Jeff Kaplan (03:39:56): And I’m walking down the hall with Matt Hawley to go, like, pitch this to this group, you know, we’re supposed to be working on CrossWorlds, and they’re like, “You gotta pitch this idea to them.” And Matt Hawley stops me in the hall and says, “You, Jeff, you cannot go into that meeting. I refuse to put up a deck in front of the team where the first slide says, ‘Monetized Shooter.'” “They’ll hate that, and that’s not the spirit of who we are-” “… as, you know, creative devel-” And I’m like, “Yeah, you’re right.” Like, well no one was supposed to see his deck anyway. Jeff Kaplan (03:40:34): You guys are all looking over my shoulder. He’s like, “You need to put a name on it.” I’m like, “It’s Overwatch.” Like, right on the spot, I said the name was Overwatch. And where that had come from was when we were working on Titan, I was really angry about this. We did this fake… I did not do this, another leader on the team did this, of this fake, like, we’re gonna put up whiteboards and everyone gets to vote for their favorite name for Titan. But the person who did it already had a name in mind- … for the game. And just kept pushing towards that name. Jeff Kaplan (03:41:17): And the thing that got the most votes was Overwatch. Overwatch in Titan was, like, a police group, essentially. But somebody had written Overwatch on that board and it got the most votes. So I basically named the game Overwatch to, like, high five my team- … and kind of middle finger. Like- Don’t act like it’s a democracy when it’s not. Lex Fridman (03:41:43): Yeah, yeah. Jeff Kaplan (03:41:43): You know? So… Lex Fridman (03:41:44): So it’s a middle finger. So Overwatch, and then the, I mean, the rest is history. So what, in that slide deck, did you already have a kind of crawl, walk, run idea of the way this would be developed? Jeff Kaplan (03:42:00): So my, my deck was terrible. People actually- … there’s a thing called the Jeff Deck, which is: it’s always gray with black writing and then the default, like, PowerPoint blue shapes, because I just don’t bother making it look good- Jeff Kaplan (03:42:15): … Besides dragging Arnold Tsang’s art, you know, desecrating it into my deck. We put together… We had this amazing game designer on the Overwatch team, a guy named Jeremy Craig who’s now actually game directing a game over at Bonfire. Jeremy, not only was he a great game designer, but he had the ability to sell things better than anybody else, visually. So Jeremy took my shitty deck, and then we had lots more, like, creative brainstorms and we thought through the game of Overwatch a lot more, and then he made this gorgeous pitch deck that we pitched. We first had to go through the Blizzard production and game directors for them to approve it and give it their thumbs up, then we had to go through the Blizzard executives, then we had to go through Activision. Jeff Kaplan (03:43:11): And in that deck, because we had to speak to schedule, we had to speak to two things that were tough to speak to. One, we had to speak to schedule, and we came up with this concept of crawl, walk, run. We had identified the reason Titan failed is we just tried to run; we tried to come up with the next World of Warcraft. But if you think about World of Warcraft, it had Warcraft I, II and III to build upon to even get to the point where people gave a shit enough about that world to want to live in the world of Warcraft. So the idea was that instead of trying to cut right to World of Warcraft, let’s try to honor Warcraft I, essentially. So this first game is just to establish that there’s a universe you might give a shit about. Jeff Kaplan (03:44:09): We also knew that the timeframe we were given of two years, there was no way to create a compelling PvE experience, so we just kinda randomly put dates in a slide of crawl, walk, run, thinking it was aspirational, and really, we were just trying to save ourselves. Like, don’t cancel us. You know, this team can make something great. The other part that we had to talk to too was, like, a mobile strategy. Like, at that time, it was like, everything has to be also on mobile, which I think is the dumbest thing ever. And so literally what we did is, this was Jeremy’s brilliant part, we had a picture with all the boxes and then one of them is, like, a tablet with just a fucking Photoshop of, you know, Arnold’s art on it. We’re like, “And also-“ Lex Fridman (03:45:03): Mobile Jeff Kaplan (03:45:03): “… it’ll be on mobile.” Lex Fridman (03:45:06): Brilliant. But I think this crawl, walk, run idea is really nice. So the, the, the initial idea is you would have basically a shooter with all these different characters, all these heroes, and then the, the walk would be the PvE version of that, co-op. And then if people really fall in love with the world, then you build a big MMO around it. Quick pause for a bathroom break. Quick 30-second thank you to our sponsors. Check them out in the description. It really is the best way to support this podcast. Go to lexfridman.com/sponsors. We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration. Lex Fridman (03:46:00): Choose wisely, my friends. And now, back to my conversation with Jeff Kaplan. And we should also say that there’s a whole world that was built around Overwatch. And one of the ideas was… So, Warcraft is a very particular kind of world. StarCraft is a particular kind of world. Diablo is a particular kind of world. And you wanted to bring Overwatch to Earth and make it positive. You give this talk where there was a lot of respect paid to the sort of dark, gritty, post-apocalyptic games on Earth. Also gave a lot of respect to the ultra-realistic first-person shooter games like Call of Duty. And you wanted to create something more that paints a vision of a near-term hopeful future, and fun, and more sort of surreal, versus like ultra-real. Lex Fridman (03:46:57): So it’s interesting to talk through how a world comes to life. How you think about that world, how you create the tone of the game, how you think, how you craft in this vision. And not just, like, different characters like Tracer and so on, like what the personality is, but, like, bringing the world to life in which they will be. What was that process like? Jeff Kaplan (03:47:23): The process was a blast. And, like, the goal was that bright, hopeful future. And the other phrase we used all the time on the team was, “A future worth fighting for.” Lex Fridman (03:47:34): Mm-hmm, yes. Jeff Kaplan (03:47:35): You know, if there’s gonna be all this fighting, like the… it kinda has to be worth it for something. Picking the locations in the world was the funnest thing. You know, there’s just a group of us who would sit around, and be like, “Where do you wanna go?” You know, “Santorini looks amazing.” And you’re looking at pictures, and like, “Let’s make that place.” You know in a video game people are gonna spend hours and hours in a location. Resist the urge to do the common, I call them the cargo container mazes, that you see in every game. And I know why they exist, they’re easy to make, but we kinda wanted Overwatch to be this world tour of great places that you’d wanna go to. Jeff Kaplan (03:48:23): Or in the case of like Oasis, it’s like, okay, maybe Iraq, back when we were making this game, wasn’t the top of people’s list, but what is the bright, hopeful version of what that could look like? So we just really tried to sell this idea of these aspirational locations. One, just to get people thinking about different places on Planet Earth and how awesome they all are. But also, from like a pure game design standpoint, you’re gonna spend a lot of time in the environment, so the environment should be pleasing and not oppressive. Lex Fridman (03:49:04): Can you go through some of the heroes that you ended up putting in the game? Maybe a good way to do it is, which are your favorites? And what’s from the best of your knowledge of the internet, favorites? Jeff Kaplan (03:49:16): My favorite… I have a couple favorite heroes. Obviously, Tracer. Lex Fridman (03:49:23): She’s the OG. Jeff Kaplan (03:49:24): The OG, the cornerstone. You know, we put her on the front of the box. She was that moment of, “We should just take the best of the best,” and we know this gameplay is good and solid. And it’s so simple. Like, the mechanics are very easy to explain to somebody. It’s very easy to pick up. The first time anybody hits Recall for the first time and they try to wrap their mind around like, “Wait, does that mean if I…” You know, and they’re mapping out the possibilities. Lex Fridman (03:49:56): And by the way, we should say that it’s a PvP game with six versus six at first, and where there’s three distinct roles that people take on on a team. And those roles, at first, I guess were not required. Like, you can reallocate those roles as you wanted. And then to maximize the fun, you add a little bit of structure. You enforce two per role, and the role being Tank, Support, and Damage. So, that. And then there’s all the kinds of heroes that are associated with the different roles, and people pick and there’s lore. And some people are probably like hardcore just one particular hero. And so there’s a lot of personality and story and community that builds around each of the heroes. And, but at the end of the day, it is just a fun shooter. Jeff Kaplan (03:50:51): Yeah. Our goal was to pay homage to the shooters before us that we loved. There’s no way you can talk about Overwatch without talking about Team Fortress 2. Uh, Team Fortress started as a Quake mod, which was brilliant and I played tons of. Then there was Team Fortress Classic that came out with Half-Life 1. Jeff Kaplan (03:51:15): And then Team Fortress 2, I think everything about it blew everybody away when it came out in 2007. And there’s obviously just huge influence there. But the shooter mechanics of Overwatch are… They hearken back to what people call the arcade or arena shooter genre. Which pains me ’cause I never… Back in the day, I didn’t think of Quake as an arcade shooter. It was almost an insulting way of saying it. But just the fast movement, really epic, over-the-top weapons. You have a low time to kill, or TTK, that players call it. Meaning you’re very survivable; you can take a few hits. Where, in a game like Call of Duty or Counter-Strike, if you get shot in the head, you’re just dead right away. So it was supposed to be this explosive, larger than life, fun, arcade-y shooter- Jeff Kaplan (03:52:17): With a lot of teamwork involved. Lex Fridman (03:52:20): And so you said Tracer up there? She’s the OG. Who else? Jeff Kaplan (03:52:25): McCree. McCree is another, like, I’m somebody who’s attracted to the simplicity and design. And I did not design McCree’s six shooter. The way that gun feels is phenomenal, and to capture the spirit of that, we had a designer named Mike Heiberg design the High Noon ultimate. And then just all the care and love the team put in, like when he does the ultimate, we roll a tumbleweed across the screen like every time. It’s a very simple hero, but the simplicity is what I like best in design. Jeff Kaplan (03:53:02): I’m not a fan of when somebody starts explaining, you know, in any of these games, whether they’re MOBAs or hero shooters, and they start, like, “This guy throws orbs, and he throws three orbs, and then he runs out of his orb bank, and then he can call the orbs back, or he can catch the orbs.” And my head is spinning, and I’m like, “Just give me a fucking good gun.” You know? And I’m done. Lex Fridman (03:53:28): Simplicity is everything. What about Reinhardt, the tank? Jeff Kaplan (03:53:32): Reinhardt was actually my main. So I played the most of Reinhardt. That was another amazing Geoff Goodman design of this guy who just has a shield. As soon as you give somebody a shield, they know what to do. They go into protector mode. The shield was designed to shoot through. The shield has since been copied by like every hero shooter since, and even non-hero shooters. And then he just has a giant rocket hammer. And he does a charge ability. It’s really interesting where the charge ability came from. I was playing a ton of Left 4 Dead 2, and you could play in versus mode where you could be the enemy zombie guys. Jeff Kaplan (03:54:16): And there was an enemy boss zombie called The Charger who had that charge ability. And I thought, the reason that ability was so cool is because it’s a commit. Once you press the button, you’re a runaway train. And watching Reinhardts charge to their deaths is kind of hilarious, and it’s what separates a great Rein from a shitty one. Lex Fridman (03:54:37): You’ve explained that the Overwatch matchmaker process is designed to keep players at a 50% win rate. I think it’s just a fascinating topic. Not to get too philosophical, but you can’t have the up without the down, hence the 50%. Can, can you speak to the complexity of like what makes a good matchmaker? Jeff Kaplan (03:54:57): The matchmaking systems are some of the most complex design and engineering tasks you’re ever gonna tackle. And they’re thankless. It’s, it’s very hard, too, because I think most people, and they’re not being disingenuous, like if you ask a gamer, “What do you want?” They’re like, “I just want a fair match. Like, just make it even.” And the reality of what they want is they want a match where they’re slightly better than the other guy. Jeff Kaplan (03:55:27): Like, they want it to feel like it was close but then win. And you can’t architect that. Like, there, it’s, you know, it’s a zero-sum situation, so there’s gotta be winners and there’s gotta be losers. The other really core problem, and we would study this all the time when people would complain. You know, you see a Reddit post, and somebody would say, “I had a six game losing streak. This is so fucked. It’s the worst matchmaker ever.” Lex Fridman (03:55:58): Oh, Reddit. Jeff Kaplan (03:56:00): Yeah, right? I love Reddit. Lex Fridman (03:56:02): Me too. Jeff Kaplan (03:56:02): But we would look up that person’s account. I would do that all the time. I love looking up people’s accounts and seeing- … what would happen. It’s like, yeah, he had the six-game losing streak. He had an eight-game winning streak before that. There was no post about how awesome is this. And the human psychology doesn’t allow for that. One of my hindsight regrets about Overwatch, and this is, I think we did the right thing in the moment. It’s you know, like, I wouldn’t go back and redo it, but if I was making a hero shooter from scratch today, I would make it less team-focused. And we put all of our eggs in you noticing if the team won or lost. Jeff Kaplan (03:56:48): And we downplayed your individual contribution as much as possible. There wasn’t a scoreboard. We had a medal system, but the medal system was, in my opinion, it was not good because the losing team got medals and the winning team got medals. And on the losing team, they would use that. They would weaponize it against their teammate. “Well, I’m the top kills, and all you guys are making us lose.” And it’s like, “Okay, you’re the top kills by like one, and you guys still lost.” So I would, if I was to redo it today, or for any aspiring hero shooter makers out there, I would actually downplay the team factor, and try to put more focus on individual contribution. Jeff Kaplan (03:57:37): Because that’s just how people play. They’re, they’re selfish. And I don’t mean that in a bad way. It’s just, it’s that human nature, they can’t help. Lex Fridman (03:57:48): And in terms of how they experience the game, in terms of how they derive joy from it, or how they see the challenge of the game is individual. Even when you’re on a team, you’re still feeling- … it’s individual, a fundamental individual experience. Let me, as a small aside, before I forget, since we mentioned first-person shooters so much, outside of Overwatch, what are some of the great shooters of all time that you’ve played? Jeff Kaplan (03:58:14): Quake is the greatest. Lex Fridman (03:58:16): Quake is GOAT. Jeff Kaplan (03:58:17): Yeah. Quake is GOAT. There’s a lot of contenders up there. Lex Fridman (03:58:23): What have you logged the most hours in outside of the games? Jeff Kaplan (03:58:27): Rust. Lex Fridman (03:58:27): Okay. Can you… Okay. A lot of folks have written to me that I need to play Rust, the video game. I have not even looked into it. Somebody on Reddit said it has a steep learning curve. I would like to give it a chance because you have to me spoken so highly of it. So can you explain Rust? Jeff Kaplan (03:58:48): Yeah. Rust is an open world game. It’s a procedural map, so it means that every time it’s different. You’re always on an island, and it resets every month. So- Lex Fridman (03:59:02): Is it PvP? Jeff Kaplan (03:59:03): It’s all PvP. In fact, Rust is the most PvP thing in all of PvP. Lex Fridman (03:59:12): Well, I don’t know what that means, but- Jeff Kaplan (03:59:15): Rust players know what that means. Lex Fridman (03:59:16): Everybody who plays Rust and loves it sounds to me like they’re in a cult. So I with all due respect, please don’t write me letters. Jeff Kaplan (03:59:24): They’re too busy playing Rust. They’re too busy checking on their base, making sure it’s not raided, to write you letters. Lex Fridman (03:59:30): Oh, good. Jeff Kaplan (03:59:31): It takes place… It’s basically… It’s open world. You can do whatever you want. There’s not really any directed gameplay to it, but at any time, any other player can kill you and take anything that’s on you. Lex Fridman (03:59:49): Oh, wow. Jeff Kaplan (03:59:50): Yeah, and then you build what Rust players call bases, and you upgrade the base, and you try to make the base as safe as possible to store your stuff, and then you can make explosives and blow up other people’s walls to get into their base where they’re keeping all their best stuff and take all their shit. Lex Fridman (04:00:11): Like, permanently? Jeff Kaplan (04:00:12): Permanently. Like- Lex Fridman (04:00:14): Oh, I see. Jeff Kaplan (04:00:15): … it would be like PvPing in WoW. Imagine in World of Warcraft- … if somebody could not only kill you but take everything that’s in your bank and make you level one the next time you log in. Lex Fridman (04:00:29): Wow. That’s very stressful. Jeff Kaplan (04:00:32): The beauty of Rust, and why it’s so good, is you can’t have the high highs without the low lows. And- Lex Fridman (04:00:41): Like, real low lows. Jeff Kaplan (04:00:42): Real low lows. Lex Fridman (04:00:43): Wow. All right. Jeff Kaplan (04:00:45): Like, debilitating, like, “am I ever gonna play this game” lows. Lex Fridman (04:00:49): Right. Jeff Kaplan (04:00:49): You know, like, you spend a week building the world’s most perfect base and getting tons of loot, and then it… There’s what’s called online raiding and offline raiding. Online raiding means that my enemy is… I can see that they’re in their base right now, and I’m gonna try to attack them while they’re in their base. Offlining, which is, like, all Rust players will say you’re the scum of the Earth if you offline someone, and then all Rust players also offline people all the time. Yeah. It’s- Lex Fridman (04:01:28): Yes, Jeff Kaplan (04:01:28): … gamer etiquette. Lex Fridman (04:01:29): Yes. Jeff Kaplan (04:01:29): Offlining’s when, like, “Hey, I think that my neighbor logged off for the night. You know, they just played six hours. I’ve been watching them, and now there’s no activity in their base, so I’m gonna, like, blow up their walls and take up all their stuff when they’re not here.” Lex Fridman (04:01:45): Mm-hmm. Yeah. So Rust, because real life is not hard enough, is what it sounds like. Just, I want… If I want- Jeff Kaplan (04:01:50): That’d be a great tag. Lex Fridman (04:01:51): If I want more stress in my life, I’ll play Rust. Yeah. I can’t wait. So okay, so that’s one. That sounds like a unique experience and a great joy. So quick number one, Rust in up there. Jeff Kaplan (04:02:06): Call of Duty. Lex Fridman (04:02:07): Call of Duty just has its own- Jeff Kaplan (04:02:08): You know, there’s a lot of haters. Like, Call of Duty 4 and Modern Warfare 2 were the pinnacle of Call of Duty, with Black Ops being a very respectable, you know, third. But you’re never gonna get a better gun feel from a game than Call… Like, just study the visual effects, the animation, the modeling, the sounds. Every aspect of shooting a gun in Call of Duty is so masterfully done. And then the maps, like, the flow of the multiplayer is just great. Like, there’s… There’s a map called Crash from Call of Duty 4 that Aaron Keller and I… Aaron’s now the game director on Overwatch. We just sat and studied that map, or Terminal from Modern Warfare 2. Just studied the maps of just, like, this map design is off the hook. So Call of Duty is definitely up there. Lex Fridman (04:03:05): So even though you were not thinking about it, Overwatch ended up being a gigantic success. So did you start thinking about, in this framework of crawl, walk, run, about the walk, the PvE piece? Jeff Kaplan (04:03:23): Yes. So the PvE piece was what Overwatch 2 was supposed to be. And I don’t know if people know this or not, but we started working on Overwatch 2 in 2015. Lex Fridman (04:03:43): ♪ Over- ♪ Jeff Kaplan (04:03:43): So, Overwatch 1 didn’t ship until 2016. So before Overwatch… And it wasn’t like work in earnest. It was like pitching the game. I remember I spent a lot of time… It was myself, Chris Metzen, and Michael Chu sort of brainstorming a framework for what, like, a campaign could look like. And we had this idea of, like, a cooperative PvE shooter. And we actually pitched it to the team before we launched because we were trying to put a bunch of runway in front of us. That worked against us, and it’s one of my biggest mistakes I’ve made as a creative leader in my career, was Overwatch 2. There were two points of failure for me. Jeff Kaplan (04:04:33): The first was, I had people on the game team who didn’t like PvP or competitive shooters, and they really loved the Overwatch universe and wanted to play these characters and heroes, but they wanted to kind of do it on their own terms in like a PvE setting. So even though Overwatch is this like runaway success and everybody’s talking about it, they felt like they couldn’t really engage with it. And so like people on the dev team are like, “Okay, thank God we, you know, shipped that PvP thing-“ Jeff Kaplan (04:05:09): “… When do we start work on this other thing?” So that came from a genuine place of excitement. And then the other point of pressure was from the executive team, and this was both the Blizzard and more so the Activision executive teams, and they started really putting the heat on, “Well, you said Overwatch 2 was gonna be out in 2019.” And they’re referring back to these slides that were just crazy dates. Like- … it was… You never want to put a PowerPoint deck in front of a corporate executive. Like, you might as well etch it in stone and come down from the mountain on it. Lex Fridman (04:05:53): So you just threw some dates because the layout looked good. Jeff Kaplan (04:05:56): Yeah. This is just all bullshit. This is just… In the same way we put, like, the tablet, you know? We just put Overwatch, like put Tracer on a tablet and say we have a mobile strategy. Jeff Kaplan (04:06:09): So the executives started getting really angry at us that Overwatch 2 was slipping, slipping. And so when Overwatch 1 took off, I remember very early, we were in like May of 2016, and that year the Olympics were gonna be in Rio, I think. And, you know, I always like to pay, pay respects to, like, when a big event is happening, I’m like, “Hey, we should do, like, an event for the Olympics.” You can’t call it the Olympics or else they sue you, so you just… Even though you’re advertising for them to a bunch of kids who want to play video games and not watch the Olympics. But we also had like these two developers, Mike Heiberg and Dave Adams, like worked on this quirky… Like, they made soccer in Overwatch. We called it Lúcioball. Jeff Kaplan (04:07:05): Like, they made a map and they made these mechanics. We’re like, “Yeah, let’s do an event called the Summer Games.” Jeff Kaplan (04:07:13): And we do a live patch that’s the Summer Games. It’s extremely successful. And then after that, we’re like, “Yeah, let’s do… Halloween’s coming up. Let’s do a Halloween event. How cool will that be?” And our fans just loved these events, but there were two groups that were struggling with it. One was that group I told you on the dev team who was like, “Oh my God, you guys are over-scoping the patches. Why are we doing this Halloween event? We should be doing… We should start work on Overwatch 2. We shouldn’t be this focused on the live game,” which was fucking nuts. Like, that was just crazy. There’s this phrase of catch the wave, ride the wave. Most games fall off the back of the wave. They don’t catch the wave. No one plays it or plays it for two weeks. Jeff Kaplan (04:08:09): If you’re lucky enough to have caught the wave- … ride it till the end. And my instincts at that point were like, “Let’s just keep… How many more of these live events can we do?” Lex Fridman (04:08:22): So yeah. So now there’s this wave in the live game and events, but the pressure on creating Overwatch 2 was building. Jeff Kaplan (04:08:31): Yeah. We had a coalition on the team that was… really wanted Overwatch 2 built instead of the live events. And then the executive pressure became monumental. And what would have been correct was to do more world events, like keep it going, but the major derail was Overwatch League. And we really like… The, the weirdest part about Overwatch League is I believe in it. You know, I helped pitch it along with some other people. We thought it was like the future of esports and doing regional-based teams, ensuring minimum player salaries and player protections. Like, there was a lot of very good about Overwatch League. Lex Fridman (04:09:20): And there would be teams associated with particular cities. Jeff Kaplan (04:09:22): Yes. Lex Fridman (04:09:23): And it would be international. It would be real competition. So the dream, the ambition was really huge there. Jeff Kaplan (04:09:29): Yeah. The teams part of the dream was more of like regional based, player protection, try to make esports more of a first class citizen, because there were all these stories about like shady teams, you know, screwing their players over. Where it got away from us was there was a lot of excitement about Overwatch League, like too much so, and then it got over marketed to the people buying the teams. They went on this road show where they had a deck basically, and like you could put anything in a deck and sell anything, and they were pretty much selling the Brooklyn Bridge, that Overwatch League was going to be more popular than the NFL. Jeff Kaplan (04:10:15): And we got a bunch of…… billionaire investors in these teams. And when 2018 started, like for example the day I got back, they said, “We signed this huge deal with Twitch for streaming of Overwatch League,” like a media rights deal. And that means that here’s all these commitments we made for Overwatch League of like in-game stuff that had to exist. Like a lot of it was integration with Twitch and camera control and that kind of stuff. The other part of it was a bunch of skins and you know, uniforms for all the teams, which was not just getting the art in the game, but there was huge technical challenges to, like, how all that worked and was efficient and hit the right, you know, memory footprint and all of that kind of stuff. Jeff Kaplan (04:11:13): And so all of your plans at that point kind of go out the window. Like you’re not gonna work on new world events. You’re not really even focused on Overwatch 2, you’re just kind of treading water. There was a lot of talk of like, “Oh God, you know, the deal, like, the deal didn’t go well and we’ve got to do make goods to make the deal better for them.” I’m like, “Just give them some money back, you know?” Like, if you… The deal isn’t what people wanted, like, putting it on us, the Overwatch team, to, like, support this beast. Jeff Kaplan (04:11:52): And it was a great idea that the wrong instincts and sort of, I don’t know how to phrase this in a way that’s not damning, but there was too much focus on, “Let’s make lots of money really fast.” And a lot of people got dragged into it. And while Overwatch League was great for Overwatch in terms of the players that it brought in, and the Overwatch League players, they were awesome. I love them. The Overwatch League staff at Blizzard, some of the nicest, most motivated, great creative people- … like all of these organizations got built and they were all great, but it was a house of cards waiting to fall. Lex Fridman (04:12:43): And when it became more about the money versus the quality of the experience of the different teams playing together and actually building this ecosystem of esports… Jeff Kaplan (04:12:55): The financial reality kicked in, where these teams now, we didn’t just have, you know, executives at Activision and Blizzard who cared about the bottom line of Overwatch. We had all these people who basically invested in the game, and then they started to express their opinions. Originally, the business model was going to be that they were going to do in-person events and there’s going to be big ticket sales and then merch, you know, and all of that. And I think really quickly everybody learned like, yeah, we can’t do in-game events when you have a London team and a Shanghai team and, like, how does this work? So that fell apart super quickly. The merch was good, but it wasn’t going to be making NFL level money- Jeff Kaplan (04:13:51): … whatever insanity anybody thought that was going to be. So everybody quickly defaulted back to, “Hey, didn’t Overwatch make like $500 million just in the live game last year? What can we sell and what can you give us?” That pressure comes onto the team, and then the pressure to ship Overwatch 2 and all the care and love that we had for, like, the live game and the live server, “Let’s just make events and new heroes and new maps,” we’re losing all these resources. And it got to the point, you know, my exit at Blizzard, I believed in Overwatch 2. I think we could have made a great game. I have a lot of hindsight of, like, how I would have designed that game differently with what I know now versus what ultimately we didn’t ship. Jeff Kaplan (04:14:50): And Overwatch 2 is out now, but it’s not the Overwatch 2 that we planned and announced. Lex Fridman (04:14:57): So when you’re referring to Overwatch 2 in this conversation, you’re referring to the PvE version? Jeff Kaplan (04:15:01): The PvE version. Lex Fridman (04:15:02): Which, by the way, I would have loved to play. I’m one of the people that were… Overwatch is great, but the PvP, but I would have loved to play the PvE version. Jeff Kaplan (04:15:12): I think everybody would have loved to have played it. And there’s a misconception online that all I cared about was PvE and I didn’t care about PvP. All of the Overwatch 2 PvP maps were something that I said to the team over and over, “We have a PvP audience. If we get anything right, it has to be the PvP.” We would be lucky to welcome these PvE players, but that’s not guaranteed. So it was never a PvE only focus. Lex Fridman (04:15:46): It’s just almost expanding it to also the E. Jeff Kaplan (04:15:50): Yeah. And what eventually broke me was it used to be like in 2016 and 2017, I felt very in control of the Overwatch team and the direction of the game as a game director, you know, working with Ray Gresko as the production director, it felt like we were running Overwatch. Jeff Kaplan (04:16:11): And we were very, very successful and doing a good job. And I think the fans were happy. And then as we transitioned, you know, Overwatch League was the best intention. You know, my parents always say, “The road to hell is paved with good intentions.” That was the Overwatch League, and it ended up being an albatross. And then Overwatch 2 is the same thing. And what it boiled down for me, like what sort of ultimately broke me in my Blizzard career was I got called in the CFO’s office, and he sits me down and he says, he gives me a date, which at the time was 2020 and was going to slip to 2021, but at the time, it was 2020. Jeff Kaplan (04:17:03): And he said, “Overwatch has to make in 2020, and then every year after that, it needs a recurring revenue of…” And then he says to me, “If it doesn’t do dollars, we’re gonna lay off a thousand people, and that’s gonna be on you.” And that was just the biggest fuck you moment I had in my career. It felt surreal to be in that condition. And as somebody who’s worked on a lot of games, made a lot of games, you get in these meetings where they’re like, “There’s Fortnite, has 1,400 people working on it. If you just hire 1,400 people and make it free-to-play, we’ll make that money, right?” And that was… I had believed I would never work any place but Blizzard. I loved it. It was a part of who I was and I felt I was a part of it, and I literally thought I would retire from the place. Jeff Kaplan (04:18:12): I never thought the day would come, and that was it. I was like, we’re done here. Luckily for Blizzard, that CFO is no longer there. Lex Fridman (04:18:25): I mean, Blizzard is one of the greatest companies in the history of Earth. They’ve created so many incredible video games. It’s so difficult to create so many hits, and they were done not by chasing money. They’re done by small incredible teams, the hodgepodge that you describe taking big risks and falling in love with the thing they do and then just chasing it, working extremely hard. And just because you figured out a way how to make a lot of money doesn’t mean it’s not at the core this incredible creative journey that’s incredibly difficult to pull off. And just because you got a bunch of really smart creative people who have somehow figured out how to pull it off multiple times in a row doesn’t mean you can just treat it like a machine. Lex Fridman (04:19:21): Every single time, it’s this beautiful journey of hodgepodge of weirdos working together, and weirdos have to run that thing. If you have, ever have a chance to create something special, you have to have weirdos at the helm. And the degree to which you don’t have weirdos at the helm, creative minds at the helm and you’re a businessperson at the helm, get out of their way, right? You can’t, you cannot have the meetings like you’re describing. And I don’t just speak about this particular company. It’s just the entire industry. I just, there’s so much joy to be had if we keep creating great games, and I just hope we get to see those great games. Jeff Kaplan (04:20:09): I think there’s a message to creative people out there and people who make stuff. We’re generally—we’re so focused on the love of the craft that we get lost in it and we love doing it and we’re not cutthroat and we don’t have that kind of ambition. We have a different kind of ambition. But there’s this whole world, especially as soon as you’re lucky enough to have success, that are very cutthroat and very ambitious. And for whatever reason, we keep giving ourselves to them, and we need to stop giving our so… World of Warcraft, when we made it, there was no CFO at Blizzard. You don’t need a CFO to make World of Warcraft. You need artists, engineers, designers, producers, and an audio team. Lex Fridman (04:21:07): You don’t need to bring in… Just because you’re making a lot of money doesn’t mean you need to now start adulting by bringing in a CFO. You can figure it out. Jeff Kaplan (04:21:16): And there are great finance guys. Like I’ve worked with finance guys who get it and get out of the way and respect, and they’re gamers, and they sort of understand, but like, I wish developers would understand their own value more and stop handing the golden goose to people who don’t deserve it. Lex Fridman (04:21:40): How painful was it to say goodbye? Jeff Kaplan (04:21:44): It broke me. I think after you’ve been at a place like Blizzard, which I love Blizzard. To this day, I have nothing but warm, fond memories. I mean, there’s those moments where you’re like, “I wish that hadn’t happened,” but on the whole, that place is mecca for game development, and everything I have is due to Blizzard. They provided for me and my family, made me the person I am, so separating from Blizzard was one of the most painful things. And I was very sad when I resigned, and I didn’t realize how broken I was until recently, like the mourning, grieving I had gone through of like… I think I’m a little fucked in the head for not being there any… How could I give that up? How could I not be there anymore? It was—it was really, really painful leaving. Lex Fridman (04:22:48): Can we just speak to, I don’t know, I don’t think we can give enough love to Blizzard. It’s a legendary company. For me personally, for everybody, for millions of people, created some of the greatest games ever, Warcraft, StarCraft Universe, Diablo, WoW, Overwatch. What made it such a legendary game company? Just looking back at the whole of it? Jeff Kaplan (04:23:11): The start is Mike, Allen, and Frank. It was run by three gamers. They were, all three of them, programmers. They made the games before they just ran the company, so they knew what each of us as developers beneath them were going through, and they protected us. They shielded us from all of the nonsense, and even when they would align with a businessperson, they had a COO in the early days named Paul Sams, and Paul protected us. Jeff Kaplan (04:23:47): You know, they just, they found great people who got it. The company when I joined was, like, 95% developers and, like, 5% operations. It’s, when I left, it was, you know, 50/50, and that’s like a 4,500-person company. That love of the games and the respect and good treatment for game developers really turned it into the place that it was, just the commitment to excellence, the high-quality bar and then finding these passionate people like Chris Metzen or Sam Didier, they were, like, the visionaries of early Blizzard, Allen Adham, of just these worlds that we’re still making and we’re still playing in today. It was infectious and it was inspirational, and you wore the Blizzard blue with an esprit de corps. Jeff Kaplan (04:24:51): Like, you felt proud to be part of it and you felt like you had made it to be there, and everything you did, you did wanting to respect and honor those who had come before you. I know that sounds almost cheesy saying it that way, but it really had that sense of reverence, like you knew you were part of something special. You didn’t take it for granted. Lex Fridman (04:25:15): Yeah. That’s the sense. Reading everything, that’s the sense I got. Everybody there was a part of it that truly, truly, truly honored that time. Just to, just to take a small slice, what were some of the brain… So you mentioned Chris Metzen. You gave so much love to so many people on the team, but I gotta ask about Chris Metzen, who I would, by the way, love to do a podcast with at some point. What were the brainstorming sessions with him like? It seems like those are pretty awesome. Jeff Kaplan (04:25:44): They were the best. Like, you could walk into a room. Like, the way I would work with Chris is early on when I was more junior, it was just sort of getting creative direction from him. “Hey, Chris, I’m about to work on this zone called Westfall. What are your ideas? You know, how could I capture them in gameplay? Well, that won’t quite work. How about like this?” It was more like that. Later on, like, I, I still remember the first discussion I ever had with Chris about Wrath of the Lich King, I went up to his office like, “Hey, we’re, we’re finally doing it. We’re doing the Northrend expansion. You know, what excites you about Northrend?” And that’s all you had to say. And he would draw a map and he’d start pulling up old, like, Warcraft II and Warcraft I manuals- … Jeff Kaplan (04:26:39): and, you know, showing you, like, pictures he and Sammy had drawn and, like, maps and, and he, all of it, he would just go on for an hour and then I would sort of digest. I’d just listen, taking constant notes. I’m photographing his whiteboards all the time, and then I go back and start to put those into design flow of, like, “Okay. What, what’s a zone? What’s a dungeon? What could be cool? What should come first? What should come last?” You know, Lich King, for example, we wanted to try a very specific design to counter a problem we had in Burning Crusade, which is everybody entered through the Dark Portal through Hellfire Peninsula, all the server programmers hate you because everybody loads into the same zone at the same time. Lich King, we split them up for better player flow. Jeff Kaplan (04:27:27): Plus, it’s more interesting the more choice you have. You know, Sid Meier says, “Games are a series of interesting choices,” so we give them two starting zones, but that was the flow with Chris. And so often we would just, like, okay, in that first meeting, Chris had put a zone called Grizzly Hills on the board. Well, I don’t know anything about Grizzly Hills. “Hey, Chris? Talk about Grizzly Hills.” If you didn’t interrupt him, he’d just go for an hour. And you have no idea how much of it, like, he had pre-thought about or had existed in previous lore and how much of it he was just making up on the spot. He’s just that charismatic and captivating. Lex Fridman (04:28:14): Creating these worlds and being able to- … brainstorm through them and together, I mean, that is what you’re doing. As a consumer of those worlds, you kind of take it for granted that they’re incredible, but, like, you’re crafting them. Like, you’re looking at a blank sheet of paper and then together coming up… Jeff Kaplan (04:28:32): My job, as I saw it working with Chris, was I had to on World of Warcraft specifically working with Chris, is I was like the translator into gameplay of what Chris wanted, how to get it to play like how Chris wanted. So my favorite story is we’re working on Burning Crusade and we’re in this meeting and Chris is like… He’s the gentlest, sweetest guy, but because he carries himself with such confidence and everybody’s in awe of him, the junior developers get kind of intimidated by him. So we’re in this meeting and we’re talking about Silvermoon City because we’re introducing the Blood Elves, and Chris is like, “And Silvermoon City’s got the tallest fucking tower in all of Azeroth. I mean, it is the tallest thing. You know, it’s mind-blowing, the awe of it.” Jeff Kaplan (04:29:24): Only the blood elves could build it.” Fast-forward like two weeks later. I’m walking through the hall and I see a bunch of level designers and artists are all like crowded around the screen, and on the screen they’ve dragged Blackrock Mountain and Karazhan and the Stormwind Cathedral. I’m like, “What the fuck are you guys doing?” And they’re like, “Well, Chris said that the Silvermoon Tower had to be the tallest thing in World of Warcraft-” “… and so we’re measuring how tall all of these other things are so we can make the tower taller.” And I’m like, “Guys, Chris doesn’t know how tall the Burning Steppes, you know- … and the cathedral in Stormwind- … is. What Chris means is just make the tower really fucking tall.” Jeff Kaplan (04:30:20): “You don’t need to measure it.” And they’re, “Oh, okay. That’s okay?” Like, “Are you willing to take the heat if he—” I’m like, “I’m willing to take the heat on this one, guys.” Lex Fridman (04:30:29): Yeah. It’s just a feeling. It’s a vibe. It’s- Jeff Kaplan (04:30:32): It’s a vibe. Lex Fridman (04:30:33): Yeah. And I also just personally have to give all the love in the world for the current Diablo IV team, because I’ve spent, most recently out of the Blizzard games, I’ve spent a huge amount of time in Diablo, and they’ve created some… And it’s not just the loot, all right? It’s the, the whole experience, the art, everything together. And the seasons they’ve created, they’ve created a really wonderful world. So I can, I could see, I could feel how much effort goes into that. Jeff Kaplan (04:31:02): They’re crushing it. And I think Diablo IV in like modern times is one of the best worlds that they’ve built. And they know, they understand Diablo players. Like that community is so hard and so demanding, and that team is amazing. Lex Fridman (04:31:20): Yeah, there’s a lot of richness. It’s like there’s this really… I mean, I don’t know how often you get that, but it’s really the perfect Diablo game. They’ve really like evolved a lot, grew a lot. So there’s this whole mathematical component of just so many numbers everywhere and it’s all balanced really masterfully. And then, of course, you have to come up with new content with the seasons and they figure out ways to do that, and at a crazy pace. And still make it super fun. Jeff Kaplan (04:31:50): They’re a great live team, yeah. Lex Fridman (04:31:52): And for me personally, like I said, the co-op, the couch co-op experience has been really… like that aspect of it is really great, just all of it. It’s one of the greatest games in recent history. One of the things I wanted to mention, ’cause this is a powerful speech, is sort of instead of doing some kind of a corporate goodbye as you were leaving Blizzard, you allegedly shared with your team a video of David Bowie giving advice. And people should go watch this clip. But if I may read it, Bowie says, “Never play to the gallery. Lex Fridman (04:32:28): Always remember that the reason that you initially started working was that there was something inside yourself that you felt that if you could manifest in some way, you would understand more about yourself and how you co-exist with the rest of society. I think it’s terribly dangerous for an artist to fulfill other peoples’ expectations. I think they generally produce their worst work when they do that. And the other thing I would say is that if you feel safe in the area that you’re working in, you’re not working in the right area. Always go a little further into the water than you feel you’re capable of being in. Go a little bit out of your depth. Lex Fridman (04:33:07): And when you don’t feel that your feet are quite touching the bottom, you’re just about in the right place to do something exciting.” Speaking of which, you are just about in a place to do something exciting. After leaving Blizzard you told me that you tried to take some time off. How did that work out for you? Jeff Kaplan (04:33:34): Not so well. My wife, who is wonderful, told me I needed to take at least a year off and just, you know, I’d been going really hard. I’d gone 19 years barely taking vacation and I let Blizzard consume me. And, you know, I was crushed by leaving because I loved the place, and I didn’t know what to do with myself. I was pulling weeds in the backyard. Lex Fridman (04:34:06): Literally. Gardening. Jeff Kaplan (04:34:07): Yeah. Well, she won’t let me garden in the garden ’cause that’s hers- … but I’m allowed to pull the weeds. So I got very good at that. I was very proficient. And then of all things, I cracked out on Call of Duty: Black Ops Cold War and I unlocked Dark Matter Ultra, which I’d… that’s like a crazy achievement to do in that game. Jeff Kaplan (04:34:29): So I did that, and then I just, I couldn’t help it, like it’s how I’m programmed. It was like, at this point, it’s late spring, early summer and I’m just sitting in the backyard and I just started writing with Notepad about, “Here’s a game I want to make.” And it was so terrifying because for 19 years I had worked with the greatest developers, I thought, in the industry. And, you know, there’d be moments where it’s like, “Okay, I wanna do like a game world map.” Like, “Hey, Erin, you’re amazing at making game world maps. Like, you do that.” And you know, I, like, “I need some story hooks. Hey, Chris, what do you think would be cool here?” Jeff Kaplan (04:35:17): Like, you know, it’s so collaborative and I was surrounded by the best of the best, and there I was by myself. And I was out there again, and I loved it. It brought all the joy of game making. I thought games were no longer fun to make because it was only about business, and somebody’s asking me for unreasonable amounts of money and unreasonable amounts of time. And I had forgotten the pure joy of the craft of making games, and I was designing, I was going on, I was watching YouTube videos to learn Unreal and Adobe Illustrator and all these things to like help me make games, whatever, Blender. Um, I had no right to be doing any of that, and it just felt so amazing to do it. And I sort of realized, I came to two realizations. One, I never wanna work for someone else again. Jeff Kaplan (04:36:19): I never wanna create something and then have somebody take my baby away from me, you know? That’s really hard when that happens, and it’s sort of happened a few times now, you know, where you have to just let something go that you created. And I wanted it all to be focused on the craft of making games, the art, programming, design, audio, you know? Like, just not about the bullshit of the games industry. I’m not interested in the games industry. I’m not interested in the business of games. I’m not interested in the entertainment industry. It’s just game jamming, making stuff that we’re gonna play together. And around that time, my I call him my development soulmate. There’s a programmer named Tim Ford. Jeff Kaplan (04:37:20): He reached out and he’s like, “Hey, man…” He was like an associate tech director on Overwatch at the time. And he’s like, “Yeah, I don’t think I can do this anymore. It’s just not like it was, you know, I just handed in my notice.” And I’m like, “Whoa, you know, well, if you wanna do something together, like fuck it. Let’s take a stab and, you know, just see what happens.” And Tim came over to my house, and well, before that, he says, “My last day’s on Friday.” Jeff Kaplan (04:37:57): “And my exit interview’s at like 1:00. I’m gonna be over to your house at like 2:00 that afternoon.” And I’m like, “Well, don’t you think you should take some time off, Tim, you know, before whatever’s next for you? Take a month off, you know? Meg, his wife, will appreciate it, you know? Just go pull weeds in the garden for a while.” And he’s like, “I’m a programmer. All I’m gonna do is program for a month if I take a month off. I might as well start programming our game.” Which- Lex Fridman (04:38:32): Brilliant Jeff Kaplan (04:38:32): … it was so awesome when he said that. Lex Fridman (04:38:34): Brilliant. Jeff Kaplan (04:38:35): He came over and I pitched him this idea for a game, and I pitched him, “Let’s start a company.” And that was it. Like, that was the birth of us making a studio. Lex Fridman (04:38:49): Now, meanwhile, as far as the outside world is concerned, you’ve disappeared off the face of the Earth, but you were actually working on a game. Jeff Kaplan (04:38:58): Yeah, I needed to be away from the world. I needed to not have… I wanted to not get attention from anyone. I needed to not read my name on Reddit or… you know, any internet site. I wanted to not come up, let some other Jeff Kaplan bubble to the top- … of the Google, you know, search list. Lex Fridman (04:39:25): You know our man Dinoflask is gonna be all over this conversation, right? Jeff Kaplan (04:39:29): Oh, God, well, there’s, yeah, this one’s gonna set him back some time. But, yeah, I needed- Lex Fridman (04:39:35): You know what to do. Jeff Kaplan (04:39:36): I needed for none of that to happen. I just needed to be able to, like, mourn the loss of Blizzard- Jeff Kaplan (04:39:42): … and create on my own so it was great. And at that time, like as soon as it was announced that I was leaving Blizzard, I had like 60 people reach out to me. It was, this was April of 2021 and investment money was nuts. Both like the VC money and the strategic money was crazy, like the, especially the Chinese companies, because apparently they weren’t getting publishing numbers in China or something. The whole economy was crazy, and so just everybody was trying to throw money at me, which was a very good position to sort of be at to start a company. So what Tim and I did was say, “We’re not doing this for money, but here’s the game we wanna make, and it’s gonna take this many developers, and we think it’s gonna take this length of time, and that means the budget is this. Jeff Kaplan (04:40:42): And we need, for any of these people who wanna invest in us, we gotta hit that number, but after that, we’re not gonna go for more money. It’s not an auction to raise as high as we can go. We’re gonna optimize for control.” Lex Fridman (04:40:59): I don’t know if this is something that you can talk about, but I got a chance to see the game for a few hours, and I have to say it’s incredible, Jeff. Like, it’s incredible. But I almost immediately fell in love with the world and everything I saw. See, I’m tempted to say some of the things I saw but it’s just an incredible game. So how much can you talk about it? Do you know what it’s going to be called? Can you talk about that? Do you know about the company? Are you allowed to say any of that? Jeff Kaplan (04:41:27): Sure. The most unconventional way to talk about this stuff for the first time. So, our company name is Kintsugiyama, which most people will struggle to pronounce. Lex Fridman (04:41:39): Nice. Jeff Kaplan (04:41:39): And the company name has a deep meaning to me, which I’m happy to explain later if you’re interested. And the game name that we’re working on, it’s called The Legend of California, and it’s an open world game. People are gonna call it a survival crafting game. People like to compartmentalize these. I think it’s an action game. It’s a game that takes place on a mythical island of California. Lex Fridman (04:42:11): Mm-hmm. In the 1800s. Jeff Kaplan (04:42:14): In the gold rush. If you’re trying to- Lex Fridman (04:42:16): In the gold rush Jeff Kaplan (04:42:16): … if you’re trying to nail the most important time in California history, it’s gotta be that gold rush. Lex Fridman (04:42:23): So, it’s this beautiful, almost ultra-realistic version of California, but it’s in an alternate history, alternate version of California- Jeff Kaplan (04:42:31): Yes Lex Fridman (04:42:31): … where it’s an island, almost like an Atlantis type of ethereal island, but still very realistic to what the California terrain is- … and that time period. So it’s this weird, like, amalgamation of this ultra-realistic and the surreal. Jeff Kaplan (04:42:50): The theme of the game is very weird. We’re not trying to make a historical game. There’s no historical accuracy to this. In fact, the island when first discovered is uninhabited. That’s already not true. As we know, there were lots of people in California. It’s an island, which we know is not true. We want it to feel authentic to that time period because we think that time period is cool. Prospectors, you know, cowboys. Like, it’s a really fun thing for us to explore, all of those themes—people in mines. We wanna build mines and we just wanna create a world that you can live in. I love creating worlds. Everything that I’ve worked on before, from World of Warcraft to Overwatch, it’s always been, how do you create this place for players to escape to? So. Lex Fridman (04:43:45): So, it’s an online, multiplayer game. I should say the experience of it is just gorgeous, and then the music is wonderful. Jeff Kaplan (04:43:53): I’m glad you like it. Lex Fridman (04:43:54): And one of my favorite things is just going down to the mine and digging. I mean, that’s done extremely well. And as you described, the whole world is voxels, so it’s generated. Can you explain how that works? Jeff Kaplan (04:44:09): Yeah. As a world, we handcrafted the world, so like the shape of California is always the familiar shape of California, except it’s an island. So, you know, there’s no Nevada on the eastern side. We handcrafted all of that. It looks gorgeous and places like Yosemite are where you would expect Yosemite to be. And so all of those familiar landmarks are there, but then we have like dozens of points of interest, and those move around the map in, depending on the map seed. And the map is also tiered in terms of difficulty. We don’t really have levels in this game. We have tiers, and there’s only four tiers right now. Maybe, maybe that will change. But the way that the map tiers itself each time changes with every world seed. So not only… Jeff Kaplan (04:45:04): Any server that you join will have a different seed in terms of how the tiers play out. So, Mojave might be the easiest newbie area on your server, but on my server it’s an endgame, tier four area. But all of our notable points of interest also move around. So, we have a really amazing point of interest that we call Dread Rock that’s inspired by Alcatraz. And like, sure, sometimes it’s in San Francisco, but sometimes it can be sitting in the middle of the Mojave Desert also. Lex Fridman (04:45:39): Mm-hmm. It integrates it into the environment, to where it makes sense- … to be in that environment. And like you said, so much of what makes a world is sound and lighting. And that, that’s definitely a thing that I’ve noticed. I mean, it’s probably the most beautiful sunset and sunrise I’ve seen in a game. Jeff Kaplan (04:46:04): We have a great lighting artist who’s this amazing guy named Mike Marra, and some of the inspiration for the game like… There’s a lot of inspirations for this game, but there’s a painter named Albert Bierstadt, who I discovered while researching California, and he painted these just epic landscape pieces of, you know, Yosemite and a lot of other, the gorgeous parts of- Lex Fridman (04:46:29): Yeah, we’re looking at one, one photo of his. Jeff Kaplan (04:46:31): Yeah, it’s just amazing, and his paintings were huge, too. I’d love to see one in person. Lex Fridman (04:46:38): And so you see a painting like that and you’re saying, “We wanna create that world.” Jeff Kaplan (04:46:42): Yeah. I mean, when I see that painting, this is, this is what video games brings to the table. So, every art form that evolves after another gets to incorporate previous art forms. Jeff Kaplan (04:46:55): Movies got to take sound and, you know, fine art. We get to take everything, including movies. So, you know, it’s, it’s Katamari Damacy, the art form. But like… I see a Bierstadt painting, and I wanna walk around that world. I wanna see what’s around the corner. And our lighting artist, Mike, he, you know, he sees these pictures, and he’s like, “Okay. Yeah. Hold my beer.” Like, “I’ll make it look like that.” And he, and he… We are all blown away by the, like, how much impact just the lighting has. And I’m not an artist, so I don’t think about things like the color theory, the lights, the clouds, what all of that’s bringing to this. I just know I want to live in that world, and these are the types of worlds that we want to make. Lex Fridman (04:47:45): So, what do you want the tone of the game to be, the feeling of the game? Jeff Kaplan (04:47:50): This is really different. It’s been hard for people. When people were talking to us about, you know, they know me and Tim, and they’re, “Oh, the Blizzard guys, the Overwatch guys. You’re making, like, a bright, aspirational future team-based hero shooter, right?” And I’m like, “Why would I want to do that?” I felt like, first of all, respects to Blizzard, and I don’t want to try to crib Blizzard and make a pseudo-Blizzard game, you know? This is… I want to make a Kintsugiyama game, you know? Me and Tim and this crack team, you know, we’re only 34 people. We want to define what a Kintsugiyama game is, and this world seemed so inspiring to us, you know? The setting is really interesting. You know, I think California can be a game world. Jeff Kaplan (04:48:47): I think we can make it beautiful and interesting. We don’t have to follow history or geography. We can kind of do a spin where, you know, it feels authentic. We can have guns that feel like they’re kind of from that time period, but we’re not spaceships and aliens and steampunk. That’s what we would have done at Blizzard. We’re gonna be a little different here. So, the tone of this game, you know… Metzen would describe Blizzard as the hero factory. You know, we make… And what he means by that is not only are we making heroes, but we make the players into heroes. Jeff Kaplan (04:49:25): This game is gonna have an edgier tone. You’re gonna enter this world. It’s gonna feel lonelier. It’s gonna feel mysterious, larger than you. You’re gonna feel small until you earn the right to feel big. It’s gonna feel really dangerous. You’re gonna want to see what’s over that next hill, but if the sun is setting, like, get to shelter. Can’t wait to get back to my ranch and put my cozy fireplace on and wait till morning, you know? We want more of that vibe. Lex Fridman (04:49:58): It’s more solitary, almost scary but beautiful. That mix, that tension. I hate to ask this question, but given our previous discussion about a timeline slide, what do you think a timeline looks like? When do you think it’s possible for somebody in the world to be able to play this game? Jeff Kaplan (04:50:23): So, this is the beauty of me and Tim kind of getting to run the show and why we’re excited about it. We can kinda do whatever we want- … within reason. So we’re just gonna kinda quietly put it up on Steam and see what happens. Lex Fridman (04:50:43): Nice. Jeff Kaplan (04:50:43): You know, no, like, big corporate marketing group would ever think to do that in a million years- … without, like, some, you know, $10 million announce or whatever. We’ll just kinda put it on Steam and be cool if people wishlisted it. There’s my plug. And then I think we are shooting to have some sort of public-ish alpha in March. And then our plan, and something I’m really excited about, ’cause I’ve never gotten to do this before, we wanna put the game in early access. Some people hate early access and won’t touch it, and I understand it, and then some people are like, “I wanna be in on the ground floor and see the thing from day one and watch it evolve.” So, we’ll put it into early access, and we’ll just run that until who knows, you know? Lex Fridman (04:51:37): Is it scary to you to have a sort of game with some rough edges out there in the wild where people are interacting with it through the alpha- … through the beta? Jeff Kaplan (04:51:47): Yes, and this game has more rough edges, like, the most rough edges we would have at Blizzard is, like, showing it at BlizzCon, which was heavily polished and controlled. This is gonna be more, you know, in development than anything else I’ve ever worked on. But that’s- Lex Fridman (04:52:06): I love it. Jeff Kaplan (04:52:07): … part of the excitement too, you know? It’s kind of like this is how the sausage gets made. I mean, you’re gonna see it front row. Lex Fridman (04:52:16): I’m gonna try to get myself into the alpha somehow. Anybody who is listening to this, I highly recommend this game. You will not be disappointed. The world itself is just beautiful. So, whoever’s behind it, you and Tim and the team, are just doing an incredible job. And thank you for putting out rough versions of it so we get to- Jeff Kaplan (04:52:35): Yeah. Of course. Lex Fridman (04:52:35): … not wait forever for the perfect thing. And because you feel in… You feel like you’re a part of it if you get the imperfect thing. I’m one of the people who like the imperfect. We get to see the rough versions develop, and get to be a part of it developing. I saw the logo. It’s a mountain. Can you explain the meaning behind the name? Jeff Kaplan (04:53:01): So, Kintsugi is a Japanese craft of repairing broken pottery. So there’s a lot of philosophy that goes into it as well. And you know, I wanna do a good job of explaining it, but basically, like, you take a broken piece of pottery, and then they would use golden joinery- Jeff Kaplan (04:53:24): Like golden lacquer to put the piece back together. And the thought was rather than hiding the scars, you make them more beautiful. And the philosophical parts that sort of appealed to me with that is there’s a lot of me and Tim in that, of… We’re so appreciative for our time at Blizzard, but we didn’t come away unscarred. And there’s also a philosophy in Kintsugi that nothing’s ever perfect, and the pursuit of perfection is actually a mistake, and that there’s beauty in imperfection. And so I relate that to myself personally. That’s how I feel in an aspirational way. I’m not saying I’ve achieved it, but in an aspirational way, I want to be that way. And I think it’s also an analogy for the making of games. Like, it’s a… Jeff Kaplan (04:54:22): Making of games is a constant pursuit of imperfection. A game is never gonna be perfect. Just ask the players. They’re very vocal about it. And seeing the beauty and the imperfections and the strength in something that’s been broken that can be stronger. Lex Fridman (04:54:44): You had a heck of a difficult couple years here. And so in some sense, it represents that beauty in imperfection. So everybody listening to this I hope, I hope you do have it out on, on Steam. Go check out Legend of California. Truly a beautiful world. I’m so glad you are actually creating this, low-key, quietly creating this beautiful, incredible world. Ridiculous question, but can we talk about some of the greatest games of all time? Jeff Kaplan (04:55:19): Yes. Lex Fridman (04:55:20): What… I mean, I know this is a bit of a nerding-out kind of thing, and outside of the games you’ve been part of creating, I think Blizzard has created some of the greatest games of all time. Outside of those, what do you think are in the list? Jeff Kaplan (04:55:35): So there’s one that’s the best. It’s Legend of Zelda: Breath of the Wild. And then there’s this list of greatest games: Zork, Ultima, Lex Fridman (04:55:47): So Breath of the Wild is, is the best, yeah? Jeff Kaplan (04:55:49): The greatest game ever made. Lex Fridman (04:55:51): What makes it the greatest game ever made for you? Jeff Kaplan (04:55:53): Every aspect is so thoughtful, so well designed. The art matches the design and the tech, and even integrating with the Switch in the way it does. How do you keep making Zelda better? How can Legend of Zelda: Ocarina of Time exist and somebody make an even better Zelda game? The way you can chop down a tree and float in a river, and, like, the world is a toy and everything works as you wished and hoped it would work. And there’s a narrative aspect to it, and there’s really fun combat and action and itemization. There’s so many things that that game gets right that other games are lucky if they get one of those things right, and are… become best in their genre just for getting that one thing right. And Breath of the Wild does them all right and the best. Lex Fridman (04:56:50): There’s a certain kinda lightness to the way the world feels, the openness of the world feels. That’s unlike any other game, right? That’s uniquely that company, uniquely that- Jeff Kaplan (04:57:00): Yeah. No one else- Lex Fridman (04:57:01): Because nobody else creates that. You’re right. Under the pressure of having created a bunch of Zeldas that are, like, really great games, to be able to deliver once again. Jeff Kaplan (04:57:11): Nintendo is, like, the Mecca. Like, they’re the best, you know? That’s all there is to it. Lex Fridman (04:57:17): Do you understand how that company works? Jeff Kaplan (04:57:20): No. Lex Fridman (04:57:20): That they’re not… Jeff Kaplan (04:57:21): I don’t at all. Lex Fridman (04:57:23): Like, because, I mean, they’ve been around for a long time and still to be able to deliver. Jeff Kaplan (04:57:27): I kind of rationally or irrationally just worship. It’s just sort of: if it’s from Nintendo, it’s gonna be great. Jeff Kaplan (04:57:35): And even if my first impression is like, “Wow, they’re doing what weird thing with the controller this time,” and then you get your hands on it and you’re like, “God.” My son and I, we both played Legend of Zelda: Breath of the Wild, and he makes games also. And we had this moment where he’s like, “I’m so sad after I played it.” And he’s like, “I know I’ll never make anything like this.” And it’s that weird, like, you honor it so much and think it’s so great. Red Dead was like that for me. Red Dead Redemption 2 is… that’s a game I put on a shrine. Not just how brilliant the game itself is, but as a game maker, as a craftsperson who makes games, how the hell do you make that? Like, only Rockstar with all the years of making those types of games. No one else can come in entry level- Jeff Kaplan (04:58:33): … and compete with that. So that’s- Lex Fridman (04:58:36): Purely single player, narrative driven. So you also respect that kind of, like, pure- Jeff Kaplan (04:58:42): Yeah. I don’t give anyone a pass. I feel like a lot of gamers and game developers, like, if it has writing, they’re like, “The story’s so good.” I’m like, actually, very few games have great story. But Red Dead has a great story. It’s got great character development. It’s got a good plot. And the dialogue is like… It’s like Tarantino-level- … high-quality dialogue. So… Red Dead’s up there. I have my other games that make the list for me, and these are… Both these games are… I would never tell you to play them. EverQuest and Rust are two of the most defining games to me and my career and my life. And Rust, I would never recommend somebody go and play it. Rust will come calling to you if you are up to play it. Lex Fridman (04:59:42): It is a cult. It’s 100% a cult. Jeff Kaplan (04:59:46): That’s- Lex Fridman (04:59:46): It… When you are ready, it will come down. Jeff Kaplan (04:59:48): It will come down. It will let you know. Lex Fridman (04:59:51): The, the sky will part. Okay. Jeff Kaplan (04:59:52): In Rust, you are considered a complete noob that doesn’t know what he’s doing- … if you don’t have a thousand hours. Even a thousand hours- Lex Fridman (05:00:01): A thousand hours Jeff Kaplan (05:00:01): … people would be like, “Oh, you only have a thousand hours-” “… in that game.” Yeah. But Rust and a lot of inspiration for me in the game I’m working on now… My game is not like Rust in that it’s not a PvP-centric game, but it will have PvP. Lex Fridman (05:00:20): What aspect of Rust do you draw inspiration from? Just… Jeff Kaplan (05:00:23): I love the resetting world. It’s a- … great game mechanic and it’s one that I want to evolve and work upon. Lex Fridman (05:00:34): How often is the world reset do you think, in Legend of California? Jeff Kaplan (05:00:39): I don’t know yet. Probably every month. We want it to be fast enough that you’re not too attached, but we wanna make it rewarding. Like, the trick is coming up with not why am I upset that the world resets, but why am I excited that the world- … resets? And we know players can get very angry about resetting worlds, but anybody who’s played 5,000 hours of Rust, like some of us, the resetting world is the magic. It’s, “I can’t wait for the next reset because the adventure starts all over again.” And if you wanna play the first time with me—like, if we wanna play World of Warcraft, and I’m level 80 and you’re level one, there’s no meaningful experience we can have together—but in Rust, we just wait for a reset and we’re both naked on the beach, you know, from minute one. Lex Fridman (05:01:34): What about the experience of Rust where you can have everything taken away from you? So that part that you- Jeff Kaplan (05:01:41): We’re not doing that. Lex Fridman (05:01:42): Great, great. Because that feels awfully stressful. Jeff Kaplan (05:01:44): See… I just lost the entire Rust audience when I said we’re not doing that because- … if you’re a Rust player, you’re not thinking you’re gonna lose everything you have. You’re thinking, “I’m gonna take everything somebody else has.” But- Lex Fridman (05:01:56): See, my perception of the Rust audience is there’s, like, three people, they’re in a castle somewhere. It’s a very exclusive group. Jeff Kaplan (05:02:04): They are, they are highly skilled, highly passionate… highly knowledgeable, but yeah, it’s an inspiration for me. That and EverQuest were defining… And I’ve… The amount of hours I’ve logged in both those games are insane. Lex Fridman (05:02:18): What do you think has more hours from Jeff Kaplan, EverQuest or Rust? Jeff Kaplan (05:02:22): Well, you said I was 6K on EQ, so that puts me at… I’m at 5K in Rust. Lex Fridman (05:02:30): And, and also in that collection is Zork. Jeff Kaplan (05:02:33): Zork was… I mean, Zork, it just brings me back to that old IBM PC with my mom and my brother, trying to figure out, you know, like, how to keep the lights on or else a grue’s gonna eat us, you know? Lex Fridman (05:02:47): Yeah. So certain games just capture your heart and they stay with you forever. What do you think is the future of video games? So there’s a lot of conversations about AI helping expand maybe the storytelling aspects, the world creation aspects, becoming a tool that people can use more so. Maybe creating more believable NPCs, that kind of thing. But also there’s, as we’ve talked about, the video game industry is changing and evolving and trying to figure out, well, there’s the indie game makers that will have more power… Or these larger game makers will have more power, so what do you think the future of games looks like? Jeff Kaplan (05:03:32): I think with AI in mind in particular, I think the current state of AI, trying to integrate it into development is mostly a hot mess. Jeff Kaplan (05:03:44): But I do think that, you know, games are a technology-driven art form. And somebody much smarter than me once described it—and I’m paraphrasing—making a game is like making a movie if you had to invent the camera every time, because you’re kind of inventing the technology of your specific game. And I think AI can play a role in that, and it would be silly not to look at it as an option. The problem with AI right now is it’s overconfident in what it tries to deliver. Like, I fooled around, obviously like everybody, you mess around with, you know, ChatGPT and Gemini and you fool around with some of the art generation, and it’s fun for non-artists to fool around on Midjourney. But it’s mostly weird and shitty. Jeff Kaplan (05:04:44): And even, like, when trying to have AI answer for me… Like, I don’t normally make UI in a game, and so I’m trying to figure out, like, UMG and Unreal Engine and I’m asking ChatGPT how to fix, like, a simple problem, like, how do I make the chat wrap, you know? And it, like, overconfidently gives me the wrong answer. And it’s, like, right one in 10 times. So its hit rate has to be a lot better. I think there’s a lot of moral concerns around AI when it comes to creative pursuits as well, like no one’s creative work should ever be used by AI without their permission. Jeff Kaplan (05:05:33): You know, voice actors and artists, it can’t be lifting from them without their permission. That’s just immoral. It’s no different than just sort of stealing. So that’s wrong. I think how I’m curious, like especially as somebody who runs a small studio with 34 people, it’s like, what are the points of tedium that maybe AI could help out with that I don’t wanna do, and I’m not gonna hire someone to do? So I have, like a really dumb example: I’m making a bunch of images, I size them all incorrectly ’cause I’m dumb and I’m not an artist, and I did it all in Photoshop, and I have like 2,000 images that are the wrong size. I can have ChatGPT resize those and zip it in a file for me, and it literally takes it like a minute to do that. Jeff Kaplan (05:06:31): I wasn’t gonna hire an intern to do it. I was just gonna work an hour later or two hours later that night to do it. Like, it made my life easier. It didn’t take a job. That seems okay. As long as that ethical line stays in place, what I- what I don’t worry about is, no matter how good AI gets, never gonna draw a picture like Arnold Tsang. It’s never gonna tell a story like Chris Metzen. You know, that human spirit is irreplaceable. Lex Fridman (05:07:03): Yeah, it’s hard to put into words what is that magic that humans produce, but they do. Truly great creative minds, truly great creative teams, they- they create something special. It’s hard to really articulate exactly what’s missing with- with AI, you know, what people call AI slop. ‘Cause it creates really beautiful imagery and beautiful stories, and very believable text. But it’s not quite… It doesn’t have that, I don’t know what it is, the edge that’s human. Maybe it’s the imperfections. Jeff Kaplan (05:07:41): Yeah, I think so. Like AI to me right now currently, it’s like an interesting fever dream, you know? Lex Fridman (05:07:48): Yeah. Yeah. Yeah. Jeff Kaplan (05:07:49): That’s the point I’m at with it. Lex Fridman (05:07:52): And a useful tool for the mundane tasks, like you said. But do you think the small studios have hope in the future of gaming? Jeff Kaplan (05:08:00): Small studios are the future of gaming. The big studios basically acquire the small studios for new IP and ideas, and the small studios grow in. The really compelling, new, innovative ideas are gonna come out of small studios. Lex Fridman (05:08:17): What advice would you give to video game creators, small teams, if they wanna create a truly special game? Jeff Kaplan (05:08:25): Well, they know how to do it. I mean, if they’re doing it, they know how to do it. It’s more to video game developers in general, own the craft. Own our art form. Stop giving it to these fucking corporate jackals. You are the golden goose. Keep your eggs. Lex Fridman (05:08:51): Jeff, formerly from the Overwatch team, I have to say from the bottom of my heart, and I think I speak for millions of people, thank you for everything you’ve created in this world. Now that I’ve gotten the chance to see the new game, I’m, I can’t tell you how excited I am to try it. Thank you for everything you’ve created. Thank you for everything you represent. Thank you for remaining and fighting for us as one of us. So thank you, and thank you for talking today. Jeff Kaplan (05:09:24): Thank you, Lex. Lex Fridman (05:09:26): Thanks for listening to this conversation with Jeff Kaplan. To support this podcast, please check out our sponsors in the description, where you can also find links to contact me, ask questions, give feedback, and so on. And now, let me leave you with some words from Franz Kafka, “Don’t bend. Don’t water it down. Don’t try to make it logical. Don’t edit your own soul according to the fashion. Rather, follow your most intense obsessions mercilessly.” Thank you for listening, and hope to see you next time.

本集資源與出處