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Jeff Kaplan: World of Warcraft, O… — Lex Fridman shadowing | TryShadowing
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Lex Fridman
Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493
Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493
Lex Fridman
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5:10:12 · Mar 11, 2026
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- There's three types of fun, fun for the player,
0:04
fun for the designer, and fun for the computer. - Is it PvP?
0:07
- It's all PvP. In fact, Rust is the most PvP thing in all of PvP.
0:16
- Well, I don't know what that means, but... - Rust players know what that means. My whole career and my
0:22
family are thanks to EverQuest, so I think I won the game.
0:28
And we're idiots. We're reading the forums, and the forums are just
0:32
flaming us all the time. Like, "There's lag on this server,"
0:36
and, "Can't log into that ser-" And that's, that was our perspective
0:40
of what was happening. And when I showed up at that show,
0:46
it... One of the most emotional things in my life. It was
0:50
nothing but an outpouring of love. I had believed I would never work any place but Blizzard.
0:58
I loved it. It was a part of who I was,
1:01
And I felt I was a part of it, and I literally thought I would
1:05
retire from the place. I never thought the day would come, and that was it.
1:11
- How painful was it to say goodbye? - It broke me.
1:16
- Now, meanwhile, as far as the outside world is
1:19
concerned, you've disappeared off the face of the earth, but you were actually working on a game.
1:27
The following is a conversation with Jeff Kaplan, a legendary game designer of World of Warcraft and
1:35
Overwatch, which are two of the biggest, most influential games ever made. He is
1:43
genuinely one of the most amazing human beings I've ever
1:46
met. In the many conversations I was fortunate enough to have with him,
1:50
including while playing video games, he was always kind, thoughtful, hilarious, and still and forever a
1:57
legit gamer, through and through. Of course, he's always quick to celebrate the incredible teams of creative minds he has
2:05
gotten a chance to work with over the years, and they are truly
2:09
incredible. Blizzard has created some of the greatest games ever
2:12
made, games that to me personally have brought me thousands of hours of fun, meaning, and
2:20
happiness, from Warcraft, to StarCraft, to Diablo, WoW, Overwatch and more. So for that, a big thank you to
2:28
Jeff, to the entire Blizzard team, and to every creative mind in the video game industry, giving their heart and soul
2:36
to build video game worlds that we fans get a chance to enjoy. This was a super fun,
2:42
inspiring, whirlwind conversation, pun intended, with one of the most beloved gamers and game
2:49
designers ever. Full of memes, lulz, wisdom, emotional rollercoaster moments, and of course, Blizzard
2:56
video game lore. Jeff left Blizzard in 2021, and has been secretly working on a new video game
3:05
called The Legend of California that I got a chance to play with Jeff. It is
3:12
incredibly beautiful. Set in the 1800s Gold Rush era of California, it's an open world online multiplayer game,
3:21
part adventure and action, part survival. Sometimes creating a feeling of loneliness and
3:27
desperation, and sometimes just awe watching the sun rise over a beautiful landscape. It's unlike any game that
3:35
Jeff has ever worked on, and it's a game that I genuinely
3:39
can't wait to play with all of you. You can wishlist it on
3:43
Steam. Join the alpha later in March, I think, and early access is on the way. This
3:51
is the Lex Fridman Podcast. To support it, please check out our
3:54
sponsors in the description where you can also find links to
3:58
contact me, ask questions, give feedback, and so on. And now, dear friends, here's Jeff Kaplan. You were first a legendary video
4:10
game player, in particular in EverQuest, before you ever became a legendary video game designer on World of Warcraft and on
4:20
Overwatch, which I think is a wild journey to go through from gamer to
4:26
designer. But first, let's go way back. When did you first fall in
4:30
love with video games? - I was lucky. I was born in that golden era of coin-op.
4:37
So, I literally remember the first time seeing Pac-Man. I was with my Uncle Ronnie, and he just kept
4:45
feeding me quarters. I think he wanted to play, but was too scared to,
4:48
so he, you know, his little nephew, he would just give him quarters to play Pac-Man.
4:55
I remember being at my brother's graduation in Philadelphia, and they had an Asteroids machine in the
5:01
lobby. That was one of the first coin-op machines I had played as
5:05
well. And my brother and I would... we would try to get the high score, and we'd finally get it. But we had to go to
5:13
bed early 'cause we were little kids. And then in the morning somebody
5:17
else had like beat our high score. And then, you know, I
5:21
grew up in Southern California in the '80s. I was born in '72. So, you know, I was a
5:28
kid with that skateboard BMX culture where we'd ride two towns over. We knew all the pizza
5:36
parlors and liquor stores and arcades, and we just lived in that coin-op phase. That was, that
5:44
was where the love started. And then you started to
5:48
see things like Pong. You'd go over to a friend's house, they'd have
5:51
Pong, and it was just mind blowing, like, we're playing this thing on the
5:55
TV and it was so much fun. Atari was a big thing at that time as
6:03
well. But the big one for me was actually Intellivision, because my dad was an executive
6:09
recruiter, and one of his clients was Mattel. And he said, "Hey, I... They gave me this thing," and he would get
6:18
discounts or free games. And my brothers and I just loved Intellivision. Like,
6:24
we would just play it endlessly. And the comparison was always like, "Is this game close to what's in the arcades?"
6:32
And it was just such a golden era. And I think
6:36
the big moment where it really blew open and kind of hit the next level was when the NES came out. And that, like,
6:48
NES with Super Mario- was kind of gaming at the next level at that
6:55
point. And I have, like, warm, fuzzy memories even thinking about it to this day. I remember we
7:02
played Super Mario for weeks, my brothers and I, and then
7:06
I had a friend come over, and he showed me all the secret stuff-
7:10
... in Super that I didn't know existed at the
7:13
time. And it's... it was like suddenly, the world opened up more and games could be
7:20
more. And then there was, like, a big PC gaming push that hit me. My
7:28
parents ran their own business. Like I said, my dad was an executive
7:31
recruiter, and they bought an IBM. And this is, like, when it was DOS before MS-DOS
7:38
existed. And I was so disappointed, because, like, other kids had the
7:44
Amiga or the Commodore- ... which, you know, they were better for gaming than the IBM at the time. And
7:54
my mom, she really encouraged my brother and I. She bought a Zork.
8:01
You know, it was just Infocom word games, and where your imagination would take you. Like,
8:08
Zork holds a place in my heart I think few games will ever touch.
8:13
- It's a text-based game? - Text-based game. You know, you just type in, "Go west. Open mailbox." You know?
8:21
And... - Okay. - But it's that power of imagination. It's why the book is always better than the
8:28
movie, you know? - Yeah. So, you're starting to see these creations of worlds that you can navigate.
8:33
- Yes. - You can step into this world and you can lose yourself in that world.
8:38
- Yeah. You're transported. You're living there. - Was Zork popular?
8:43
- Zork was insanely popular. And then there was Zork II- ... and Zork III.
8:48
- A trilogy. Zork trilogy. I see it. Okay. - A- and it was weird, and, like, the... Sometime in the '90s, there was this, there was this
8:56
era of what they called CD-ROM games. That's how they branded
8:59
them. And they made a return to Zork, but it now had graphics.
9:05
And somehow, that just shattered everything, because the Zork you
9:09
knew in your head didn't exist anymore. Yeah, Zork was
9:13
fantastic. I think it might be open source now, which I think is fabulous. But I highly recommend Zork. There was
9:24
also, in those days, on the PC that worked on our IBM, was Ultima-
9:32
... which was the Richard Garriott series. And he was Lord British. We knew him as Lord British. He put himself in the
9:41
game. And you wanna talk about world- building. You know, there was Yew Forest and there was all the characters. And
9:50
the first Ultima I played was Ultima II, 'cause Ultima I was before
9:54
my time. And that series, it was this RPG group based
10:01
PC game, and the worlds were just so rich. Like, you could get on a rocket ship. You're playing in this fantasy
10:08
world, fighting demons, and yet somehow you could get on a rocket ship. And then there was just all of this
10:16
sort of crazy stuff that would happen in games that are based in the world. Like, there were bouncers in the towns,
10:25
and merchants, but if you really wanted to, you could try to rob
10:29
these people, or kill Lord British, you know? That was something that was super hard. And when you're just a jackass
10:36
kid, you spend your time endlessly trying to do these
10:40
things over and over, and Ultima was really a profound kind of experience for me.
10:48
- And, of course, that led to Ultima Online, which is a legendary game in
10:52
itself, perhaps connected to EverQuest. - Yes. - Sort of starting to build these worlds that are massively
10:58
multiplayer online video games. Can you take me to that journey? Like, as you started to get online, MMO world.
11:08
What were influential? What were fun for you? - Well, the big one for me was EverQuest. But,
11:15
Like you mentioned, Ultima Online sort of was the predecessor. It came before EverQuest.
11:23
And it was, like, one of those unfortunate times in my life where I
11:27
was actually at grad school. - You were busy. - I was busy, and I missed Ultima Online. Like, I
11:33
would have had that experience. And when you hear the Ultima
11:37
Online stories, they're some of the craziest, funniest... You know, I know somebody who, they learned
11:44
how to poison in the game, and then they would
11:47
poison apples, then leave them on the ground, and somebody else would be
11:51
adventuring, then feed the apple to their horse and kill their horse.
11:55
Then they'd steal all their stuff and... You know, Ultima Online was kind
11:59
of... It was the earliest grief-based experiment. Really, like, when you're treating the humans like ants in the ant farm.
12:08
That was kind of Ultima Online. - Yeah. - My first, like, what online gaming, what defined online gaming for me was Quake
12:20
and Doom and Duke Nukem. You know, it started with Doom
12:26
and they had a ... You could basically LAN. You could
12:30
network with your friends or you could connect with a modem and hook up with
12:34
somebody. And that was like a mind-blowing ... Just seeing
12:37
another entity in a video game and saying, "That's a
12:41
person on the other side of that." That was magical, like, that that moment happened and that person
12:48
could be in another room or across town from you. And Quake kind of took it to the next
12:55
level. Like, that's where everybody knew what they were doing. The systems were more refined. And this Quake community formed with
13:06
all of these, you know, great websites, mods. The community was divided into ... There were two castes of players. The low ping
13:17
bastards, the LPBs- ... and then the rest of us, you know.
13:21
And I remember rolling into Quake matches, you know, on a
13:25
dial-up modem with a 300 ping connection, and I thought it was the greatest thing ever. Um,
13:35
and just, just connecting with people. Like I said, the websites. To this day, the only gaming
13:43
website I read— I don't read any of the news sites anymore, but I read Blue's News.
13:49
Which was like, like ... Someone actually teased me recently.
13:53
I linked him a story. I'm like, "Oh, did you hear this new thing's coming out?" And I sent
13:57
the link, and they're like, "Dude, this is from Blue's News. Like,
14:01
what time machine did you just step out of?" And guy named
14:05
Stephen Heaslip... I'm probably pronouncing his name wrong. I apologize, but it was actually through that site that I learned about EverQuest.
14:16
They had those programmer plan updates, the .plan files. And guys
14:23
like Carmack would ... You know, they'd post about what code they were writing or how they had optimized something,
14:32
or just their personal life. Like, you know, the Ferrari talk
14:35
would always happen— once they had achieved success. And there was an id programmer named Brian Hook,
14:45
and he said, "I'm leaving id to go work at Verant," which became Sony Online, "to work on
14:53
this game called EverQuest." And I was like, "How does anybody leave id,
15:00
the greatest institution in all of gaming ever, to work on any other game?" I'm like, "This guy must be
15:08
crazy. Or whatever this EverQuest thing is, I need to see it. I need to know what's going
15:16
on." And if he hadn't have made that post, I never would have checked out EverQuest.
15:22
- We'll talk about EverQuest, but since you mentioned Carmack and,
15:25
uh, Quake, what can we say about the genius of John Carmack?
15:29
Why was he such an important and influential human in the history of gaming?
15:34
- Those early geniuses at id ... Like, I wouldn't be sitting here
15:39
talking to you right now if they hadn't had the breakthroughs that they
15:43
had at the time. Um, gaming engines were evolving, but the level of breakthrough that they achieved with Wolf
15:58
3D, that was the first... I remember playing Wolfenstein when it was a 2D game.
16:04
You'd run around. You'd dress up as a German. You'd throw a grenade.
16:08
Um, to see it in 3D ... And it, it's funny. You look
16:12
back at the screenshots or videos of it now, and it
16:16
seems almost childish. Like, "Oh, why, why were you so excited about that?" And you were
16:23
transported. There ... It was the intimacy of first person. You know, putting the hands in front of you, holding the
16:30
gun, being transported to Nazi Germany, but you're the hero fighting the Nazis.
16:37
And then the evolution. Like, when Doom came out, I'm
16:42
a huge Army of Darkness fan. Like, one of my favorite movies of all
16:45
time. And I was like, "This is Army of Darkness, the video game." You know? Like, "Give me the boom
16:52
stick. Here we go." And the graphical advances ... But it, it wasn't just how the game looked, it was how it played.
17:01
The smoothness kept getting better. The responsiveness the sharpness of the gameplay. You have to credit
17:11
id in those days and Carmack and Romero. Um, I ... As somebody who worked on an FPS, I ... That wouldn't have
17:19
existed without them. Credit where credit's due. - And by the way, we should say you're ... As a gamer, your range is incredible. You
17:26
are a legit first-person shooter gamer, but you also obviously love the more MMO world, rich, exploratory kinda game. So it's
17:38
fascinating. But yeah, there is ... On the technology stack that brought
17:42
something like Quake or Wolfenstein 3D to life, there's a threshold which you pass of realism
17:50
where you can immerse yourself into that world. I had the same exact experience
17:54
with, uh, Wolfenstein 2D taking a step to 3D, and it was like
18:03
tears in my eyes. Like, "This is incredible." Like, my memories of Wolfenstein 3D is it was like ultra
18:10
realistic. It's silly to say now. . It was the feeling like you were there.Yeah, what an incredible
18:18
age. And some of that, the storytelling, a lot of that
18:22
is the- technology that brings that kind of 3D world to life.
18:26
It's incredible. But before- we get too far on that tangent you mentioned grad school. We should
18:36
mention that you have a master's degree in creative writing from
18:39
NYU, and you wanted to be a writer. You told me your main influences were
18:45
Kerouac, but also Hemingway, Salinger, Bukowski, Orwell. What drew you to storytelling in that
18:52
medium of writing? What aspect of the human experience were you trying to put down on paper?
18:59
- Well, it started with being a fan first and being inspired
19:03
and reading, and it's the, not only being transported to a different world or into
19:11
a different person, but also, you know, the way that stories can touch emotions in you and trigger feelings
19:24
sometimes you didn't even know you had. And that was very appealing for me. And
19:32
the big challenge with it is, and I think this is
19:36
for anybody who creates anything, is putting yourself out there.
19:41
Um, to some degree, there's a lot of ego that
19:45
goes into that moment where you say, "Well, I've been reading, you know, 1984
19:52
or Green Hills of Stranglethorn, and I think it's amazing. And now I'm
20:00
gonna try to write something that somebody is gonna read."
20:05
Uh, that's a giant leap of faith. You know, that's a moment of putting yourself
20:09
out there completely, and there's gotta be some part of that
20:14
that's ego. There's some part of it that's masochistic. Um, and I think for people who want to create and build
20:25
stuff, they can't help but to do it. You don't really have an
20:28
option. That's just how you're wired, and you're gonna do it
20:32
anyway. And, you know, I admire people like Dickinson who can just write all the poems and leave them
20:41
in a drawer to be discovered by somebody else. You know, that's one way to go about it.
20:46
- Yeah, Franz Kafka, you know, a lot of the stories he wrote, never
20:50
published, and he asked for all of them to be
20:52
destroyed. And then it's only because of his friend that ignored his request that we
20:59
even have many of his stories. It's like to be that kinda... I
21:03
mean, clearly, there's some masochism there, some tortured soul. But then there's also the ego like you mentioned. I was entertained by this story of
21:12
James Joyce, When he was a young man, 18, 19, Declared that he's going to be the greatest writer of the
21:23
20th century. And he turned out in many, in the eyes of many
21:27
to be one of the greatest writers of the 20th century. But there's, like,
21:30
millions of kids just like James Joyce, writers, they're declaring exactly that, that turn out not to be. But that is in
21:38
some cases, in many cases, maybe most cases, you have to have that ego-
21:43
... to say, "I'm gonna..." Yeah, right. "I read 1984," "and I'm going to write
21:48
the next 1984." - Yeah. And I do think ego is a big part of it.
21:54
it's one of the many lessons I've learned. Hearing your Kafka
21:58
story is funny, because fast-forwarding to how my writing career ended—
22:04
... I literally threw away everything, I mean, in a dumpster. I
22:08
used to keep copious notes, like journals, my writing journals, everything I ever read, every story idea.
22:16
I probably had 20 volumes of just handwritten notes. And then I also kept
22:23
personal journals of just, you know, to keep the writing habit up of
22:26
just, you know, what happened in my day, how I was feeling, all of
22:30
that. And then either digitally or typed, I had all of my manuscripts, and
22:38
I threw it all in the dumpster. - What was that decision? Do you remember that decision? What was that- what was that like
22:44
to just take that part of your life and just put it in a dumpster?
22:50
- Yeah. It was I think it was necessary. It was necessary. This is like
22:57
rationalizing it after the fact, you know, which is easy to do.
23:02
You know? But at the time, I think I was so broken and so defeated with
23:10
failure that I needed the moment. It was like throwing in the towel for
23:15
a boxer, you know? It's that moment of like, "I'm not gonna win this fight,
23:21
and you need to move on from it." And if there was
23:25
any element of that sitting around, I'd be tempted to try again or bring it out of the drawer 10 years later.
23:34
- We should mention that you did give it a- a real
23:38
try. You've mentioned receiving over 170 rejection letters in one year when submitting your stories. So there's a lot of rejection.
23:48
So it was a long chain of rejection. And then what was that like, the rejection?
23:54
- It was hard. Um, I had moved from New York.
23:58
Um, I did the most terrible dumb thing that I knew I was doing at the time. I
24:02
had a really great group of writer friends from grad
24:06
school in New York, and I think writing is a very lonely,
24:09
solitary thing. But weirdly, writers kind of support each other and just, "Who do you give the story to?" You know, you don't wanna give
24:17
it to your mom or dad, you know. You kinda wanna give it to somebody who's
24:21
gonna really punch you in the nose and tell you what's wrong with
24:24
it. And I had left that writing circle to move back to California.
24:30
- Did you take a bunch of drugs, take your typewriter and drove across, uh-
24:35
- No. - ... across the United States and then wrote a book about it? Or
24:39
just to take Kerouac as an example. Anyway, sorry. You went just-
24:44
- I might have been more successful had- ... I done that.
24:47
- Uh, so sorry. So you went back. - So I moved back to California, and I did it for a girl.
24:52
And I think within two months of moving back, we were broken up. So... And I knew it when I was standing in my
25:00
studio apartment when it was empty in New York and I was about to close the door for the
25:04
last time. I had that like, you know, little me on the shoulder saying,
25:11
"Dude, what are you doing?" "This... You're making one of those epic life mistakes that is gonna come
25:16
back to haunt you." And I ended up alone in California, and I think it was a good
25:24
three years that I structured my life where I was gonna write for eight hours a day, because
25:31
it's that writer's habit. Like you have to just force yourself,
25:35
"This is a job. This isn't a hobby. Whether I like it or
25:39
not, rain or shine, sick or healthy, I'm gonna write for
25:43
eight hours a day." And I did. Um, I was
25:47
fortunate. Like I said, my dad had his company and he hired
25:50
me as a research associate. So I was calling up
25:54
generating name lists for a recruiting company, and I would take...
25:58
Whenever there was East Coast assignments, I would take those so I could start at like 5:00 in the
26:02
morning. And I created all this space for me to
26:06
write, and I just... I had a dog named Jack-
26:11
... who was... He was a Jack Russell Terrier. And so everybody's like, "You're a
26:15
writer, you named your Jack Russell Terrier Jack." I'm like, "Because I named him
26:18
after Jack Kerouac." "It's poetic and epic," and- - Yeah, of course
26:22
- ... I just looked like a dumbass, but- ... it was just me and this
26:25
dog. And I was writing, you know, all that time intensely. And this was mid to late
26:32
'90s, so even though internet existed, email was very primitive and you had to send a manuscript off, like printed paper-
26:43
... to all... Like, I was trying to get short stories published in literary
26:47
magazines, and you had to send envelope with return self-address stamp. So it was
26:55
expensive, too. Like if you didn't have money, you were
26:58
just... There was a cost to it- ... to every single one of them.
27:02
- You had to pay for the rejection letter that you would eventually receive.
27:07
- Yeah. And the, like, big thing that you were hoping for
27:11
was that the editor would write you a note with the rejection letter. Like, um-
27:17
- Keep going. - Yeah. And you'd like cling onto this. Like, it was like, "Oh,
27:24
Glimmer Train said, you know, showing promise." You know, and you just hang onto that for like a week, you know,
27:31
pretending like that was... But it was just soul crushing. And I really stuck... And I became
27:39
more and more isolated. Part of that was leaving that group of writing friends in New
27:46
York. I'm prone to just introversion anyway. The type of person I am. Breaking up with the girlfriend at the time.
27:56
I just sort of fell into that world of like all I was doing was writing.
28:04
And it broke me. Like, I went into very deep and heavy depression. I drank too
28:14
much. I really had a problem with alcohol. And all those
28:18
things compounded into just deep, deep depression. And I don't... There wasn't like a magic
28:29
rejection that broke me. That would have been epic if like-
28:33
... someone out there is like, "The dude who..." "I'm the dude who broke
28:37
Jeff that one day." But I just had a moment where I said, "This is gonna destroy me."
28:47
And... Like, I don't want to be discouraging to anybody, because I really do believe, like you hear it so
28:54
much, like, "You have to work for your dreams, never give up."
28:58
Like, we're trained this way. Like, "Never give up." The
29:04
universe... Actually, maybe not the universe. A group of editors
29:10
at literary magazines across the United States was telling me it was time to give up as a writer, like I wasn't cut out for it.
29:21
And I stopped. - Sometimes, you know, closing a door is required for another door to open.
29:30
That's one of the hardest things to do, is to walk away.
29:33
- Yeah. And I think, rightly so, our parents, our coaches, our mentors train us not to give up.
29:42
And I think a lot of us take pride in that, "I'm never
29:46
gonna give up. I'm gonna do this come hell or high
29:49
water." And sometimes there's that reality, especially when you're now in your mid-20s,
29:57
where you have that moment of like, "Am I really gonna be this? Like, am
30:01
I ever gonna sort of find the light here?" And, maybe, and it's so hard, it's
30:09
so hard to have this moment, "Maybe this isn't my calling in life,"
30:12
especially when you don't know what the next calling is gonna be.
30:15
- That's so painful. It's 'cause you've invested so much
30:19
of yourself, of who you are, of the dreams you've had, of this just
30:23
whole conception of yourself, and you're watching yourself slide down in terms of becoming isolated, suffering more and
30:30
And then you just have to somehow figure out how to-
30:34
get out of that. And it is true. In that situation, the way to get out
30:42
is the dumpster. Is to cut it off. Is there
30:47
advice you can extract from that? There's a lot of young folks who are
30:51
in that same situation. - Yeah. This is one of those hindsight things
30:57
where, you know, having gone through it and ended up okay on the other
31:01
side, which you don't know at the time, you know? When you're
31:06
a young person in your late teens or early 20s,
31:10
there's so much pressure on you. And I really think
31:13
adults don't help. You know? Every time you run into the younger nephew or whoever and you start
31:20
to say things like, "Oh, what's your major? What are you gonna do with that?"
31:23
"What do you wanna be?" It's such bullshit to do to a human being. You know?
31:29
- You're so lost in the world. I mean, most of us are lost our
31:33
entire lives, but especially in your 20s, you know, like, you're
31:37
lost. So the questions like, yeah, "What are you, what are you doing? What's your
31:41
major? What's the career?" And so on, that's not the point,
31:44
man. I'm trying to find, I'm trying to move through the world, I'm trying to run through the world to
31:52
find the thing that sparks my heart, to find the passion, to
31:56
find what I'm meant to be on this earth for.
32:00
And there are really, I mean, that is a real hero's journey of
32:03
searching as a young person. That's a real, like, you know, all the adults, with their wisdom,
32:11
they've stopped searching often. They've done the lazy, the comfortable thing. They found their thing. And so now they
32:19
look back, they don't remember how much suffering and how, how much uncertainty that young people have to deal with.
32:28
- It's, there's confusion, there's pressure. Like, the pressure we exert on younger people for having it figured out is, it's insane.
32:39
So the advice that I always give, and it sounds so stupid, like this sounds really trite, but
32:51
focus on what you wanna do, not what you wanna be. The, the pressure that
32:59
society kind of puts on us is, you know, "Oh, do you wanna be an astronaut? Do you wanna be a firefighter? Do you wanna be a
33:06
writer? Do you wanna be a game maker?" And I think we get lost in the trappings of,
33:15
like a vision of what that role is- ... and how to perform as a fake actor in that
33:22
role. Versus when you're off the clock and no one's asking you any questions-
33:29
... you know, you're not at Thanksgiving dinner and your uncle's pressuring you
33:33
into, you know, what your future's gonna be for the rest of your
33:36
life. When you go home, how do you spend your
33:39
time? Like, what makes you happy? What brings you fulfillment?
33:44
And through those paths, you're gonna find out what you're gonna become, not what you wanna be. It's, "What do you wanna do?"
33:55
- What do you wanna do? The thing that brings you joy on a moment
33:59
by moment basis. Yeah. That's brilliantly put. And speaking of which, that's where you took the pivot.
34:07
You switched to video games. How did that happen? Gradually? Suddenly?
34:13
- Gradually and suddenly. So when I had that fateful moment where I just sort of gave up with writing,
34:21
I had these days where I'd structure eight-hour chunks of just, this was writing time, you know? I'd sit solitary
34:30
typing. All that was gone. And, you know, I could still
34:34
support myself, which was nice. And then I had this free
34:37
time and I wasn't spending it with anybody, I was just alone. Me and the dog, Jack.
34:44
And I just poured it all into EverQuest. You know, I, it was 1999 when that game came out. And I had a friend,
34:58
Victor, like kind of a lifelong friend. One of the few friends I had who
35:02
played computer games, 'cause there was a stigma to that.
35:06
You know? It wasn't, you didn't walk around telling people you played
35:09
games. They thought you wasted your time. And my friend,
35:13
Vic, had bought EverQuest. I'm like, "That's that game that that guy Brian
35:16
Hook went to work on. Is it good?" And he's like, "Yeah, you gotta play it." And the
35:23
moment I logged in, I was just transported. It was the world of Norrath. And
35:30
it wasn't just the world itself and how it looked, I thought the game was
35:34
gorgeous, it was the mechanics, you know, that I was this halfling
35:41
rogue that, you know, had to go out and adventure in the world, and when I killed stuff, I got experience, and I needed
35:48
better loot to kill more stuff to get more experience. And
35:54
the sort of draw of progression in the game it was amazing. I, and I
36:02
just lived my life of, "I can't wait 'til the next time
36:06
I log in." There was a lot of escapism going. It wasn't all healthy. When all was
36:14
said and done, when I finally had quit EverQuest three days
36:17
later, you could type in the command /played to see
36:21
how much played time you had. I had, I think it was like 272 played days in three
36:29
years. So you start to do the math on like, how much time-
36:35
... in those three years I was living in that world. It was...It was kind of
36:41
insane. - Well, that's over 6,000 hours- ... of gameplay.
36:47
Wow. So here going to Perplexity, EverQuest is a long-running 3D fantasy, massively multiplayer online
36:55
role-playing game, MMORPG, set in the world of Norrath, as you were saying. First released in March 1999,
37:04
it is an online role-playing game where thousands of players create
37:08
characters, group up, and explore a persistent shared world. It's widely regarded as one of the foundational MMORPGs,
37:16
helping define raid content, guild systems and 3D online worlds. That's the other component of it. There's... It's all humans
37:24
and they group up- ... and they raid together in the game.
37:28
- Yep. In the context of EverQuest, raiding is usually around 30 people or more
37:36
getting together to conquer something that you couldn't beat otherwise. And to do successful
37:43
raiding, you usually needed to join what in EverQuest everyone referred to as an Uber Guild. So I
37:50
had this great pride in my EverQuest journey that I... Most of the
37:54
time leveling up I was unguilded or I was in like a
37:58
role-playing guild with rogues only. And it was when I got to Level 50 in EverQuest
38:05
was the top level, I got invited into this guild called Legacy of Steel, which on our server
38:13
was the top. Every server had a top guild. And I was on a server called The Nameless Server, and the top
38:22
guild was Legacy of Steel. And that, the thrill of
38:29
getting 30 people together to go see if you could beat, you know,
38:33
Nagafen, who was the fire dragon, or Vox, who was the frost dragon,
38:39
and needing perfect coordination to pull it off, it was insane how fun. Like, you would literally scream out. You're
38:46
alone in your room at home- ... but you felt like you were there with these people and you would
38:52
audibly cheer out when you won, and you'd feel depressed when you lost, and
38:59
it was a game of high highs and low lows, and it did
39:03
everything right. It was amazing. - So that was a big leap for you to go from the proud lone warrior
39:10
to a member of a guild, Uber Guild. And then there's that epic story of you rising to the
39:18
top to become the leader of this Uber Guild. - The leader... Yeah. So organizing people in an online game
39:28
like EverQuest is like herding cats- ... 'cause, you know, everyone has their own will. Some people are loot motivated,
39:39
some people want the guild to do well, some people are just lonely
39:43
and want people to hang out with. And there was also a lot of depression in the EverQuest community. It was something I
39:52
suffered with, but a lot of people, you know, anytime you're
39:57
feeling sad or down, you're looking for escape. And one of the great things video games brings us is escapism.
40:04
And escapism isn't always bad or negative- ... but when you sort of abuse it to escape your real
40:15
life problems, it's bad and negative. - So there's a mix of pain and darkness that pain can manifest as-
40:25
... all part of this community. - Yeah. And what's weird is you enter the cycle where being with other people
40:32
gives you comradery and relief and makes you feel like you're not doing so bad in life,
40:40
but you can quickly enter a cycle of... But then you're withdrawing from life
40:46
and it makes you feel that way more to where you can only get the fix
40:50
from the game at that point. So it's... Psychologically, there's a lot going on there.
40:57
- And so you had to work with all of that. You have to get a bunch of
41:01
people together to do a raid, who are all human beings going through complicated psychological journeys of their
41:08
own. Some are talking shit, some are just quietly lonely, just looking for some loot.
41:16
- In the late '90s, everyone was talking shit. You know what I mean? Like, the gaming culture was just a different thing
41:23
back then. But it was a great group. It was super fun. It was people from all walks of
41:31
life. And to coordinate these people, like you just had
41:34
to repeat everything like 200 times. Like, "Okay, we're gonna port from North
41:42
Ro. Everybody get to North Ro." And then you'd have to repeat that for
41:46
like six hours- ... to have any chance of like 20% of the people showing up in North
41:51
Ro. And I sort of like... At first I joined the guild, I was just like the bright-eyed, bushy-
41:59
tail. Like, I was like one of the few rogues in the guild. I just wanted to
42:03
be helpful. I really admired the people running the guild. Like, we had a great guild leader.
42:11
and it was just a really fun experience. And, you
42:15
know, the guild leader one day just disappeared. Like, he quit and he was going through, you know, his own
42:22
thing, and that's what would happen in EverQuest. Like, people would just kinda
42:26
disappear all of a sudden. There wasn't a, "Hey, in about a month, I'm
42:30
gonna stop playing because I'm starting this new job." People... people had to quit in some dramatic way, where they
42:38
just disappear, and basically, our guild leader stopped playing. - Did you miss them when they disappeared? Like, we should say that most
42:47
of the people, maybe all of them, were anonymous. So you just-
42:50
...have a username, and you don't really say who you are in real life.
42:53
- Absolutely. In those days, there was a great stigma to
42:57
mentioning your, any real-life info. You just kind of kept it all really close to your chest, and you never knew
43:05
who was male or female. You kind of assumed everybody was male.
43:11
- Safe assumption. - And then it was a surprise if they were actually female.
43:15
Like my wife, for example, that's how I met her.
43:19
- You met her in EverQuest? - I met her in EverQuest.
43:21
- That is a true love story, right there. - Yeah. Yeah.
43:24
- Wow. - The funny part for me with EverQuest is, you know, you
43:29
play a game as much as I played EverQuest, and people are like, "You threw years of your
43:33
life away." Like, "You can't win a game like that." And I'm like,
43:37
"I don't know, like, sitting here today, my whole career and my family are thanks to
43:45
EverQuest, so I think I won the game." - Yeah, yeah. You're like the, the, "Well, actually..." guy.
43:52
- Well, yeah, exactly. - Your life will be on the Wikipedia page somewhere that says, "Well, here's an
43:57
example of somebody-" "... why video games are awesome." Yeah, I mean, some of it... I should mention this as an aside. For me and many
44:06
people I know, yes, it's hundreds of hours, but some of the
44:10
happiest hours and days of my life. Like, looking back, it all worked out. During it, you are
44:18
pretty low, and you think, "I... What am I doing with my life?" All that kind of
44:22
stuff. But, like, looking back, just the all-nighters you pull
44:27
playing a particular video game, allowing yourself to really fully be
44:30
immersed seeing the sun come up, and by the way, many of those games, for me, were
44:36
Blizzard games. It's just an incredible thing that video games have been
44:40
able to do. I think you know, it used to be, and still is somewhat the
44:44
case, that books do that kind of same thing. They-
44:47
...they take you on a journey. But video games, for a long
44:51
time, you're right, they had a stigma. Like, I couldn't tell people. I felt like I was doing, like, heroin or something.
45:00
Like, I felt like I was doing this secret, dark thing. It's usually in
45:03
the... It's, it usually is in the dark. There's just a
45:07
secretive nature to it, like I'm doing something really dark and shady.
45:10
- It wasn't mainstream. - It wasn't. - It wasn't... There was a stigma to it. And one of the weirdest
45:16
parts of that is, you know, I mentioned, like, you could type in the
45:20
/played in EverQuest. Well, if you did the /played on how much TV people
45:27
watch, what would that look like? It would blow- ...6,000 hours out of the water, easily. Well,
45:35
it... 20 years ago it would have. You know? Not today.
45:39
- Now it's the phone, yeah. Yeah. But then it is hard to say goodbye to that world.
45:47
Those are also really painful times. How hard was it to say goodbye for you?
45:52
- To EverQuest? It was really hard. And there were times where you try to quit.
45:58
- Oh, you took a break sometimes? - Yeah. You think you're quitting for good. You'd have those moments of, like, "I'm
46:03
doing this too much. I need to move on in life. I'm
46:07
gonna put it down and walk away, and hopefully not come back." And there were
46:11
times where you did come back. When I finally did
46:15
leave EverQuest, it was actually extremely easy, because I was psychologically done with the game at the time. It was
46:27
not shortly, but not too long after a new expansion
46:31
had come out. At the time, it was Shadows of Luclin.
46:34
Which didn't speak to me like the expansions before. Like, the
46:38
one before that was called Scars of Velious, which was an amazing
46:42
expansion. And I had gotten the job at Blizzard, and I guess I'm just an
46:49
obsessive person. So all the time and energy that I had put into EverQuest, the
46:57
second, you know, the second my first minute started at
47:01
Blizzard, that was my new obsession. - So speaking of which, you have to tell the epic origin story of how you got
47:10
the job at Blizzard. As we said, you were this legendary gamer, and now legendary
47:17
troll, on EverQuest. Username, Tigole. You gave a lot of edgy feedback to the devs,
47:25
Telling them in now famous... There's several rants. There's a famous one where you tell many of them to do a
47:32
bunch of things, including to pull their heads out of their asses.
47:36
You were loved and respected because you gave a lot of specific
47:40
ways that the game could be improved. And that's an important thing to say. You weren't just
47:44
talking shit. You actually really loved and cared for the game, and
47:48
you gave them, in the language of the time advice on how to improve,
47:55
Their game. And it's funny, because, like, you look back to those messages, it's inspiring to
48:02
me. It should be informative and inspiring to a lot of people, because you're
48:06
really, legit, full-time talking shit. And now, and you always have been, like, one of the
48:13
kindest, most loved human beings in the entire gaming industry. Anyway, how did that lead to you getting a job at Blizzard?
48:21
- So when the first guild leader left, Legacy of Steel, the founder... He,
48:25
he was a guy named... His online name was Dread. That was his
48:29
name. He left, and our guild was kind of in this listless spin for a while.
48:37
And eventually, somebody stepped up and took his position as guild leader, and that person's name was Ariel-
48:45
... who was this blonde wood elf warrior, Female, who always refused to wear a helmet because they thought their character was
48:55
so pretty, wanted to show their face all the time. So Ariel
48:59
was a great guild leader for us, and made me
49:04
like an assistant guild leader, raid leader, officer type in the guild. And over
49:10
time, Ariel got busier and busier, and, you know, would send me messages like,
49:18
"Hey, I'm not gonna be online, you know, tomorrow," or, "I'm not gonna be
49:21
online tonight. Can you run the raid? Can you run the raid?"
49:25
And running the raids was very natural for me. And it was my first experience with
49:32
leadership in my life, of like how do you motivate people? Like, what does
49:38
motivation look like? What does discipline look like? How do
49:42
you inspire people? When do you force people versus encourage them, you know? So it was a learning
49:50
experience for me on the fly, and I had the safety net of the real
49:54
guild leader would log in eventually. - I should mention, I'm just now reading
50:01
about, doing a bunch of research on Justinian of the Roman Empire, and he rose from being a peasant to being
50:08
emperor, so I see a lot of parallels in your life journey, from
50:12
peasant to emperor, but go ahead, I'm sorry. - At least EverQuest guild leader, that's- that's as much-
50:17
- Uber guild leader- - ... as I could say.
50:18
- Uber guild leader. - Uber guild leader. Best guild on the Nameless server.
50:22
So as time went on, Ariel became busier and busier, and then one
50:29
day, they contacted me and we were having this like whisper
50:32
back and forth, and they said, "You- you're gonna have to take over the guild. I'm just too
50:36
busy." And then it came out later ... Well, let me back up a
50:43
second. I started fooling around ... Like around this time Half-Life 1 had come out,
50:51
and with both Duke Nukem and Half-Life 1, one of the
50:55
incredible things that those companies did back in the day was when they
50:59
shipped the game, they shipped the editor on the CD.
51:02
And if you were curious enough, you could like fire up that editor and
51:06
fool around with it. So I made a Duke Nukem
51:09
level, and you'd send it off to like those UK
51:13
programming magazines, and you know, you'd get excited because your
51:16
level was in, you know, some random magazine. And then I started making like Half-Life levels. And
51:26
Ariel had stepped down as guild leader. I had become guild leader.
51:30
And then at one point, Ariel contacts me and says, "Hey, you know, you were talking about those Half-Life
51:38
levels you made. I want to see those." I'm like, "Oh,
51:42
that's cool." Like, "I didn't know you played Half-Life." Like, "Yeah, maybe we can get
51:46
a server up and I can play them." And Ariel tells me,
51:50
"No, mail them to this address in Irvine." And- because I— again, to rewind in the time machine for a
51:58
second, to send something like a Half-Life level over the internet would have-
52:03
... taken like 12 hours. So you actually like burned it onto a CD and stuck it in the mail.
52:10
So I put my Half-Life levels, I sent them to Ariel, and
52:16
he says, "You know, my name's Rob. I'm a designer at Blizzard Entertainment."
52:24
"Um, we're— I— I hear you're in Pasadena 'cause you mentioned
52:28
it." You know, I would write about, you know, the Rose Parade and
52:33
all these things on our website. You know, I kind of ... It was blogging
52:37
before blogging existed, so he knew I lived in Pasadena, and he's like, "Irvine's
52:41
only an hour away. Why don't you come down, see
52:45
Blizzard, and you can also meet..." and he names like four people in the guild. And I'm like, "They all
52:52
work at Blizzard too?" He's like, "Yeah, we're all Blizzard." And it was so weird because
52:59
during that era, I didn't have a lot of money. It was not
53:03
like ... Kind of nowadays it feels like everybody plays every game,
53:07
but you had to be selective. So like I never bought StarCraft
53:11
or Diablo or Warcraft. I was much more of the
53:14
Half-Life, Quake, Quake III guy around that time, and I'd never played a Blizzard game, and I just
53:21
got invited to like go to Blizzard Entertainment. - Was Blizzard already legendary, you know, with the Warcraft and
53:29
StarCraft? Is it... Is there... Is it... Was it building this
53:33
like great legend of this game company that seemingly doesn't miss?
53:37
- It was very much on its way to enshrining itself as being one of the legendary game... Like, it was beloved—
53:46
... by gamers, but there were still ignorant people like me who
53:50
hadn't played, you know, War II or Diablo II or StarCraft, which was shocking to people.
53:56
- So you weren't like freaking out, freaking out? - No, I— I was freaking out in a different sense. I'm like, "Am
54:03
I gonna get mugged when I-" Like, "Who are ... Is this a scam?"
54:07
Because you didn't meet people off the internet. So I drove down there. Um, I ended up... There was— there was Rob Pardo—
54:18
... who at that time was the lead designer on Warcraft
54:23
III, and he was Ariel. You know, so okay, it
54:26
wasn't a woman after all. It wasn't this blonde wood
54:30
elf. You know, I don't know what you expect at that point.
54:34
It was Rob Pardo. To this day, a great friend of
54:38
mine named Scott Mercer was the enchanter in our EverQuest guild, a guy named Dalomin. There was a guy named Roman Kenny who was like
54:48
this—Totally psychotic wizard who played in our guild. And I had lunch with these
54:55
guys, you know, we just went out to Irvine to like a restaurant.
55:00
And, you know, forgive me for the misuse of the phrase, but it was like my coming out moment. And
55:08
we talked about games having that stigma and being embarrassed about
55:12
who you are and what you like. Like I, up until that point, I would
55:16
never tell- Mm-hmm ... friends, family, like, "I love games. I'm playing this game EverQuest. It's so cool, we just killed a
55:23
dragon." And so you were hiding this part of your identity.
55:28
And I'm out to lunch with these guys in Irvine,
55:33
and we're talking about dragons and swords and, you know, raid tactics and talking
55:41
shit on all the people in the guild. And I,
55:45
literally had this moment where I felt like myself for the first
55:48
time. I just felt like so comfortable, and that was an
55:54
eye-opening moment. And after that, after that lunch happened, he invited me for a couple more lunches
56:01
down, you know, just... Uh, I just saw it as like, "Oh, now, I'm..." You know,
56:05
I made friends with these people online. Now, we know each other in real
56:09
life, and they happen to work for this game company. And at another one
56:13
of the lunches, they invite this troll warrior to have lunch with us, whose
56:21
name in the game was Barfa, the Troll Warrior. Mm-hmm. And Barfa, Barfa wasn't somebody who played with
56:29
us all the time, but kind of like Ariel got into the guild
56:33
kind of on the side. You know, it was one of those like inside invites of
56:36
like, "Who's Barfa?" "I don't know, but Barfa is in the guild now." And
56:40
there was at the time, it was a new dungeon called The Hole, and we had never
56:44
done it before. And we jumped down in this hole, and we're doing this whole
56:48
dungeon, and everything goes wrong, as it's prone to do in EverQuest.
56:52
And the whole guild escapes except for Barfa, whose troll character's so big, he can't jump out of the exit.
57:00
Mm-hmm. And I had this potion that was like a really expensive potion that was a teleport potion
57:07
that, you know, no one but someone in the uber guild could afford
57:11
at the time. And I hand the potion to Barfa, and I
57:15
say, "Here, use this. It'll teleport you out." And I'm a rogue, I can
57:19
just stealth and get out of the dungeon on my own. So I saved Barfa, not really
57:27
knowing who Barfa was, and I did it with a very expensive
57:30
potion. Mm-hmm. Having lunch, Rob introduced me, "This is Allen Adham. He plays
57:38
Barfa." Mm-hmm. I'm like, "Oh, Barfa!" And we, you know, he has a...
57:42
"You saved me in The Hole that time." Well, it turns out Allen
57:45
was the founder of Blizzard, and he was the head... He was sort of the head of everything at that time. It was
57:53
Allen, Mike Morhaime, and Frank Pearce. And what I didn't realize what these
58:00
lunches were, like I just loved them because I felt like I was myself. I felt
58:04
true happiness being surrounded by these, you know, people who
58:08
were talkin' about video games and I felt comfortable around. And one day, Rob
58:15
logs into EverQuest. He wasn't playing much at the time, and he said, "I want
58:19
you tomorrow to check the Blizzard job site." Mm-hmm. I'm like, "Okay, like, I'll check the Blizzard job
58:26
site." And they had announced World of Warcraft, and posted on the job site- Mm-hmm
58:35
... was the job for an associate quest designer. And the funniest part of it was, I forget if it was
58:42
a requirement or a plus in the job description, but they're
58:46
like, "We really want somebody with a creative writing degree." Hmm. And I'm like, "You guys set
58:53
this up for me." Like, they were just looking... And it was
58:57
that hindsight moment of like, actually, these guys were just
59:01
interviewing me- Yeah ... for six months. And they were actually friends,
59:05
and they were really cool about it too. And I just had the fuck it moment like that,
59:12
that job opened up. I applied with all my heart, you know? Like, it, they had a bunch
59:18
of quest writing on it. And then I went through like a pretty hardcore
59:24
six-month recruiting process because they never hired designers from out of the company. Traditionally,
59:32
designers were promoted from within Blizzard. Either they would like transfer out of other disciplines, or they would come
59:40
from quality assurance, tech support. So hiring somebody off the street was kind of
59:47
a big deal for them, and they really put me through a
59:51
grilling. Um, I met with... It was the first time I met Chris Metzen- Mm-hmm ... who
59:59
is maybe the most inspirational, creative person on the planet. And you instantly... They paired
60:08
me... They did this interview pairing. There were these two guys. It was Kevin
60:11
Jordan- Mm-hmm ... who was one of the original designers on WoW.
60:15
Really, he doesn't get enough credit for his contributions. He was one of the
60:19
earliest class designers, PvP designers. But he's a really quiet guy. Mm-hmm. And they paired
60:27
him with Chris, and Chris just owns the room, you know? Mm-hmm. Chris, you could just sit and listen to
60:35
him. He's so creative. He's so passionate. And the way he articulates
60:42
things, like you just instantly become a fan of Chris when you're
60:46
around Chris. And Chris, Kevin, and I go to lunch at, at this Italian place that was across the street
60:54
from Blizzard, and I remember...Chris made a stop to buy cigarettes
61:01
, you know, on the way to the interview. And then every other word out of Chris's mouth was like, "Fuck," and, "Shit."
61:08
And I'd come from this whole, like, corporate culture from my dad's
61:12
recruiting business, where I'd never imagined somebody would curse in an interview,
61:18
or stop to buy smokes. And again, it was like, "I'm around my people."
61:25
Like, I never smoked, but just, you know, being around people who didn't care about-
61:31
... what the corporate norms were was so inspiring. And then my last interview was with,
61:38
uh, Alan and Rob, and a great programmer named Bob Fitch. Like, I think he's one of the first five developers at Blizzard. Uh,
61:49
and they took me to an ARCO station that had a Jack in the Box. You know, how, like-
61:55
... sometimes they'll combo? It was like ARCO Jack in the Box. And that was my
62:00
final interview at Blizzard, was at the ARCO Jack in the
62:03
Box. And I remember thinking to myself, "These guys just brought me to a Jack in the Box that's in an ARCO station.
62:14
I need to work here." Like, this is... "These are my people."
62:18
"This is where I belong." Like, it was the greatest thing ever.
62:21
And so, yeah, that's my crazy journey to Blizzard. - Uh, started at the bottom and end up at the top in a Jack in the Box. Can you
62:34
speak to... 'Cause you mentioned some of the low points in the... in
62:37
depression. Through that journey, how did you find your way
62:41
out? So, can you just... A lot of people are
62:45
sitting in those low points right now listening to this. What kind of
62:49
wisdom can you draw about finding your way out, finding your people?
62:55
- There were a lot of really low points. Uh, I'll give you
62:58
the weirdest one. I started drinking a lot, and alcohol was something
63:06
that I really wrestled with until my early 30s. And one
63:10
of the things I'm most proud of today is sobriety and having
63:14
been sober for such a long time now. And I remember I was- I was just ha- I would like buy a bottle of Old Grand-Dad and-
63:22
... like, drink the whole thing by myself, and then watch the
63:26
Oscars. I remember I was ... Of all things, I'm watching the
63:29
Oscars, which is just such a fake, bullshit environment. But I was like... You know, I was really drunk and
63:38
all those people seemed so together and successful and polished, and I just... It made me... It was
63:46
that contrast that made me feel like such a failure. And it all seems so
63:54
stupid and unimportant to me now. Um, I became... You know, I got in that constant
64:02
struggle of try not to drink, but drink to make it feel better. I was lucky,
64:09
My parents were very supportive of me, even in my 20s, even after I, you know, quote-unquote left the house. I went into therapy
64:20
and that was very helpful. You know, know, extremely helpful. And one thing I learned is that you
64:28
have to find the right therapist for you. It's not
64:32
just checking a checkbox of, "I went to therapy." It's about
64:36
finding somebody who sort of helps you get out of whatever rut you're in, in a way that's healthy for you. And,
64:47
um, I tried antidepressants, but I hated... I just hated
64:53
taking pills and feeling like something was in me, and making me feel different. I never responded to it. And then the hardest
65:04
thing, you know, which I've never mentioned to anyone, and is hard for me to talk about, but eventually I went through ECT,
65:16
which is electroconvulsive therapy, shock therapy. And that broke me out. And I would never endorse that as a miracle. That was... I was at such
65:31
a low point that people were very worried about me and my wellbeing-
65:37
... and what was gonna happen, and that was sort of an
65:40
extreme pull-the-rip-cord, like there's-nothing-else-to-lose moment. And I think that was the difference maker. That, and starting at Blizzard.
65:56
- To find... I mean, there is a- there is a deep loneliness there when
66:00
before you met those guys at lunch, you're alone, like in a really deep fundamental way.
66:08
Like, in the way you weren't in New York with the writing- with the writer's group,
66:11
right? And so that must've been an incredible experience just to see the guild.
66:16
- Yes. It was everything I nee- I... As such an introvert, you- you think that there
66:23
are extroverts and introverts, and introverts don't need anybody, but weirdly, I think introverts almost need people more.
66:33
And we don't always know how to engage- ... in the right, healthy ways, and how to find people and how to connect
66:42
with people. And it was- it was great. Um, one... The thing that had attracted me to creative writing was
66:52
the solitude of it, and the fact that you didn't have to
66:56
collaborate, and you could just write what you wanted to write and it
67:00
was all you. You would succeed on your own or you would fail
67:04
on your own, and that was very attractive to me. And the thought
67:08
of creative collaboration was actually off-putting. I'd spent all four years
67:14
of undergrad interning at Universal Pictures, 'cause I thought I wanted to be in
67:20
film, and it was such an unhealthy creative collaboration in the film industry. It's a very,
67:30
you know, I look up unhealthily to the film industry
67:34
and admire it and, you know, grew up with all these legends who had come from there. But it's like a caste system.
67:44
And I was on the bottom of the caste system as an intern, and I was
67:49
seeing how the other people who were low caste in the film industry were treated, and it was just horrible,
67:57
you know. But games was different. Games was very flat. It didn't matter if you
68:05
were the CEO or the boss, like, the way Mike and Allen carried
68:10
themselves with, you know, me, who was an associate game designer, you felt like an
68:17
equal. And I think it... Not just the comradery, but the part that shouldn't be
68:24
overlooked is the work itself and the work ethic. That's what really pulled me out.
68:33
- Hard work on a thing you love. - Yeah.
68:38
- I have to, if you may allow me, read the prophetic one of
68:42
us, quote, "one of us" post you made on April 18th,
68:45
2002. Because in some deep sense, you, I think, remained one of us. The... I apologize to bring
68:53
up Justinian the emperor, but remained a kind of peasant
68:59
gamer, a true gamer, who happens to be also be
69:02
designing the games. And so this post kind of speaks
69:06
to that. It's fascinating to read, because that was at the very
69:10
beginning, right? You didn't know anything. You didn't know the
69:14
games you would end up creating. Title of the post, "If you want
69:18
something done right." He wrote, "This week, I accepted a position as associate game designer with Blizzard
69:24
Entertainment. Specifically, I will be designing quests for World of
69:28
Warcraft, Blizzard's MMORPG based on the popular Warcraft series. In addition to my duties as quest designer, I will
69:36
also be expected to contribute to helping design the end
69:40
game content for World of Warcraft. The reason I'm sharing this
69:43
information, besides the fact that I have a masochistic love of
69:47
reading rants and flames about myself, is because I know that the fans of
69:51
this site are hardcore MMORPG players. The readers of the site have also come to know my personal opinions on
69:59
what constitutes a fun gaming experience versus what feels like
70:03
a complete waste of time or poorly designed encounter." Wow, you're
70:07
very eloquent in this post and without too much shit talking.
70:11
"You've all read my opinions on such things as tedious key
70:15
camps, obvious time sinks, devoid of any story or linear
70:18
narrative, quests which reward the lucky over the skilled and
70:22
quest rewards which are out of sync with the amount of time and effort
70:26
required to complete them. I hope that my association with
70:30
World of Warcraft will serve to comfort MMORPG fans that one of us
70:38
is on the other side of the fence, looking out for the interest of the
70:42
player." And you go on to describe some of the high hopes you have for World of
70:46
Warcraft, which is really fun to read because you don't realize-
70:50
- Now- - ... it's gonna be, like, one of the greatest games of all time
70:54
played by millions of human beings, just where those millions of human beings are
70:57
playing for hundreds of hours, thousands of hours. It's crazy. It's funny that
71:01
this... one of us is writing at the dawn of a new
71:05
age. The final paragraph is, "So with all that is going on with me, you'll have to excuse any
71:13
lapse in updates to the site here. I will try my hardest
71:17
to give you slack or something to read while you should be
71:20
working. But in the meantime, there's a whole world of
71:24
NPCs. They need to learn the words kaksagur and mo'fucker, in quotes, and the like. Although
71:34
something tells me I'm already in trouble with the boss." One of us, Jeff, one of us. That was
71:40
a beautiful, beautiful post. Did you in fact get in trouble with the boss?
71:44
- No. No. My boss was Allen. And Allen was very understanding and he... they kind of knew
71:51
what they were getting into- when they hired me. And that post actually embarrasses me
71:56
when I hear it now. There's so much ego in it-
72:01
... and I think that's... it's got that 20 year old-
72:08
... you know, "I don't know what I don't know."
72:11
- "I know exactly how to fix this video game and all video games and-"
72:15
But there's brilliance behind that. There's a passion behind that.
72:18
Like, we're... when you're a gamer and you really put in the hours
72:22
in a game like EverQuest, you understand what makes for a compelling
72:25
experience. You don't, at that time, understand how much hard work is required
72:29
to create that experience and how much uncertainty there is,
72:33
how difficult it is, how many trade-offs there are. How your
72:37
designs, when they actually are brought to the world and are experienced by thousands of
72:40
people, millions of people, they are different from the division you had for it. So all those elements you don't know, but you
72:48
have to have that ego in the beginning, right? Do you even have the guts to try? Do you have the guts to put in all that work? So
72:55
what were the... what was it like? What were the vibes of
72:59
early Blizzard like? They've... at this point, Warcraft I and II, Warcraft III is in production.
73:07
StarCraft. These are legendary games. I don't... I spent probably
73:11
over 1,000 hours in these games combined. I played Warcraft I, II, III. I played StarCraft I and II.
73:18
I played WoW, of course. Diablo I, II, III, IV. Play Diablo II with "Stay a while and listen," with Deckard Cain.
73:27
- Stay a while and listen. - I mean, some of these characters, some of these experiences just, they'll stay with me
73:33
forever. Anyway, so big thank you to those early Blizzard folks. What was it like? What
73:41
was the team like? What were the developers like? What were the vibes like in those
73:45
early days? - It was the dream. When I showed up at Blizzard on my first day, the office
73:53
was on the University of California Irvine campus at the time. They have this research and development park where,
74:01
if you're like a tech company, you can get office space there,
74:06
and Blizzard took up... When I joined, it was three-fourths of the building was Blizzard, and there were... There was like a
74:13
building right next to it that had like Cisco and, you know, it was like
74:17
all kind of techy places. And it was so funny because you drive up and like
74:23
everything was very serious and corporate, and then outside of the
74:27
Blizzard offices, everybody is wearing black T-shirts and shorts and throwing frisbees and playing Hacky Sack
74:34
and on scooters and skateboards, and you're like, "Okay, that's
74:37
where, that's where Blizzard is." So it was that environment. I remember walking in the door and thinking like, "It
74:45
feels like I'm walking into a dorm room-" "... 'cause it was just posters on the wall." And there were
74:52
actually, like people would have futons because they'd be sleeping
74:56
because we would work so much back then. But the vibe was... It was very small. Like
75:03
Blizzard, the day I joined in May of 2002, was fewer than 200 people, and that included... There was a
75:11
whole group up in San Mateo called Blizzard North. So Blizzard South, the Irvine group, was responsible
75:19
for StarCraft and Warcraft, and there were two development teams at Blizzard. It was called Team
75:27
One and Team Two at Blizzard South. Um, Team One was revered. These are the RTS guys.
75:36
They made, you know, StarCraft, Warcraft II, and they were, at that time, they're working on Warcraft III.
75:45
Team Two was kind of the red-headed stepchild. Like apparently, before I joined, they had tried to spin off
75:53
a second team multiple times and failed, and then they
75:57
finally decided they were gonna make World of Warcraft. There was a game called Nomad. I don't
76:05
know what that game was exactly, but that was what Team
76:09
Two was working on at first. That got scrapped, and Allen stor- steered the team towards World of Warcraft. And there's amazing
76:21
designer named Eric Dodds. He'd go on later in his career to be the game director of
76:28
Hearthstone. Him and Ben, Ben Brode basically were the core designers behind that. But Eric and Kevin Jordan
76:37
were these two key designers working on World of Warcraft
76:43
for Team Two, and then you had this tech group that was headed up by John Cash.
76:49
And John Cash, the first day that I showed up
76:54
to work on Team Two, they said, "You have to go get your login
76:58
from John Cash." I'm like, "John... The John Cash from id?"
77:03
And, you, you know, John Cash has a skin. You could be
77:07
John Cash in Quake III. So, and then he saw me, and he, he was a huge EverQuest
77:15
player, and you're like... He was like, "You're the guy who runs
77:18
Legacy of Steel." I'm like, "You're John Cash." We had, we had that
77:22
moment where we kind of fanboyed out on each other.
77:26
And it was just... The vibe was so cool there.
77:30
Like, there were very few producers. So a game team, there are
77:37
five core disciplines that make a video game. You've got
77:43
engineers or programmers who are writing the code. You've got the art team that's making all the visuals for the
77:50
game, and that spans everything from like 3D modeling, characters,
77:54
environments, to also animation, tech art, you know, making it all work. You've got game
78:02
design, which some companies don't have design. The artists and the engineers do it. Valve famously has
78:09
very few designers because everybody there is a designer. But in companies where design is
78:16
a discipline, which it very much is so at Blizzard, game
78:20
designers are sort of the creating the game experience people, you know, setting up all the systems and content in a
78:28
way that gets the player to navigate through the game.
78:33
- So that's part of a story, part of this quest design, part of it is like how you move
78:36
through the game world. - Yes. So game designers, there's a
78:42
spectrum, like same with art, same with engineering, of roles within game design. Some are
78:49
more heavy on the systems side. So like any game that you've played where loot
78:53
drops- Diablo IV, World of Warcraft, you know, Escape from Tarkov, whatever. If there's loot
79:02
dropping, a designer has planned out very carefully what drops where and at what
79:08
percentages. That would be like a systems designer. A content designer is somebody who's gonna make
79:16
quests or write storylines, or there might even be a narrative designer, which is even more focused on a story. But designers, you
79:27
know, run the gamut, and then you've got these jack-of-all-trade designers
79:31
that can do it all. Um, so that's the design group. There's production, which is project management, and
79:40
production is different at every game company you go to. So if you talk to someone
79:44
from EA or Blizzard, production might be very different. They might be the boss. They might actually be a
79:52
designer or they might be more of a project manager. And then one of my favorite
79:59
disciplines on a game team that's often overlooked is sound and-
80:03
... you know, audio, which is comprised of the sound designers and composers.
80:10
And there are two things, I think there are two things that no one realizes
80:14
how much they bring to a game until they're missing, and that's audio and
80:20
lighting. Because most of the time, we're playing without these things, and it just feels a little
80:28
off and wrong. And when you have a great lighting
80:32
artist or you have a great composer or sound designer, like, it... the experience. You're just tapping into these
80:40
senses that you wouldn't otherwise. But that's who comprises the game team.
80:46
- Is the lighting, you know, all the different kinds of graphics, would that be under the art team?
80:56
- Yeah. Lighting, you're gonna have lighting under the art team, but
81:00
they're gonna be best friends with the graphics programmer. And, you know, like I mentioned with design, there's this wide
81:06
spectrum on the engineering team, you have some guys who are like,
81:10
Architectural geniuses who are coming up with, you know, the server client model or the networking or
81:18
whatever. Others are more, like, gameplay focus. On Overwatch, we had an audio programmer just doing nothing but
81:25
audio hooks for the audio team. And on every game team, you're gonna
81:32
have graphics programmers who will work with people like the lighting artists or the environmental
81:39
artists, character artists on shaders, and basically any way to make the game. They'll always ask, "What's your vision?
81:48
What are you trying to get it to look like?" They'll want an illustration of what should the
81:52
world look like, and they'll be the ones who say, "I know how to write
81:56
code to- that will let you do that." So you
81:59
partner a great graphics programmer with a great lighting artist, and
82:03
that's... That's actually the creative tension behind games and what makes game teams so unique, is if we were
82:11
to line them up on some crazy spectrum, on one end, you're gonna have the artists
82:20
who... They're creative, dare I say emotional- ... you know, they are artistes on that end. And on
82:28
the other end, you have the most logical, brilliant programmers whose minds just work very differently from the most creative art-
82:38
Like artists could be sitting, you have a meeting with them and they'll just sit illustrating.
82:42
If there's any piece of paper, they're drawing on it. Um,
82:48
and programmers, you know, they're just so brilliant and organized in their thinking and everything is so
82:55
logical. And then in the middle are people like the sound
82:58
designers, the- the game designers, and the producers. They're kind
83:02
of a little bit in- in all those fields, but
83:06
it's the brilliance of taking people who are so vastly different in their interests and talents, but
83:14
aiming them at that shared goal or that shared vision of
83:18
the game that, like, really makes something special. - And there, I mean, you showed me the size of the team for World of Warcraft, but you've
83:25
also are well known for working on quite small teams to create these
83:29
incredibly huge games. What is the- the power of a small team
83:35
in this kind of context where a lot... there's that creative
83:38
tension? Is it- is it because a small team avoids maybe the
83:44
compartmentalization, like the modular where the artists now have their own wing building where they never
83:52
talk to the engineers, that kind of thing? - Absolutely. I mean, you hit the nail on the head. The bigger the team, the
83:58
more you become a cog in the machine. And on a small team, the way I like to describe it is you get to have a loud voice.
84:07
If we're a small team, let's say we're gonna make a game
84:11
and it's at sort of the incubation period of a game
84:15
and there's only 10 of us, all 10 of us are in the room for
84:19
every decision. You know, I'm not a server networking guy, but
84:23
I'm in the room for that discussion. I'm not an illustrator,
84:27
but I'm gonna sit in the room when we decide what the art style looks
84:31
like. As soon as the team starts to grow, we become compartmentalized.
84:36
It's exactly like you said. And there's a weird thing that happens that's just kind of a human nature
84:43
thing. The less you interact with somebody, the more you
84:49
sort of become alienated from them and vilify their point of view.
84:54
You tend to look at what they do and say with skepticism
84:58
rather than trust and belief in them. And I find on smaller teams where we all know each other's names,
85:06
I know what everybody's working on every day, they know what I'm working
85:10
on, everybody can talk to each other, there's none of that
85:18
stereotyping of a discipline. On big unhealthy teams, you start to say things like, "Well, the artists
85:26
just don't get it." "They don't understand what we're trying to make." And when you back up and you think about
85:32
the statement that you just said, it's like... Such an asshole
85:35
statement. Like, really, all the artists don't get it? Like,
85:39
that's... A, that's not true. B, that's sort of demeaning to them. Like, they signed up for the... This is their life's work, too.
85:48
This game is gonna be as much theirs as it is
85:51
mine. So who am I to say a statement like that?
85:55
- Yeah. It's harmful to a discipline to think that you
85:59
understand the world. Most silly other folks don't, and you have nothing to learn from them, really, and,
86:06
They're deluded in some in some kind of way. That's so powerful.
86:12
- Fast-forwarding a little bit, when we formed Team Four and... Which went on to
86:20
make Titan and ultimately fail, and then that got rebooted
86:24
as the Overwatch team, the idea that I tried to get through to the
86:31
team was to make an assumption. And really, like, Blizzard is one of the top game
86:39
developers in the world, and we were very fortunate when
86:43
I was there, and I imagine it's this way today, that we
86:47
could recruit whatever talent we wanted. It... The best of
86:51
the best wanted to come work at Blizzard. And if you sort of go through the paces of that and
86:59
say, "Okay, when we recruit somebody..." Let's say we're recruiting an artist to make props. Boxes, chairs, whatever. That is
87:10
the best prop artist in the industry. That's who's gonna show up on our
87:14
doorstep, so when they show up here, we should treat them like the best prop
87:21
artist in the industry instead of starting from a place of doubt and cynicism. So, when that person speaks up and says, "I think..."
87:33
Like, with Overwatch, for example, "I think we should do this." You know, "We should
87:37
do X instead of Y." Instead of saying, "Well, I'm a believer in Y, why are you against my
87:45
idea X?" You should take a moment, have a deep breath, and
87:48
say, "Man, the best prop artist in the industry is suggesting something. Why don't I listen to it?"
87:57
- I actually do it for myself, like this kinda
88:01
thought framework or thought experiment. Whenever I'm talking to a new person, especially if I feel, myself, a little bit tinge of
88:10
that feeling. Usually, it happens with, like, a really young person, like an
88:13
undergraduate student or someone like this. I pretend that they are the smartest
88:17
person in the world in my head, and then not... Like, it puts me in the mode of,
88:22
like, assuming I have a lot to learn from them, and it helps. You actually, like, really
88:29
listen. I literally think they're the smartest, wisest human on Earth. It helps me.
88:36
- I had that, like, I think... You know, I'm no expert.
88:40
I'm a game designer, so, like, as much psychology as I know is how to
88:44
manipulate people into having fun, hopefully. Like, I don't know, I don't have an important job. But psychologically speaking-
88:54
- That's fun. - ... I... One thing I think a lot about is ego, and I think about insecurity. And
89:03
insecurity, we all have. Like, all of us as human beings
89:06
have insecurity. It just manifests itself in different ways. And as we kind of go through our life journey, the insecurity also
89:15
changes. So, like, some people, for example, use their insecurity to
89:19
rip other people apart. Some people destroy themselves through their
89:23
own insecurity. Some people destroy everybody with their insecurity. But I had that moment as a young lead, when I first was made a lead on,
89:34
like, World of Warcraft, where I felt it was very important to be right
89:40
and to, you know, be shepherding the correct idea. And I actually got pulled
89:46
aside. Like, Pardo and I had a meeting with a couple people who weren't game
89:53
designers, and it's always tricky as a game designer because constantly everybody is throwing
89:59
ideas out in- on a game team. Like, there's no shortage of ideas
90:03
ever. And we were in some meeting about something, and these people kind of threw out these ideas. And I
90:11
wasn't mean to them, but I very kind of systematically, like an insecure, you know,
90:18
ego-driven new lead would do, I kind of, "Let me tell you why that's wrong, and let me tell you what we're
90:25
gonna do instead." And after the meeting, you know, Pardo pulled me aside, and he said, "You're a very smart
90:32
designer, but you shouldn't do what you just did to those people. You should always
90:39
listen to what people have to say and try to make their ideas work." And I just...
90:47
Over and over, I was like, "Okay, anytime an idea comes my way, let's try
90:51
to make it work." And it went from this kind of thing that I didn't believe into
90:59
to actually, like, a core part of who I am
91:02
today as a leader, as a game designer, as a game director. And some of the best
91:10
ideas have come from developing other peoples' ideas- ... where your first reaction is like, "No, that's wrong," and then just kind of
91:20
sticking with it and going, "But how could we make it work?" And the most gratifying
91:26
part when it succeeds is they get all the credit,
91:33
and you've sort of elevated this person who Whose idea wouldn't have been championed, whose idea
91:41
by the insecure, egotistical lead of, you know, early 2000s would have just said
91:49
no. Now their idea is the thing everybody in World
91:53
of Warcraft or Overwatch is just loving, and they get all the credit.
91:59
- I should give context to the listener who doesn't know about the great Jeffrey Kaplan,
92:04
That you're one of the most humble and always give credit to the team for everything and anything. And so
92:12
everything we talk about today, I know you're probably resisting constantly giving credit to the team on everything.
92:19
So you're the famous, "Hi, I'm Jeff from the Overwatch team," right? So just as
92:27
a small aside, thank you for your humility through through your career, and thank you for always celebrating the team. But
92:37
let's talk about WoW. Let's talk about World of Warcraft. Tell me what the early days of developing WoW was
92:44
like. Maybe we should talk about what World of Warcraft, WoW is, going to Perplexity here.
92:52
World of Warcraft is a massively multiplayer online RPG where you create a
92:56
character, level it up doing quests and dungeons, and progress your
93:00
gear and power in an open fantasy world called Azeroth. At a basic level, you move, use abilities from your
93:07
action bar, follow quests, and gradually learn a combat rotation that fits your class. And there's all kinds of
93:14
characters and roles and classes. You pick a race, appearance, starting zone,
93:18
small racial bonuses. In a class, how you fight, what your role is in
93:22
groups. Can you continue, fill in some of the gaps, what is World of Warcraft?
93:29
- World of Warcraft, first of all, more than anything,
93:32
is a world. Like, it's a world that you can live in
93:36
with real other people, and everybody's kinda living out their
93:39
fantasy. Chris Metzen, who was the creative director on World of Warcraft, and
93:46
really, like, Allen Adham, who's one of the founders of Blizzard, calls
93:50
Chris "the heart and soul of Blizzard." And it's almost like when you're making a Blizzard game, you're making
93:58
Chris' imagination at some point. And Chris famously said, "The lead character of World
94:06
of Warcraft is the world." And I always believed that. So you're trying to create this place that's exciting and
94:13
dangerous, but comfortable, but uncomfortable and gorgeous, and, you know, it
94:21
should feel massive, and it really is. It, it's, you know, can take a half an hour to get from one end of the world to the
94:29
other. But it's this world you're living in. The world is divided into two warring
94:36
factions. There's the Horde and the Alliance, and that was a very important, very controversial decision that was made by Allen
94:47
Adham, was the champion of the Horde and Alliance. - And that in the early days, there was a really strong division.
94:54
- Strong division. - Like... You pick a side and then you hang around with only people of your kind.
95:02
- Yeah, and you get it tattooed in real life on you. Like, the amount of people who
95:06
walk up to me and show me their Horde tattoo.
95:10
- That's awesome. - Like, it's epic. It's like it's become who they are.
95:14
Like, if you were to say, like, "Hey, Lex, come play World of
95:18
Warcraft with me. We're Alliance on Tichondrius," you'd be like-
95:21
- Right - ... "Dude-" - Lose my number. - "... Alliance?"
95:23
- Yeah. - Like, "Okay, I don't think we can be friends anymore."
95:27
But the Horde-Alliance decision was really controversial because in EverQuest, it was mixed race.
95:34
They had all the races kind of like WoW did, but they could
95:38
all group with each other. And Pardo and I came from EverQuest, where we
95:44
felt like this was a horrible decision Allen was making.
95:48
And we argued, Allen, Rob, Bob, Fitch, and I would have lunch every single day, and we would just talk about
95:56
WoW and the core design of WoW. Rob wasn't even on WoW at that time.
96:00
He was finishing Warcraft III. And we would fight over the Horde-Alliance split, if it was a good idea or not. And
96:08
Allen had... He came from more of the Dark Age of
96:11
Camelot community, which was another massive multiplayer online game that was more PvP based.
96:19
And he said the magic of that game was they had three factions, and
96:24
he liked the fact that you were instantly on a team. You weren't a
96:27
loner in the world. And whether you liked it or not, you
96:31
had people on your side. And Rob and I just
96:35
argued and argued against it, and then sometime before beta, Allen retired.
96:42
He went on to run a hedge fund, of all things.
96:45
Like, got super into poker, got super into finance, left, and retires,
96:51
like, I think it was nine months to a year before WoW shipped, which is kinda
96:58
nuts. And Rob takes over as lead designer in Allen's stead, and to Rob's credit,
97:06
the first thing he did was go... Speaking to what we were
97:10
speaking about earlier, he said, "Allen's a smart guy. The fact that he was fighting so hard for-"
97:16
"... Horde Alliance, we gotta do it." And, uh, Rob and I sort of changed our point of view
97:24
and got on board with Horde Alliance and went all in. And
97:30
so, you know, the early days of WoW was... It was a great team. It was a mix of
97:37
these veterans that we all looked up to. You know, we had Mark Kern running the team. Shane Dabiri was, you
97:45
know, legendary Blizzard developer. Bill Petris was the art director, and then we had Metzen, who was
97:53
sort of like... Metzen was the cool big brother we all, you know, aspired to be.
97:59
Uh, I'm older than Metzen, but I looked up to him like a big brother. And
98:06
then there were a lot of us who had never done it before,
98:09
or they had also pulled a lot of people from other
98:13
teams and other game types. Like, for example, the guys building the dungeons, they hired out of the Quake community.
98:21
And because they didn't have any hardcore MMO designer on the staff at that time, it was, you know, Kevin
98:30
and Eric and Alan were sort of the only designers, they started building Quake dungeons-
98:37
... as, like, Quake levels as the dungeons. At one point, WoW
98:41
was even made in QERadiant, which was the Quake engine.
98:45
And then they later, you know, retooled to where they were using
98:49
a proprietary engine. So we were like this hodgepodge, like the Bad News Bears-
98:56
... is how I would describe the WoW team, of this mix of
99:00
veterans and then people like me. Like, I'm just some fucking idiot, you know- ... who played a lot of EverQuest.
99:09
And I end up at Blizzard. - Designing quests. - Yeah. Like, okay, we're gonna design World of Warcraft now. And
99:19
I've said this later with hindsight, I think a huge part of WoW's success with, especially with the early WoW team, Team Two in its
99:30
earliest formation, was that we didn't know what we were doing. You kind of... Like, it's
99:38
that... Titan was the example for me. Titan was the attempt at making an MMO after World of Warcraft at Blizzard.
99:46
And we failed horribly, and we had the best of the best on that
99:50
team. And it's because everybody was too much of an
99:53
expert on how to make a groundbreaking phenomenon MMO. World of Warcraft was a bunch of people, like a very
100:04
successful, sure of itself company who had made StarCraft, Diablo
100:11
Warcraft, with a bunch of yayhoos basically- ... who was like, "Yeah, we can compete
100:18
with Sony Online." At the time, they were making EverQuest II. Like, if we go
100:25
back in the time machine, EverQuest II had been announced. And EverQuest fans, we were just
100:33
drooling for EverQuest II. It wasn't, "Oh, cool, World of
100:36
Warcraft." It was EQ2 was gonna take, you know, the chalice and run with it. And
100:43
then, of all things, they announced Star Wars Galaxies, and they had a brilliant designer on that, a guy named Raph Koster, who had come
100:51
from that Ultima Online, and he's just a really smart game designer. If you ever watch one of his lectures, like, he lectured a
100:59
lot at GDC, and, you know, we're like, "Oh my God, they're making EverQuest
101:06
II and Star Wars Galaxies, and they have the Star Wars intellectual property."
101:14
"We're fucked." Like, "How are we gonna compete?" And everybody had seen the success of EQ,
101:21
EverQuest, and everybody was gonna make an MMO, and it was just a question of who was gonna win.
101:28
- So you're feeling this immense pressure. You have this small team
101:33
of just this hodgepodge of this unlikely team that kind of looks fast forwarding
101:40
to Overwatch, the heroes in Overwatch, but working extremely hard. Now, you told me about crazy, crazy work hours, and not
101:52
because you were forced to, but because you wanted to,
101:56
because your heart was in it, because you're like, "This is
101:59
everything." Like, you loved it. - Yeah. The- the games industry has a terrible reputation for insane amounts of
102:08
overtime. It's just called crunch. Like do you crunch or not? These days, crunch is not allowed, not permitted, heavily frowned
102:19
upon. If we were to work overtime, somebody'd write an article about
102:26
it next week and say how horrible we are for working overtime. Um, back then,
102:35
we worked insane, and I mean insane hours. The longest shift I ever worked straight was 30
102:42
hours. That's when we were gold mastering Warcraft III. This was in my... I think,
102:48
um, War III shipped on July 3rd, 2002 so this would have been,
102:56
like, late June, early July. Probably late June. And I had nothing to do with War III.
103:04
I should just say that. Like, in the credits, I'm additional-
103:08
additional help or additional testing or something like that. Um,
103:13
when I showed up in May of 2002, it was all hands on deck World of Warcraft for E3.
103:19
We got through E3, and then all hands on deck, the
103:23
whole company, get War III out the door. - For shipping Warcraft III.
103:27
- For shipping Warcraft III, and because I had not been
103:31
involved with the game at all, and I was a brand new
103:34
wet-behind-the-ears game designer, they're like, "You're just gonna help test whatever we tell you to test." So we're trying to gold master,
103:45
and there's a crash that happens rarely. If you run one of the cinematics, like you
103:51
have to be watching the cinematic after one of the
103:54
levels, and then there was a crash that happened. And
103:58
so a programmer put in some logging to catch it, and then they needed somebody to just over and
104:06
over again, "I need the crash to happen so I can fix the
104:09
bug." And I sat there for 30 hours and just watched the cinematic for 30 hours-
104:15
... straight. And it was the funniest thing, like it was almost surreal
104:20
watching everybody leave at the... which was a trickle out. Like, everybody kind of trickles out, like, at-
104:26
... different hours, you know? The family guys go much earlier than the
104:30
single guys. And then watching everybody show up again in... the next morning, and they're all, like, dressed
104:38
different, and they look all refreshed. And I'm just like in the same position.
104:42
You know, like eyes are beet red. - To the soundtrack of the cinematic and yeah.
104:47
- Yeah. But we crunched World of Warcraft, we crunched... The date slipped, so
104:53
you do this thing. I remember Mark Kern standing the team up
104:57
and saying, "We're gonna crunch early so we don't have to crunch later in the project."
105:04
And I really believe he wasn't manipulating us. Like, I
105:08
really genuinely believe that he believed in that. But with games anything can happen, and they're
105:17
just... We slip uncontrollably all the time. And we slipped, and it sort of created just this death march endless death
105:27
march that... Like to this day, members of the WoW team will remember, like, Newport Rib.
105:35
If I say that, they'll have, like, twitches because, like,
105:39
they would cater the dinner. They'd bring it in at, like, 6:00 or 7:00 at night.
105:43
And they'd... Everybody was eating Newport Rib or Panda Express. It was like the worst diet ever. I actually
105:51
like Newport Rib, no shade- ... on them. But you can only eat so much of it.
105:56
And the carpets are stained and, like, dudes are falling asleep on the couches.
106:01
And it was an unhealthy work environment. It gets pinned on... 'Cause at a lot of places it is executive driven.
106:10
And it is mandated from the top, but the hours that I
106:14
worked, I never blamed on anyone but myself. I just wanted to.
106:19
I remember, you know, coming in on Memorial Day, like, with sand from the beach on my
106:26
feet because I really wanted to get some work done that day, and
106:30
working through Christmas, and those were things I wanted to
106:34
do. I never felt like somebody, you know, held my feet to the coals.
106:38
- Yeah, it's such a complicated thing because yeah, okay, you could say that's unhealthy,
106:43
but I know a large number of people, especially in their 20s,
106:48
but actually throughout their career, that have been at companies that do crunch
106:54
for a thing they believe in, for a thing they love, and it's some of the most fulfilling
106:58
years of their life, months and years of their life. And they
107:01
also it's not just fulfilling, they grow from it, they learn from it, and it... You know,
107:09
and when they... Especially when they talk back about it, about that
107:13
time, they can see how incredible it was. Of course, when
107:17
you're going through it, sometimes it's extremely difficult, you don't know. And then the crunch, like you mentioned, it's supposed to be a month
107:25
or two, and then it turns out to be a half a year, and then maybe it
107:29
turns out to be something like a Titan type game where you never actually ship
107:32
it, and it's heartbreaking and the pain, it's all... But then you look back
107:36
and you realize how incredible that journey was. - I think, like, my reflections on it many years later, and having gone
107:45
through, like, pretty crazy levels of crunch to more controlled, I
107:52
think where crunch is problematic and people are good to be vocal about being opposed to it, is when it's forced and
108:02
unnecessary. There's a lot of like, "Hey, if anybody on the team stays, we all stay"-
108:10
- Yeah. - ... kind of, which I think is not necessary. I don't think executives who take
108:17
off and work 40-hour weeks should be telling anybody to stay late.
108:22
I think that's wrong and immoral. But to me as an individual, as long as I'm
108:29
not telling other people to do it, my life's work is my passion
108:36
and I want to do it as much as possible. I find
108:39
myself, I don't think I've ever worked less than 10
108:43
hours in a day. Like that... 10 hours is like a normal-ish day to me.
108:49
- Yeah. Yeah. - And I enjoy lots of weekends working because I enjoy it. It brings
108:57
me pleasure and fulfillment. And all of that said, from a place of caution, especially in this era
109:05
when people are very touchy about it. I don't try to impose that on anybody else. I don't want anybody to
109:12
feel like they're obligated to, but please understand it's what makes me who I am, that work ethic.
109:19
I enjoy it. I actually... Some of my fondest memories are from those WoW crunches.
109:25
- And then looking back and reading some of these stories, it's pretty cool because me, as a
109:29
fan, on the receiving end of some of those video games, you
109:33
bring joy to millions of people. It's awesome. Let me ask you about quests, but first, quick bathroom break if it's okay.
109:43
Quick 30-second thank you to our sponsors. Check them out in the
109:46
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Perplexity for curiosity-driven knowledge exploration. Choose wisely, my friends. And now,
110:16
back to my conversation with Jeff Kaplan. Okay, we're back. So I think it's fair to say that before
110:23
WoW, MMO leveling, like in EverQuest, consisted of, maybe that's simplifying it a bit, but standing in one spot and killing monsters
110:31
for hours. You helped develop with WoW, I would say a revolutionary
110:38
idea of quest-driven leveling, where there's a story-driven, quest-driven guide through the world, and
110:47
it so happens that as part of doing that, you're also leveling the character.
110:52
So the leveling is both fun and is the engine that
110:55
drives the story that then also immerses you into the
110:59
world and pulls you in more and more and more and more. So
111:03
take me through this process of developing that idea of quest-driven design.
111:10
- Sure. Yeah, there were actually a lot of people involved in it, and they all kind of
111:14
contributed in their own unique ways. Allen Adham was the lead designer on
111:21
WoW. When we first sort of decided we were gonna have a
111:25
quest-based game, we used to joke that, like, EverQuest barely had any quests in it.
111:31
It did have quests, they just... They weren't really in front
111:35
of the player in an obvious way. You kind of had to seek them out on a
111:39
website. And Allen knew that he wanted quests to be a big part of,
111:45
of World of Warcraft. And so he hired me. That was my entry level
111:51
position at Blizzard. And on the same day, he hired
111:55
a guy named Pat Nagle, which was hilarious to me, because
111:59
Pat was the... He had this funny title of HR and Facilities at Blizzard, because it was such a
112:07
small company. So, like, if you sent an application in,
112:11
Pat would deal with the application, or if the toilet
112:15
overflowed, Pat would have to deal with it. And so the whole time I was applying at Blizzard, I was going through Pat, and then on my first day,
112:23
they put Pat and I in an office together, and he's like,
112:27
"Yeah, they hired me also as the quest designer." And
112:31
so Pat... And he was the most wonderful guy. We had so much
112:35
fun. So Pat and I kind of designed the quest
112:38
system. It was Allen's idea to have it in the
112:42
first place. And then there was that great designer I mentioned, Eric
112:46
Dodds, who helped a lot with the interface of it all. And the idea was at
112:53
first, we actually on a whiteboard in Allen's office, we estimated how many quests we thought EverQuest
113:01
had to date. And EverQuest had had, you know, I think four
113:05
or three expansions at that point in time, and we're like, "Wow, we have to make all of these quests like EverQuest
113:13
has." It's gonna be a lot of quests, and it's kind of up to me and Pat to do
113:19
it all. And we believed all we had to do was match that EverQuest number. And
113:27
Pat and I started working on, like, the design of the system and how it would
113:31
interact, and Eric Dodds was really involved in how the interface... You know,
113:35
like how you were going to interact with the NPCs and all of that.
113:39
And we split up the world into like two zones. He was gonna take Elwynn Forest, which was the
113:47
starting area for the humans, and I was gonna take Westfall, which was
113:51
the sophomore zone after Elwynn for the humans. Pat and I would meet with Chris
113:58
Metzen, and those were the funnest meetings ever because Chris just
114:03
has stories in his head and visions. Chris is, like,
114:07
artist, storyteller, world builder extraordinaire, and he sort of described what he wanted going on in those
114:15
zones. You know, you want the gameplay to follow the
114:18
flow of what was going on with the stories of those areas. So we finished Elwynn and
114:25
Westfall, and we did, like, a team play test. And our
114:32
assumption was because the way EverQuest worked, players just wanted to level up. It was a level based game.
114:39
You go out. You kill a creature. You get experience points.
114:43
You level up a little bit. And so the way people played EverQuest is
114:47
they'd find these areas where there were lots of creatures,
114:51
and you'd usually find the best experience efficiency cycle you could find, so, like, fast
114:58
respawn kind of easy things to kill, and that's how you would progress through
115:04
EverQuest. And I remember Alan kind of telling us, like, "Hey, the quests... When Pat and Jeff
115:12
write quests, they'll aim us to where the creatures are." You'll do a quest, and then you'll spend a few hours
115:19
killing creatures in that area afterwards, and that's how he imagined it would work.
115:25
So we kind of set up the world that way. You know, Pat probably did
115:30
a dozen, maybe 20 quests in Elwynn. I'd do a dozen,
115:34
20 quests in Westfall, and we'd do this team play
115:37
test. And we had a bunch of people on the team who never
115:41
played MMOs, like guys with shooter background, you know, StarCraft fans, et cetera. And they'd play World of
115:49
Warcraft. I think we played for, like, an hour or two, and we only did Elwynn
115:53
Forest. And the overwhelming feedback from our team... And these are people who really didn't play EverQuest, they're
116:00
like, "My God, Pat, that was horrible. I ran out of quests, like, right
116:06
away." And we're like, "Wait a second. You expect to just have quests just keep
116:13
going?" And they're like, "Yeah, we expect to have quests just keep going the whole way. And we kinda had
116:20
an oh shit moment right after that Elwynn Forest play test, where we
116:24
realized, like, we had vastly underestimated the number of quests we were gonna
116:30
need. And we changed, we developed this philosophy that's kind of a shared philosophy across Blizzard games in
116:39
general at this point. And I've heard it outside of Blizzard, other people in the
116:43
industry, which is you design along the path of least resistance.
116:50
So basically what that means, like, in EverQuest, the path of least resistance if you wanted your
116:56
character to hit max level is to find the easiest creatures and
117:00
kill them over and over again in place, which to some
117:04
people think is very boring. To me, I would do that for eight hours 'cause I think that's
117:08
fun. But we decided in World of Warcraft, we said, why don't we make the path of least
117:15
resistance, so in this case, the way to get the
117:19
best experience the fastest not to be killing creatures in one place, but will overload the
117:27
experience into the quests themselves, and then that will move you through the
117:30
world, which will get you to see everything. It will enable
117:34
us to tell these awesome storylines. It sort of did a
117:38
lot for the game, and I think it was like a fundamental
117:42
change in the genre. Like, if you look at the things
117:45
that... EverQuest was very popular and very successful, and it was hitting like hundreds of thousands of
117:52
players. And WoW blew the doors open and was tens of
117:56
millions of players. And I think the fundamental difference there was that WoW allowed you to play as a single player.
118:06
And what makes an MMO, massively multiplayer online game, massive is having the other people there.
118:16
And they're so important or else the world feels kind of wrong and
118:20
dead. But the concept that we have to force you to
118:24
interact with them to do anything is very off-putting to a lot of people. And the fact that people could
118:31
come into WoW and just kind of the game design, the game design way of
118:39
describing it is directed gameplay. And some games have extremely tight
118:46
directed gameplay. Like, for example, if you were to play a single player game like Last of Us, you
118:53
know, you'll have those moments where they'll be like, you'll come up to a log and then
118:57
press Triangle to duck or else, or whatever the duck button is—
119:01
... left stick to duck to go under. And that's like the ultimate
119:05
in directed gameplay. Like, they're telling you exactly what to
119:09
do. On the other end of the spectrum is a game like Minecraft, like
119:12
vanilla Minecraft, where you'll find it's very divisive amongst gamers who love Minecraft or hate
119:20
it. The ones who hate it are like, "I don't know what I'm supposed to
119:24
do." Like, "You drop me in this world. I'm supposed to dig or
119:28
something." And that's the type of player that needs directed gameplay or they're gonna cycle
119:35
out. Not all players need it. And what WoW did, that it doesn't seem like an innovation, it doesn't seem
119:44
like revolutionary, but it sort of created this directed gameplay that felt
119:52
optional, but really wasn't. - I mean, I think it's absolutely revolutionary. It
119:58
basically changed gaming. It changed the way we see games. And it was so successful in part
120:07
because it became a mechanism by which you could spend hundreds of hours, thousands
120:11
of hours in the game. I mean, it's kind of a, like,
120:14
obviously... It's one of those... All these great ideas are always like this,
120:18
right? In retrospect, you're like, "Well, obviously if you make the path of
120:22
least resistance quest-driven gameplay, then it's gonna be the reason that most people play." But it is true that... I'm with
120:30
you on... I both like the quests and cow level.
120:39
I guess you have to design for everybody. That's the tricky thing. Like, how do you
120:43
fine-tune this? If you think of it as a loop of like accept
120:47
quest, kill 10 rats, turn in quest, ding, level up, that loop. Like, how do you fine-tune that so it's maximum fun
120:58
or fun for the maximum number of people? Is it... How- how difficult is that?
121:03
- It's extremely difficult. And not everybody's good at doing that. We all, to some degree, lack the self-awareness
121:13
of how we tick. So we're all different types of
121:17
gamers, but if you ask me to describe the type of gamer I
121:21
am, I might actually be giving more of a picture of the type of
121:24
gamer I wish I was or the type of gamer I want you
121:28
to think I am versus the type of gamer I actually am.
121:34
By playing lots of games, you cannot be an exceptional game designer
121:41
without playing the shit out of as much as you
121:45
can and understanding on a deep level. And the weirdest part about it is
121:52
you're not just looking for the greatest hits. You learn just as
121:56
much from a shitty game that you do from an amazing game. And also—like, a
122:03
lousy game can have a great system that was tuned wrong, or lacked the correct
122:10
interface, or they didn't put the right visceral polish on
122:14
it. There's an executional aspect to all of it. When I'm playing, I'm not only, like, thinking
122:22
about what makes this fun, I'm thinking about what makes this
122:26
not fun. But I'm also watching everyone around me. My wife plays games, my kids
122:34
play games. And understanding, like, well, what do they do and how are they different to me? Why are they finding enjoyment in
122:41
this? Why are they not? What's frustrating? What did they miss?
122:46
- And being raw honest with exactly what you're saying. I mean,
122:50
I, if I were to analyze the kind of gamer I am, why do I
122:54
enjoy cow level? And why, above that, why do I enjoy loot? Why- why is
123:01
loot so fun? Like, what- what does- what is it about
123:05
opening a chest and getting a bunch of stuff? I mean, I, that
123:09
might be like at the core of what I enjoy about gaming. That, and
123:13
walking around a beautiful world with nice music. - As a game designer, I am, at best, a quack psychologist. You know?
123:22
We can motivate you to do some weird things. The two driving motivators are extrinsic and
123:29
intrinsic. And all of us, at different times in our lives, in our gaming careers, whatever, we can
123:37
shift from being intrinsically motivated to being extrinsically motivated. Obviously, loot is a
123:45
big extrinsic motivation, but even saying that is too simplistic. Like, for example, on the loot boxes of Overwatch, there's
123:56
a masterfully designed system that was designed by a game designer, not by a
124:03
businessperson or whatever. Like, not a commercial person. But beyond that,
124:11
we also had a really good team who said the
124:14
visceral opening of the box, the sound it makes- ... the graphics, like the way things spill out and animate, all of that is as
124:26
satisfying as well. And you're trying to... Like, there's the lizard
124:30
brain part of it. Of like, how does it... Like, I see
124:33
chest. I know I'm gonna... It's gonna feel good. It's gonna feel good.
124:37
And then there's the spreadsheety part of it. Of, what does it
124:41
have? Is it an upgrade? And I think great game designers know how to tap into both of those things.
124:49
You know, tap into the intrinsic and extrinsic. There's... Like, when I was studying
124:56
writing, you would study the elements of fiction. And, you know, these are just like basic things like plot and
125:04
character development and setting and theme and whatever. And there's no, like, textbook that
125:11
exists for game design, at least none that has been introduced to me
125:14
yet. But I think about, like, elements of fun. What are the things that create fun for players? And they're not the
125:22
same. Like, it really... Every human being is different. Like, progression is fun.
125:30
Sense of progression that I'm investing. I'm putting an investment into this game, and then the game is
125:37
recognizing my investment. That things like leveling, things like the
125:41
amount of gold you have, those are all investment based. There's mastery. There's just pure raw skill. Creativity is
125:52
one. And hand-in-hand with creativity is customization. And some of those can be aesthetic.
125:59
Like, look at my customized character, and I have the black
126:03
curly hair, and I put an earring in my character and I'm customizing in that way. The other is
126:10
customizing my build. I'm gonna come up with a whirlwind barbarian and I'm the first to do it. These are all elements of fun
126:22
that designers can tap into, and in fact are frequently
126:26
tapping into. But they're never defined anywhere, and I find that players drift. Like, I'm the
126:33
type of player who's not really loot motivated. I'm more
126:37
motivated by seeing the content the world has to offer. And often that takes me on a
126:45
detour of being loot motivated, because there might be a dragon or a demon somewhere that I can't beat without this level of armor
126:56
and sword. So now I'm loot motivated for some period
127:00
of time, to get back to being content motivated. Or if I'm having trouble
127:07
defeating a boss, I might have to go back and look
127:10
at the skills and abilities that my character's using, and I have
127:14
to go into creativity mode. "Oh, he has that one AE where
127:18
he..." Area of effect. "...where he puts a curse on me."
127:22
And, you know, "If I had this counterability to the curse, I
127:26
could beat the boss to get the loot, to get to the next boss." These are all cycles
127:33
that are tapping into all those different elements of fun.
127:36
- And ultimately enjoying and discovering what the world gives you.
127:42
Has to offer to you. And you're... You have a lot of hats
127:46
as a gamer, so you love the RPG, MMORPG world, but you're also a big shooter guy.
127:53
Can you explain to me what fun in a shooter context is? And
127:57
we'll talk about Overwatch as a specific kind of fun. Maybe...
128:01
But you're also a huge fan of the ultra-realistic shooters. Call of
128:05
Duty. What is the definition of fun there? - There's a lot of skill and mastery. Off the
128:13
cuff, flippant comment would be clicking heads, you know? I'm just trying to click heads.
128:18
- Okay. - There's an intimacy also to the first
128:23
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
128:35
Fortnite sort of opened that third person shooter door. And you're seeing games like ARC Raiders are third person. But to me,
128:45
nothing is as pure as first person. Like you're ... literally living in the world as that being. You can look
128:52
at your hands, and it's that pure visceral test of skill of, "Can you click
129:00
on the thing fast enough?" And when it's PvP-based, you know that's coming at you.
129:05
- Could you lay out for people who don't necessarily know what PvP and
129:09
PvE is? And single player - Absolutely - ... multiplayer, massively online multiplayer?
129:14
- So PvP is player versus player, so that means a
129:18
combative, you know... If Lex and I are up against each
129:21
other, we're attacking each other. We call that PvP. You can get killed by
129:25
another player. Uh, player versus environment is anytime you're shooting
129:31
computer controlled opponents. So if it's a game about dragons, the dragon is the E, the environment in PvE.
129:41
- And we should say that PvP and PvE, the P might be multiple
129:45
players. It could be five versus five, six versus six for PvP. And for PvE, it could be, like, raids where it's multiple people,
129:56
large groups of people going against the AI. - Yep. So single player, that's a game that you
130:03
play totally by yourself. Like, you don't play with anybody else. You
130:07
can't play with anybody else. It's not networked to play with other people. For example, I'm playing a game called Story of
130:15
Seasons right now on the Switch, which I just play by myself. I have my farm. You know, there's a town. I'm
130:23
meeting people in the town, and no one can come and join me and
130:27
interact with that. So it's a very controlled experience. Single player games are very
130:33
difficult, or they can be very difficult and expensive in terms of production to create. Like, if you think of a
130:41
game, like Uncharted or Last of Us that's made by Naughty Dog, like, those are kind of the
130:49
preeminent best single player games you could talk about. They're very handcrafted. Every experience is made just for
130:59
you. One up from that is what I call co-op. And these terms
131:07
become interchangeable, so I'm using some semantics here. But co-op is any cooperative experience that we
131:15
can play together, but we're sharing an exact same experience very intentionally. And it's
131:22
me sharing that experience only with other people that I
131:26
know. So a great example of a cooperative game, maybe one of the best of all times, was Left 4
131:32
Dead, which is a game where you and three other
131:36
people go in and you fight, like, hordes of zombies,
131:40
and you try to progress through to the end safe room.
131:44
it's a very cooperative experience. A game like Diablo IV, you can play cooperatively with other people. Now, one up from that
131:54
is multiplayer, and that's when you're engaging with strangers who are in the same world that you might not have the
132:02
same cooperative goals as. You might have very opposed goals to them. You might PvP
132:09
them, or they might just be random strangers that you
132:13
pass in a town or city and never see again. And then massively multiplayer, which
132:19
is what the MMO online sort of stands for, massively multiplayer online game, that's when you're
132:27
breaking into thousands of players. And the worlds become really, really big at that point.
132:34
- By the way, we should say that the co-op could be
132:38
remote connection, but there's also what would you call it, couch co-op where you have two people. Some games are
132:46
really designed well for the experience of two humans sitting together and playing the game
132:50
together. Which is a really tricky thing to design for, but if it's done well, it's a,
132:55
It's a really fulfilling experience. Like, with a friend, with a loved one, you can, like, play a game together. And Diablo
133:02
IV, I should say, is an example of a game that does that really well. They do
133:06
couch co-op. Like, two people can play Diablo sitting together
133:10
and there's a real intimate experience in that. - Yeah, couch co- it's funny, 'cause it actually, like, predates the couch even.
133:17
Some of those old arcade games- ... like, would have two joysticks on them and then you could play-
133:23
... with somebody else. Or there's you know, famous game Gauntlet-
133:27
... had four joysticks and four people playing together. And
133:31
then anybody who grew up in that early console era,
133:35
like, you know, NES, Sega Genesis was a legendary one. We would sit and we'd play
133:42
NHL 93- ... on the couch. And anybody who lost, you'd lose the controller.
133:50
And you could play that with up to four people playing, or we... I
133:54
remember one of the big games that came out was Mortal
133:57
Kombat. And we would play Mortal Kombat on the Sega
134:01
Genesis, and it was the house rules were, you know, whoever
134:05
lost, so whether you were in your college dorm or just some buddy's
134:09
apartment and there's five people there, you're constantly cycling everybody in and out. But there's just a
134:16
magic to multiplayer, of engaging and sharing in the experience-
134:21
... with other people. Um, that's why I've always... I've never made a single player game. Uh, I have great admiration
134:29
for them. I don't know if I could do it. The challenge...
134:33
The reason I love multiplayer so much, the way I
134:36
describe being a game director or game designer on a multiplayer game, it's like imagine if you were gonna
134:44
be a movie director, and you were gonna have all these actors and set designers and
134:51
props and, you know, writers and scripts and all of
134:55
this stuff, and your goal was to get a certain movie
134:58
made. But we're gonna ask you, the director, to just... You're gonna leave the room.
135:07
You can set it all up ahead of time, and
135:10
then you're not allowed to be there or talk to anybody involved in it.
135:16
And now you need the actors to have an experience, and it's
135:19
just kind of the wildest, funnest experiment. Like- - From a designer/creator perspective, 'cause you don't know what the players will
135:28
create, so that's fun to see. You lay out the chessboard, you lay
135:33
out the world, and then you get to watch what they create together. That's true.
135:38
- I struggle because sometimes people call me the anti-story guy in
135:44
games, and that really hurts me because, like, I actually love story in
135:51
games, and I counter that I'm the anti-shitty story guy. And what I mean by that is like, A, the most
135:59
magical stories that I've ever heard come out of video games are player stories
136:06
about, you know, the time I gave Barfa a potion
136:10
and then I met him in real life. Like, that's better than any video game writing
136:17
that I've heard in a long while. The player story is so much more interesting.
136:25
You know? "Lex, why do you like the cow level so much?"
136:28
"Tell me about some goofy time-" "... like a loot goblin drew you into the most danger."
136:33
"And... But there was another player there, and then..." You know, like,
136:37
those are the stories that I think are more interesting from
136:39
games. There are some exceptional writers in video games and some exceptional games
136:47
at story. You know, I've mentioned Naughty Dog, like they're kind of on another level. But Valve has
136:55
amazing writing. The writing behind Half-Life 2, Marc Laidlaw, the writing behind
137:02
Portal- ... and Portal 2. I think it was Erik Wolpaw, who is hilarious, just amazing,
137:11
and Rockstar. Red Dead Redemption 2 is one of my favorite
137:18
games of all time, and that's a game where you can see the expertise and mastery
137:26
of the game design and the narrative design, and the fact
137:30
that you can have those player stories of just the goofy shit. Like, I remember... 'Cause the
137:37
controls are a little awkward in Red Dead for a PC
137:41
player who's playing on console. Like, I always get confused
137:44
about, like, taking out my gun and putting it away, and
137:48
what's, you know, the L1 and L2. Like, as a
137:52
PC gamer, I'm just like, "Let me bind this stuff to where I want
137:55
it." And so like you know, a guy in town rides by and
137:59
he's like, "Howdy, partner." And I go to, like, give him the Arthur
138:03
Morgan, you know, "Hey, what's up?" back, and I just whip out my
138:07
sawed-off shotgun and, like, blow his fucking head off. And then the whole
138:11
town is like... Suddenly I'm, like, under... I'm wanted and I'm being chased, and then there's a train that,
138:18
like, takes out the posse, and- - Yes. - It's like those stories, and the fact that Red Dead can have, you know, this,
138:25
like, touching, heartbreaking story of Arthur Morgan and his journey, but you can also have, you know, the player story of blowing
138:32
off the poor guy that's just trying to- - And that's the combination.
138:35
And then Rockstar does a really good job with you know, even in Grand Theft Auto with
138:39
the radio, it can be kind of a side aspect to the game, that great writing there can
138:46
create- help create the world- ... with, with humor, with color, with depth, with heartbreak, all that kind of
138:52
stuff. - There was a moment in Red Dead where it... There's the Daniel Lanois song-
139:01
..."That's the Way It Is". I just... I love Daniel
139:05
Lanois, so the fact that somehow Rockstar landed him and like, was able to
139:12
get that song out of him. And there's this moment where you're, like, riding back and they start that song, and-
139:20
- Yeah. - Everything up to then had been gorgeous, like, more of a
139:24
score. There's Woody Jackson, who's, like, a really amazing game
139:29
composer. He had done the score for that, and so
139:33
nothing had been, like, lyrical with words. And then they play
139:37
the Daniel Lanois song, and there's, like, the quotes are coming back-
139:41
... from, like, Dutch and Arthur Morgan, and I'm just like, "Goddam, this is, like... This is
139:48
art." You know, this is like I know it's supposed to be entertainment, I know it's a
139:53
business, but the top of the pyramid is art, and- ... it just hit me emotionally.
139:58
- Yeah, there's certain games where, you know... I mean, that moment, you just
140:02
imagine the number of people who shed a tear during that moment, and that's
140:06
just a reflection of how much you're invested into this world, into
140:10
these characters, and it's a beautiful thing. Uh, I have to ask you about this image that you sent me. It's super cool, so
140:18
I'd love it if we could nerd out about it a little bit, the zone flow for
140:22
the original World of Warcraft. There's a bunch of zones. It'd
140:26
be awesome if you kinda talk through how, like, this world is
140:29
built. Take me to that time when you were designing this, before anyone
140:33
else got a chance to play it. - All WoW stuff. It would start from that inspiration of Chris and the world.
140:42
And, you know, it was so fun hanging out with Chris
140:45
because we had whiteboards all over the place, and, you
140:49
know, "Hey, Chris, we should make Eastern Kingdoms. What do you think it should be?" And he would just tell you the
140:57
story of each of these as he's just drawing. And Chris is
141:01
a really talented artist, so the map would be gorgeous. I
141:05
have lots of, like, photographs of Chris maps, That he would just kind of whiteboard up. He's like, you know,
141:12
"Here's the Dwarven Lands, there's Wetlands with Khaz Modan up there, and that's where this, you know, tribe of dwarves
141:20
were from. And then they, you know, humans are going to be down,
141:24
With Elwynn Forest. And then Westfall, there's, you know, this group called the Defias Brotherhood and they have a place called
141:32
Deadmines." So I would talk to Chris because you want to capture the spirit, like, as a game
141:38
designer, you want to capture the experience that's in people's heads. So, like, take Burning Steppes, for example.
141:47
Supposed to be one of the scariest places with lava and
141:51
dragons and, you know, all this kind of stuff. That
141:55
doesn't feel like where you want to start. It feels like where you want to
141:58
end, so you kind of work the world flow in a way that puts that at the
142:05
end. But there was also kind of some magic to the
142:09
original starting areas, where we gave the dwarves and the humans a free flight path
142:17
between... The dwarf hometown was called Ironforge, the human hometown was called Stormwind.
142:23
And we allowed you to fly for free. So, like, these little
142:27
newbies who were, you know, level five or something, if you played a dwarf and I played a human, I'm like,
142:34
"Oh, Lex, don't worry, I'll come. You know, I'll come to Ironforge and we'll
142:38
hook up and I'll just fly out to you," which is the magic of World of
142:42
Warcraft. You have to fly over Burning Steppes and Searing Gorge, and you look down and you're like, "Holy
142:50
shit, that looks scary and dangerous." And it plants that seed of things to come.
142:56
- Uh, so you've designed some incredible quests. Is there any that
143:00
stand out that you're proud of ashamed of? I mean, you are
143:04
famously have designed the Green Hills of Stranglethorn quest. One of the most infamous quests in the history of WoW,
143:13
of gaming, where you had to collect a bunch of pages, or...
143:17
Green Hills of Stranglethorn, maybe, can you, comment on that one or any quest that just springs to mind?
143:26
- Green Hills of Stranglethorn holds a lot of emotional
143:29
value for me because amongst WoW players back in the day, it was unanimously hated as one of the shittiest, most annoying quests. Um,
143:41
but it holds a really special place in my heart. First of
143:45
all, it's one of the few times that I just, like, wrote a
143:48
short story that's actually in the game. Um, it's me paying homage to
143:55
Hemingway, and the guy who gives you the quest, his name is
143:59
Hemet Nesingwary, which is just me rearranging the letters of Hemingway.
144:06
There's another quest giver there that's Kerouac's name also mixed up. Um, and then it was the typical hubris of
144:18
a junior game designer who thinks he's clever but is actually a dipshit. That's-
144:25
That's the Green Hills of Stranglethorn, like, summed up. So, like, I wrote the story over, like, it was, I think,
144:33
winter break, like, everybody was gone and I just was so
144:37
happy to be in the office, you know, I'm at Blizzard by myself
144:42
writing late at night. And the whole idea, and this
144:46
is, this is very much what I call ant farm
144:49
designer, which is bad. Which is, you know, you're the
144:53
game designer who's playing God, and players are the ants
144:57
in your ant farm, and you want to see what they're gonna do, which is
145:01
not the correct way to be a good multiplayer designer. But I hadn't learned that
145:07
yet, and there's a, there's a really great famous Sid Meier quote
145:14
where he says there's three types of fun. Fun for the
145:18
player, fun for the designer, and fun for the computer. And we catch ourselves, we're like, you know,
145:25
we gotta be really care... It has to be fun for the player, not fun for
145:28
us. So this Green Hills of Stranglethorn quest was like
145:32
an ant farm design of, I'm gonna write this, honestly, probably pretty shitty story, I haven't read it since
145:40
2003 so God only knows if it's any good. But I
145:44
wrote the story and then I divided it up into all of these different
145:48
pages. And the quest giver, Hemet Nesingwary, wants you to put together, like, the story's like, he wrote this book,
145:56
but then the pages got scattered across Stranglethorn Vale. And some... When you're doing quest design, you're really thinking
146:04
about the player flow and you're directing them from quest giver hubs
146:10
out until these destinations, and you want them to do all the destinations.
146:14
But sometimes we would do these bridging quests where you could do anything in the zone and it sort of had this
146:21
overlap. And so the pages of Green Hills of Stranglethorn could be looted off of any
146:29
creature anywhere in Stranglethorn Vale, and it was kind of
146:33
like that McDonald's Monopoly game where you have to have all the pieces or else you're not gonna
146:39
win. But where I really went south, I don't think the
146:43
idea in a vacuum is horrible, but where this really fell apart was the interface
146:52
of World of Warcraft wasn't set up. Like the pages
146:56
didn't stack, there wasn't a dedicated container to put all the pages in, so players had very limited bag
147:04
space. And as they're fighting in Stranglethorn Vale, I'm just shitting up their
147:10
inventory with all of these pag- And they only needed so
147:14
many. Like you might get unlucky and you have like three
147:18
page fives that are just junk in your inventory, and I might have like eight page
147:24
sixes. And then everybody... And this was the goal, like
147:28
the designer trying to puppeteer everybody. Everybody in Stranglethorn chat is like, "Hey, I'm looking for a page
147:36
six. Anyone got a page three?" And that was like my fantasy as a
147:40
designer of like, and then they're gonna be social and
147:44
meet each other, and players are gonna be appreciative for each
147:48
other, but really all everybody did was just no... Eventually, no one did the
147:51
quest. They just were super annoyed, or they went to the Auction House.
147:55
auction house. So the quest is famous in that it was so aggravating and
148:02
annoying and it just became a way... It not only became a way for me to learn from my
148:09
mistakes, but because I was very open with the fact
148:13
that I didn't think it was good and that the quest had failed, it
148:17
opened the door for us at Blizzard to be critical of
148:21
our own work. Like it's always easier if you're the first one to go out
148:25
and say, "Hey, guys, I think I made one of the shittiest quests in the
148:29
game and here's why." Um, and then it sort of challenged people to make
148:33
better versions of it. - I mean, again, you continue to speak with so much humility. But WoW
148:39
turned out to be one of the biggest games of all time
148:43
both in terms of popularity, how many players play it,
148:48
revenue, and critical acclaim. And then you rose to become a game director of WoW
148:55
helping release Wrath of the Lich King, which by many is
148:59
considered to be the greatest expansion. I mean, there's a million questions I can
149:03
ask here, but maybe this is also a good place to ask about
149:07
the famous Blizzard polish. So Blizzard as a company has historically, and you were certainly a big part of
149:17
that, delivered these games. They were just, uh, got so many pieces right and
149:23
well-functioning and well-coordinated, and just feel finished in a way that a lot of other games don't get right. So what
149:32
does it take to take this gigantic game, this game
149:36
played by millions of people, loved by millions of people,
149:39
And deliver it in a way where it's like it all just works?
149:44
- To have a level of polish is like a studio wide culture that has to be instilled in
149:52
everybody, like no one can be satisfied with a bug. Every game is gonna have bugs,
149:59
and Blizzard games have bugs. It's a question of, how quickly do you fix them and with what urgency?
150:08
And as players ourselves, if we're playing as much as anybody else, we're gonna be motivated
150:15
to fix the bugs. There are some really tactical aspects to it, too. The quality
150:22
assurance department at Blizzard is the best in the industry. Like the people who come
150:31
and do QA at Blizzard, they are passionate gamers. Many of them want to be developers themselves, and they're
150:38
not just doing it for a job. They do it because they fucking love the game. And the
150:46
relationship we tried to develop between us on the development teams and QA was extremely
150:53
tight. And whenever possible, we also tried to sit as many QA members up with the development team as
151:01
as possible, depending on the logistics of... You know, in the early days, we didn't always have the space
151:08
for all of QA to sit with us. We were very fortunate on the Overwatch
151:12
team to have a large amount of QA sitting with
151:16
us, and then developing that relationship. You know, in the early days there, there were these fears of like, "Well, QA can't
151:24
talk to the developers," and trying to shatter that- ... of, because some of our QA members
151:30
knew the game so inside out, you would just say to them like, "Hey,
151:34
dude. Just message me. Here's my home number. Like, call me if there's a bug. If you think we're gonna get raked over the coals on this,
151:45
you gotta speak up. I don't care what the chain of command is. Like, we gotta
151:48
fix this thing." So QA was amazing. - I mean, so can you speak to QA, quality assurance? At
151:56
the peak of the craft, what does it entail? Like you're basically
152:00
experiencing the game and trying to figure out, particular slices of that experience that could be improved?
152:09
- 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
152:16
bug." They are so systematic in the way they test stuff. They come up with these plans that are
152:24
actually amazing of, like, who's gonna test what. There's a lot of regression testing that goes on.
152:32
within QA there will also be compatibility testing. The Blizzard compatibility department was amazing.
152:40
Like, they had every card, every machine, every configuration, and they would roll through
152:48
to make sure there wasn't some quirk that was gonna come up on some video card
152:52
or some motherboard that you weren't expecting. But it was all very systematic. It wasn't just Wild
153:00
West, let's play the game. And then as a developer
153:03
interacting with QA, you would find that there were certain
153:07
specialists whether like, for example, on Overwatch, there were a couple of players that...
153:17
Like, we all were shooter players when we were making Overwatch, but I'm
153:21
not like esports level shooter player. I'm like, you know, Gen Xer, "Remember
153:28
Doom, how good I was"- - Yeah, right. Yeah, yeah.
153:30
- ... type of shooter player. But we had, you know, a couple of these QA
153:38
specialists who, like, they could just snipe from 100 meters out and hit the shot every
153:45
time and tell us if there was a frame of input
153:48
delay, you know? And then you sit that person with an
153:52
engineer and say, "Hey, I think there's some input lag here."
153:58
- That's amazing. - And sure enough, they'd be right. But you have to have that relationship
154:02
where the devs trust QA. Or just even on, like World of Warcraft, they had a
154:10
great relationship with QA in that they built out a full raid
154:14
team to do the raids. And then you're not only, like, looking for bugs, like, "Hey, the dragon was supposed to fly and instead
154:22
it just, like, sunk through the world and the game crashed," which would
154:25
happen. But, like, if you really value QA, you're asking them, "What do you... Dude, what do you
154:33
think? You're..." You know? Like, "10 million people are gonna see
154:36
this. Your opinion, multiply it, you know? It matters. What do you think? You know? Are you having fun? Oh, yeah, this is cool.
154:44
This isn't cool." Um, so QA was important. The other thing that was important is the Blizzard engineering,
154:52
which you have to architect your game to be hotfixable.
154:58
And what a hotfix is, games, there's a couple ways to fix 'em. The way most
155:04
of us know, 'cause all the software we have gets a patch, you know? You have to
155:08
update it. You have to download a new version of it. Windows, you know,
155:12
you get that annoying message, like, "There's a new version of Windows." And it
155:15
takes, you know, a few minutes and you update it. You know, obviously, we
155:19
patch our games and that's where we fix a lot of bugs, but if you
155:23
really wanna run a game like Overwatch or World of Warcraft
155:27
successfully, you need master level engineers who have architected the client and server
155:35
in such a way that you can hotfix the game on a dime. And what a
155:39
hotfix is, is a server patch that no one's client has to go down for.
155:44
- Mm-hmm. That's 'cause you're dealing with a huge number of players and you discover an
155:48
issue and you want to respond to that issue really quickly.
155:51
- Yeah. There's emergency issues like something's crashing. Like, the worst case scenario is anytime the
155:59
server's crashing. Or in Overwatch, like, a really catastrophic bug would be something where you have to disable a
156:05
hero. Like, someone found an exploit and you have to disable a
156:09
hero from the lineup. You want to turn around that hotfix
156:15
if you can in a half an hour, get that hero back live. You
156:19
might have somebody who only plays that hero, and the only
156:23
reason they're gonna play Overwatch is because that hero's active. You
156:27
don't want to wait for patches and you want to hotfix- ... as fast as you can.
156:32
- And then also to improve the game quickly to just even settle stuff to do that.
156:36
- Yeah. Players feel it. Like, they... That's where there's this idea of, like, the love and
156:45
the craftsmanship of the developer that you can feel. Like, any, any product, you
156:52
know your iPhone or Android or, like, any computer or consumer product, you can feel
157:00
when there are people who loved it behind it and
157:04
aren't just putting it out on a shelf. And games have that as
157:08
well, where you can feel the, like, heart and soul of the the
157:11
developer in, in the thing. And some of that's, like, the joy and delight of, like, that there's a cow level, right? That
157:20
that's... You know, you can feel the humanity of the development team-
157:25
... through that. But another part of that is, like, do they clean up their fucking yard, you know? Does this
157:32
game work? Is it... And it's not just the bugs and the
157:36
crashes. It's, like, when balance gets wacky and stupid and, you know, suddenly everybody's a barbarian and
157:43
whirlwinding and no one else will play anything else. You're like, "We
157:47
should probably fix that," you know? - Oh, those were the days. I sadly was the barbarian whirlwind guy.
157:54
- One-handed. - It was... Yeah, it brought so much joy. So a
158:00
lot of people modern day think of you as Jeff from the Overwatch team.
158:05
- My name is Jeff from the Overwatch team. I'm Jeff from the Overwatch
158:09
team. I'm Jeff from the Overwatch team. - But y'all must have forgot, you were the game director of WoW
158:16
in an era when WoW was one of the biggest games
158:20
in the world. Just, you know, looking back, what wisdom can you draw from that time when
158:28
you got to experience this era of gaming that changed gaming forever, where it's millions of people playing this video game?
158:37
- It was my first game I worked on, and I joined it as this entry level dude.
158:44
I still have my offer letter from Blizzard, which was for 35K a year.
158:50
You know, that's what I was making. And, um... Very shortly after
158:57
WoW shipped, you know, Allen left his lead before the beta, or like right around the
159:05
beta, and then Rob took over as the lead designer, and then he left the team very
159:13
shortly after WoW shipped to go start StarCraft II. And he put myself and Tom Chilton in charge. Uh, Tom is a designer
159:24
who... He was a great partner of mine and a great leader and he, he actually came
159:32
from Ultima Online. And so I always looked up to Tom
159:36
because he had a lot more experience than I did. And this is like early 2005,
159:44
the world was on fire, the servers were barely running-
159:48
... WoW was just, had taken off like gangbusters, and they basically put me
159:54
and Tom in charge of WoW. And at the time they promoted me, my title... I didn't even have a lead title,
160:02
my title was Senior Game Designer. And Tom and I were running the design of WoW at that time. So
160:12
I thought it was totally normal, and I thought what we were experiencing with WoW was just
160:20
normal for making a video game because it was the first video game
160:24
that I had worked on. Mm-hmm. Um, I thought it was the funnest joyride
160:33
because we were working on WoW, we were still working insane
160:37
hours- and then I'd get home, eat dinner, and then me and my wife would log in and play WoW,
160:48
you know, for four hours, and then I'd go in the next day and I'd work... And it was just this... My
160:55
whole life was World of Warcraft. And I loved it. Like I loved everything from, you know, the creative
161:03
meetings with Chris Metzen and just what an inspiration and
161:07
muse he was, down to the simplest, dumbest design stuff that like we as game designers, like, you wanna
161:18
talk about why a button is in the lower-left versus lower-right and what does that
161:24
mean? That's like two hours of discussion. And is there a
161:31
better way? Like the 10,000 minutiae problems- were thrilling to me. And then also the big disasters.
161:41
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
161:49
deal with being a successful online game, and I literally
161:53
had GMs, like game masters, these are customer support guys, calling my home phone at 3:00 in the morning.
162:02
Like, I remember this one time there was some faction token in Stranglethorn Vale and
162:09
they figured out a way to exploit it, and this GM
162:13
calls me panicked, it's 3:00 in the morning. He's like,
162:17
"I'm just spawning..." Uh, what, what did we call 'em? Uh,
162:21
Guardians of Blizzard. They were these giant infernals that we just made that
162:25
instantly death touched anything. We used to have them when we
162:29
were in the beta, like often the distance of places players weren't supposed to
162:33
get in case they cheated their way there. And this GM is just
162:37
spawning them all over Stranglethorn Vale because he's worried because the players are exploiting. It's like 3:00
162:45
in the morning and I'm talking in hushed tones because my wife is sleeping right
162:49
next to the bed. I'm doing this 'cause it was actually like before the cell
162:53
phone days when I actually had a landline. But that's just
162:56
how... And I loved it. I loved the thrill of
163:00
those big moments, the minutiae. And I felt like through the running WoW Live, which was
163:08
me and Tom together with an amazing team, we kind of learned
163:12
how to be the WoW team. And putting WoW in a box and shipping it was like
163:19
only chapter one in a 12-chapter book essentially. And that first how to run the
163:27
game, how to patch it, what type of content, how to deal with
163:30
emergencies, what should our customer support be like. I mean, we would debate should we have a launcher or
163:37
not. You know, in the early days, the only reason the launcher existed in
163:41
WoW was to run anti-cheat on your machine. And we had a moment where we figured
163:48
out how to put that into the game and out of the launcher. And it was the first time I ever
163:54
really had an in-depth conversation with Mike Morhaime. He's like, "You gotta bring the
163:57
launcher back, guys." We're like, "Why?" He's like, "There's no better way
164:01
for us to talk to our players." And I remember trying to hide the launcher.
164:08
And to this day, Mike was right. Like, that launcher turned out to be
164:11
the best thing we ever had. That's essentially what Battle.net has morphed into these days. But all those
164:19
decisions and when it came time to make Burning Crusade, you know, at that point, Tom and I were leads. We
164:27
were full, they had actually promoted us. There was, there were two
164:31
big exoduses of groups that quit Blizzard, they were disenfranchised
164:38
if you can believe it. Like we just shipped World of
164:42
Warcraft and this whole group just walked out the door. I was actually
164:46
sitting, my, my desk faced Morhaime's office, and I watched them all go in and quit, and they were the group
164:53
that formed Carbine.... which made the game WildStar. Ended up taking them 10 years to
165:00
make, and they were just really unhappy with World of
165:04
Warcraft, and they were unhappy with, um... I don't know what they were unhappy with. They were unhappy
165:11
enough to walk out the door right after we had shipped WoW.
165:16
- That's incredible. Like, what is it? Just because they put their heart and soul into the game and
165:20
they maybe get exhausted in a certain kind of way?
165:23
- Yeah, and I don't want to... It's not fair of me to speak on their behalf. I think
165:29
they were promised some compensation that they didn't immediately see. I don't know if the game... Like, here's the weird part when you make a game.
165:38
When you come up with the idea and you start
165:42
pitching it to people, that's the best the game is ever gonna be,
165:47
and then you work on it. Like, you know, games I worked on
165:51
take five years, you know? Overwatch was two and a half, three years. Every day you
165:59
get close to ship, the imagination of the ideal game
166:05
gets farther and farther from the reality, and you're always
166:10
shipping this, like, greatly sacrificed thing that nowhere near matches the imagination-
166:18
... of the inception of the idea, so you become disenfranchised with the concept.
166:24
- So in some sense, you're shipping... You're constantly in a state
166:28
of disappointment. You're basically shipping a lesser thing than you've been dreaming about.
166:37
- Yes. - You're doing less and less and less, saying no and no, and cutting, and all that kind of
166:41
stuff. Yeah, it's difficult, psychologically difficult, but nevertheless, the result when you
166:45
zoom out, it's one of the greatest games of all time that millions of people
166:49
played for thousands of hours. It's just... What... Did it... Did you ever have an experience, a realization how
166:58
huge WoW was in terms of not, like, statistics on the server and so on, but the cultural impact it had?
167:05
- The first time was the first BlizzCon, which was in
167:12
2005. So when WoW shipped and this is so weird to tell people, but
167:18
on the team not everyone, but a lot of us were very demoralized after
167:26
WoW shipped. There were, there were all sorts of issues with the servers
167:34
because the game did way more successful than we expected it to do and the server load
167:42
was just nuts. Like, we were just... We were doing our best to
167:45
hire database programmers, you know, 'cause we just didn't know how to deal with the sheer scope of the game. But when you're an individual
167:57
like... And at that time, like I mentioned, there were multiple exoduses of
168:01
people who quit Blizzard. They went and formed a couple notable studios. One was Carbine the other was Red 5. And we lost, like,
168:13
kind of our core people. Like, when Red 5 started,
168:17
that was our team leader, that was Mark Kern and our art director,
168:21
Bill Petras, they quit. When Carbine started, it was, I think all of our animators and some of our
168:28
best programmers and... Like, it's really demoralizing when you lose team members like that, but then we were also
168:36
underwater. Like, the servers aren't running, We're not able to keep up with demand,
168:44
and we had to start putting patches out, and now we're making patches
168:48
like... For a while we had one animator who stuck around, and then eventually he left also, but you're doing
168:56
like, okay, we gotta now do a patch without an animator. A lot of our art team was
169:03
gone at that point, and you're trying to keep the ship afloat
169:07
and the morale was just in the shitter. Like, everybody
169:11
felt very down on Team Two, the WoW team was called Team Two, and that we had somehow failed. And during that time,
169:23
there was this idea to do BlizzCon, and the way that started was
169:30
EverQuest had done these, like, meetups because they knew it was, like, a big
169:34
guild social game, and people would get together at like some hotel
169:38
ballroom and you'd sit with your guild at like a banquet room table.
169:44
And to give credit where credit's due, I remember sitting in the meeting
169:48
for what was to become BlizzCon, it was Pardo who
169:51
said, "Blizzard's bigger than that. We're not just one game, and I know everybody's focused on World of Warcraft
169:59
right now, we should do BlizzCon." And at the time, we had a game called StarCraft Ghost was in
170:06
development, and that was getting ready to show, and there was
170:10
Frozen Throne, which was the expansion to Warcraft III, but,
170:14
like, we knew we were gonna make StarCraft II. And then there was
170:18
a lot of motion happening with Blizzard North, which is a whole
170:21
separate story, but there was like, hey, we could really do a cool show-
170:27
... that's this BlizzCon thing. And at first, we kind of announced it and it just was crickets. You know when you're, like,
170:34
excited about something, you're like, "Man, everybody's gonna love. Like, we're
170:38
doing BlizzCon," and everybody's kinda like, "Crickets. What's BlizzCon? Who cares?" And we're
170:45
idiots, we're reading the forums, and the forums are just flaming us all the
170:49
time, like, "There's lag on this server and can't log into that server." And that's, that was our perspective of what was
170:56
happening. And then, like I said, give Mike Morhaime credit where credit's due. He kept us committed to that
171:06
launcher, and they put the BlizzCon tickets on the launcher, which
171:10
they hadn't done before. It was on the website. And so everybody who logged
171:14
into World of Warcraft suddenly got this like, "Hey, we're
171:18
doing BlizzCon in Anaheim, do you wanna come?" Sold out instant. Like,
171:25
instantly sold out. And when I showed up at that show, it... One of the
171:33
most emotional things in my life. It was nothing but an outpouring of love.
171:39
And up until that point, your perception was, because you're
171:43
just reading online and it was... The perception is such hatred, because
171:50
people who are passionate online, they express themselves in the harshest ways 'cause it gets attention. You know,
171:58
that's the lesson I should've learned from my early days.
172:02
And it's such an unfortunate thing, because then you met these people in person
172:08
and they loved World of Warcraft. And all they wanted to do was talk about World of Warcraft and hear about
172:16
what was coming next and be around other people who loved World of Warcraft, and-
172:22
- It's incredible. It's a fascinating theme, to me, about human nature, and it's
172:26
absolutely true, and I wish there was a thing that could be solved. But then again,
172:29
maybe not. Maybe that's just the way it is. But in
172:32
person, all of the people that are passionate about a particular topic, and whatever that topic is, it could be
172:39
games it could be at conferences, technical conferences, they're all mostly full of
172:46
love. And just the way they talk about stuff, they nerd out.
172:50
Even the disagreements are drenched in this, Respect and appreciation and love for the game, for the
172:58
game, for the topic. And online, you're right, I don't know if
173:02
it's because of popularity or clicks or so on, but
173:06
it's just the way of speaking on the internet is more mockery and-
173:12
- Cynical. - If you say, "I love this thing. Here's an apple. I love apples," or, "I love
173:21
bananas. I love fr..." Like, "I love X," whatever. You just get made fun of.
173:27
You get... And so the lesson you learn from that is,
173:31
"Well, I'm just not going to speak up when I love
173:35
something. I'm going to instead speak up when I, maybe how much I hate another thing that's similar to it."
173:41
Or maybe join in when we're making fun of a particular quirky
173:45
thing, about, "Don't you hate it when bananas are too ripe or
173:48
too..." Versus like not saying the, calling out the elephant in the room is, "We're all gathered here today 'cause we love the thing."
173:58
It's interesting. It's that aspect of the internet that I think is jarring to a lot of
174:02
people depending on the game, but if you go to Discord or Reddit or so on,
174:07
in the communities that love a particular video game, there's a... If
174:11
you're not used to it, and I don't often go, so when I go it's like, "Wow, there's a lot
174:17
of, like, pretty intense kinda mockery and derision and so
174:21
on." But you get used to it pretty quick and you understand it. I just, I wish there was more
174:24
love. - I feel bad because I played a role in the earliest development of some of
174:32
that online culture. It really was social media before it was called social media.
174:40
You know, I ran a... Uh, I actually, I had this
174:43
reputation for being edgier than I really was. Um, there were a couple notable posts that survived
174:51
30 years that people like to look back on but they don't look back on the ones
174:58
where I'm just being chill. And that's unfortunate. I think a lot as a game designer about the
175:05
design of social media. And unfortunately, social media in general is designed in such a way where
175:15
the maximum hyperbole works, and that's how you get the most points is by being max hyperbolic.
175:27
And usually, unfortunately, it's more in the negative direction than the positive direction. You know, if
175:35
I say, "That's a pretty nice mug. I've seen nicer,
175:43
but I like this one," no one's interested in that. I have to either love this thing, or
175:50
better, this thing's a crime against humanity- ... in some way. And it's very self- reinforcing
175:59
and everybody sort of feeds into it and- - Especially when you're young. I got to see this kinda interesting thing. So I was
176:07
at I, I spent, that's what we're talking about, you're from Pasadena, so
176:10
I've been spending a lot of time in Caltech and working on robots, and we get to see students come in from high school. Uh,
176:22
undergraduates come in and, like a tour, hang out with the
176:25
robots. And middle school also. And the interesting thing you see, the younger that they are, the more prevalent this effect, which
176:37
is all of them are kind of afraid to show that they think a
176:42
thing is awesome. They're all... You could just feel they're checking, "Is it okay?"
176:48
So they're, they're kind of like the default mode is
176:51
whatever, this, everything is stupid, this is stupid. You know, that, 'cause that's the safe place to be. It's
176:59
a real act of vulnerability. I would say it's an act of courage, especially for a
177:03
young person, to be like, "Holy shit, that's awesome." Like, I'm
177:07
gonna, if I think this is awesome, I'm gonna be the nerd, I'm gonna take the risk and
177:11
be made fun of for saying, "I love this," in that case,
177:15
it's, "I love this robot." So that's a actual psychological effect that also young people are dealing with, in-person
177:22
also. So I think, I just wanna say, for young
177:26
people listening to this, be vulnerable, be courageous and say you love a thing if you love a thing. And do more
177:33
of that on the internet, I think. Um, I think people
177:37
make up the internet, people build the internet, and young people, more than
177:41
anybody else, define the future of the internet. So put more love out there in the world. If you love a video game, if you love
177:48
Overwatch, say you love it. - I couldn't agree more. You know, as somebody who's taken a lot of
177:54
heat online, like any game developer, you just get destroyed. Doing what you do, you must get destroyed, you
178:01
know? And it doesn't matter, you get 100 compliments, it's the one, you know, you're... And you're
178:11
supposed to read it and supposed to be fine with it and have it not affect you.
178:15
It'll stay with you for years, you know? I have those. And I
178:19
think of it, like the cheesy, the cheesy way I think about it is
178:23
like, is there some kind of social Darwinism going on? And my big worry is
178:31
that there are creators... Like, now being a creator of anything, writer,
178:38
musician, you know, make online videos, whatever- whatever creator means to you, make games. Now part of the skillset is being able to
178:50
weather like a fire hose of criticism like the world has never seen. And
178:56
I make up these scenarios in my head of like, would van Gogh have
179:03
existed if, you know, Reddit and all these things were out there commenting on... Like, how many
179:13
people were able to communicate with Beethoven in his lifetime, or in a
179:20
week? Like, how many influences could comment on his music directly to him?
179:27
Versus like if I want to insult Brad Pitt right now,
179:33
I can just go on 10 different devices and do it. And it's like
179:38
that level of access is very dangerous, and I worry that there is a whole group of
179:46
people who's receding from us that will never see the brilliance, and they're being shut out
179:53
by the negativity. There's a very real example, was Jay Wilson, who I
180:00
think is one of the great design minds, who was the game director of Diablo
180:06
III. And he took so much heat, it just affected him to the point where he essentially
180:14
retired from making games. Went and, you know, wrote novels. I was very happy for him because, you know, I'm glad he
180:22
found his place, and I think he's getting back into
180:25
making games now. But we lost, we essentially... Like, think how many people loved Diablo III
180:33
and played the shit out of Diablo III. And Jay is one of the people you have to thank for that. And
180:41
yet that community basically removed him from making games for like 10, 15 years, and it feels criminal to me.
180:50
- Yeah, absolutely. They... So this is a call to action,
180:54
again. People out there, support, especially young creators, support them. They need it. Like you
181:02
think negativity has no cost, but it does. You're robbing the world of some of the great creations. And also,
181:09
allow creators to suck and to improve. Because that's what the
181:16
process of creation is like, is to take risks. To
181:20
and take risks meaning being vulnerable, being cringe. To doing the thing that like, the embarrassing failure
181:29
where you're standing there on, you know, in a in a silly clown outfit, on stage, dancing, and
181:37
nobody, and nobody's laughing. And it's a, it's... Comedians go through this all the time, when... They talk about this all the time, when they bomb,
181:45
right? They, the act just doesn't work, and you have to go
181:49
through that. And you have to, you have to support the creators
181:53
through that journey. In order to have great things, we need to support those
181:58
folks. So, after shipping WoW, Wrath of the Lich King, again, many consider it to be one of the great
182:06
expansions for WoW, you stepped down as WoW's game director and
182:10
switched to developing Titan. This epic huge game that promised to be the, sort of the MMO to end
182:22
all MMOs. Um, I mean, it's kind of a legendary vision for a game, right? It's
182:29
gigantic. With a lot of, like you said, a brilliant team, a team that's now
182:36
hardened and knows how to do a great game. But it was canceled after seven years in
182:43
development. So, tell me, what was the vision of the game and what happened?
182:47
- Sure. So, as we were experiencing success with World of Warcraft, there was this concept in
182:55
the studio that WoW wasn't gonna last forever. WoW would be maybe successful for five years, and eventually kind of
183:03
age out.And the studio would be real, in real trouble if we didn't have another massively
183:10
multiplayer online game sort of waiting in the wings. So starting
183:16
around, I wanna say 2006, maybe 2005, um, the talk of starting a team
183:29
really picked up momentum, and we were working on Burning Crusade.
183:36
Uh, Rob Pardo took the helm to start sort of
183:40
Titan development. We didn't even really have a team then. And I remember,
183:47
being like embroiled in Burning Crusade and going to Titan meetings, and Rob pulled a group, you know, from
183:55
kind of across the company, and we started talking about what
183:59
this next MMO could be and when it would get going. And
184:06
eventually, it started in earnest, like real development, around 2007. The first team members
184:13
joined, and it was a real ambitious project, including like
184:17
building a new engine from scratch. I think maybe the
184:21
first team member was a guy named John LaFleur, who was just a
184:27
stellar game programmer, and the engine, which ultimately failed for Titan ended up becoming
184:35
the engine for Overwatch, which is a great success story for
184:39
him. And the idea behind the game, it was gonna take place
184:45
in future Earth, and the players played as secret agents.
184:51
And by day, they all had day jobs, and by night, they went off and did cool secret agent stuff. And the secret agent
185:03
stuff was very first-person shooter, but over-the-top abilities, Like you would see in Overwatch, because that's where they came from.
185:14
And the by day stuff, we were gonna let you run businesses.
185:18
We took a lot of influence from games like Animal Crossing, Harvest Moon, the
185:25
Sims. We had a brilliant game designer and game director named Matt Brown, who
185:33
was the creative director on the Sims. He came over. And so we had this vision that there was gonna be all this like daytime
185:43
business house stuff. You could build a house. You could live in a neighborhood. Um,
185:52
and beyond that, there was also a vision on the
185:56
technical side, game design and technical side, that unlike World of Warcraft, which the modern day term for
186:03
it is that it's sharded. Mm-hmm. So meaning people play on different realms or servers. In a WoW
186:10
server, I don't, I haven't been on that team in a very long
186:14
time, but back in the day, you might have 5,000 people on a WoW
186:17
server before they'd have to spin up another WoW server. The big idea behind Titan is that
186:24
everybody would play on one server. It was a one server,
186:28
one world game, and the world was massive. It was gonna take place in future Earth,
186:37
and we were literally building like, we had what we called Bay City,
186:41
which was San Francisco. We had, you know, Hollywood, and then we had to build all of California
186:48
between that, and we also wanted to build like Cairo and London.
186:53
And there's this realization of like, how do we connect all of
186:57
these? The game had driving in it, like full-blown, like GTA-style
187:04
driving. It was such a gargantuan, huge undertaking with a brand new engine, a brand new team, a brand new IP,
187:18
intellectual property, you know, setting, which we really wrestled over. Like, the amount that the IP
187:25
just, you know, trying to figure out, like, are there aliens or
187:29
not aliens, you know? Like, all that sounds kinda dumb and
187:33
fun, but when you're building a game, like you, especially
187:37
world-building, you have to have rules. That's- that's what makes
187:40
world-building work, is that like, this exists in this world, and this
187:44
doesn't, and you know, why? It's like, 'cause someone said
187:48
so, and just the way it needs to be. But that
187:51
development started in 2007, kind of as ideation, brainstorming, early work. Really got
187:59
going in late 2007, and then I had to ship Wrath of the Lich King,
188:06
And it was... We had the like, we always did like a champagne toast. Uh,
188:13
I still remember it because it was Election Day. I think it was like
188:17
Election Day and my birthday, and the day Obama got
188:20
elected, and then I left the WoW team on that
188:24
day. It was like memorable in all those ways. And then
188:28
I joined the Titan team, and that game, we went on, like the fast-forward part of that is we shut it
188:40
down in 2013. That was one of the most painful development processes that I've
188:48
ever been a part of, and probably, probably deep into 2009, I knew that the game in its current form could never
189:01
ship and would never exist, and by 2010—Like after numerous
189:10
times trying to convince the powers that be that, like this game is not gonna happen, it's in trouble.
189:18
I remember going to Mike Morhaime in 2010, and, like, you're going to the CEO
189:26
of... You know, at that time, Blizzard was big company, and I'm
189:30
like, "You gotta shut us down. We're just gonna burn money."
189:35
- What was your intuition about why? So like from my understanding, there was
189:39
a few issues. So one, with such a gigantic world, which by the way, is
189:43
a beautiful dream, this kind of universe simulator, because I love... Every game you
189:47
mentioned there is great. I empathize with the dream. I would
189:51
love to play that game. But one of the issues, as I
189:55
understand, was that it was unclear what, like, the quest flow is. Like what are you supposed to really do
190:04
in this game? What's the thing that connects all of the pieces together?
190:08
- So it was a multifaceted failure for- for many reasons. Ultimately,
190:16
the failure of Titan lies with leadership, team leadership, myself included. Like, there's just
190:24
no getting around that. And then on top of that, like, a lot of games you can point to as being like an
190:31
engineering failure, like the, you know, the servers didn't work-
190:35
... or like an art failure, like no one responded to the look of the game, or a design
190:39
failure, like the... it's just not fun or it's tuned poorly. We failed on art,
190:46
engineering, and design, and I'm cautious about calling out art because some of the best art ever made at
190:54
Blizzard was made for Titan. My criticism isn't of the art that was created. My
191:00
criticism is that we never had any art cohesion, so the art looked like it could've come from 10 different games.
191:08
- Mm-hmm. And we should say it cost $83 million across those years. So a large team
191:19
doing a lot of stuff, but not converging towards a game that could actually ship.
191:24
- Correct. As, like, a game designer, I use semantics a
191:28
lot and I like to define my semantics so people know where I'm coming
191:31
from. Talking about ideas versus vision for a second, ideas
191:39
are easy. Ideas, you know, I can have 10 in 10 seconds. You know, let's make a 2D
191:47
platformer about a mouse, you know, whatever. Like, you can... A secret agent
191:54
by day is, you know, doing all this cool shooting stuff, by night
191:58
is running a flower shop. You know, ideas are just infinite. At least on creative teams, you know, you
192:06
have no shortage of ideas. What I call vision is the ability to not only
192:14
take a great idea, but shepherd it into existence, and you're doing that through
192:22
inspiration first and foremost. If you need a team to make
192:25
it, you need a team to believe in the vision of the
192:29
idea. And then there also has to be a technological plan
192:35
for the idea. There has to be a design plan. There has to be an art style for the
192:39
plan. There has to be a pragmatic production reality to the plan. And Titan
192:47
kind of was like that was the hubris of Blizzard in that era at its height of,
192:58
you know, we were over being hurt about, you know, World of
193:02
Warcraft. I don't know if people are gonna like it. And we were now in the
193:06
era of, like, we made World of Warcraft. We can do no
193:10
wrong. This next thing is gonna be the best ever. And there was also a lot
193:17
of what I call anticipatory hiring- ... or, like, there's opportunity hiring and then there's also
193:25
anticipatory hiring. I have the exact opposite hiring philosophy. I won't hire anybody on
193:32
any team until, like, we're feeling like we gotta work
193:36
overtime or, like, we might not ship if we don't get, you know,
193:39
somebody else in here. And Titan kinda had that hubris of like, well, we're
193:46
gonna build a really big world. We don't know the story of the
193:50
world yet. We don't really have it mapped out what it should be
193:53
like. We don't have the art style really defined. We don't
193:57
know technically how we're gonna make the art or what the constraints of it
194:01
are, but we know we're gonna build a really big world, so let's
194:04
just start hiring environmental artists. And, like, in one year, we would hire, like, 70
194:12
environmental artists from all over the world. You know, we're getting
194:16
visas and, like, the top tier talent 'cause at the height of World of Warcraft and nobody knew the team that
194:23
they were coming on. It was Blizzard's next MMO top secret and they, you know, their first day at work, like
194:30
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
194:38
making World of StarCraft? Is that..." And they're like, "No, dude. Let me show you it." And he's
194:42
like, "What is this game?" You know? We were in that
194:46
world, and we hired way too many people. The right way to incubate a video game
194:53
is you have the smallest group possible and you try to get the idea across with
195:01
whatever technology you can get your hands on, using other
195:05
engines, using art from whatever. You prove out that idea, and once you know what you're doing, then you expand the team.
195:16
You know the cliche of idle hands is the devil's work, or whatever.
195:21
You have this, like, brilliant team, huge, and we don't have a road map
195:28
for what we're making or how we're gonna make it. And
195:32
now you're having to deal with all these people. Like, they're coming into
195:36
your office, you know, you're trying to figure out what is the quest flow,
195:40
what—how do I design the quest system for Titan, how can we prototype
195:44
it? And we're like, "Oh, this prop artist over here is running out of stuff to do. What props should he make?
195:51
Should he work on Chinatown or the Hollywood set?" And you're just making up busy work.
195:59
The engine didn't work. When we would run play tests on Titan,
196:06
we would have to tell the team, "Stop checking in because it slows us
196:10
down." We had this really great technical artist, a guy named Dylan Jones,
196:16
and he was on Titan with us, and I remember in, like, the
196:20
last days, we asked him, because he was a very active
196:24
user Titan editor was called Titan Edit or TED which is, to this day, TED is the
196:32
proprietary tool for Overwatch, since Overwatch came from the Titan engine-
196:37
... which was Tank. And we said to Dylan, "I want you
196:41
to log your uptime in the editor, in TED." And in a 40-hour
196:48
week, he was only able to work for 20 hours.
196:53
And you can imagine, you're building a team of the best and the like, the
196:57
best in the industry, and they can't work. So not only are you just burning cash
197:03
faster than anybody on the planet, it's also, like, imagine having fighter pilots, but we don't let them fly.
197:11
Like, the creative frustration and the way that that manifested itself, and
197:19
how demoralized the team got, it was a disaster. - And so many elements of that were done completely
197:27
differently for Overwatch, which turned out to be this incredibly masterful execution on a short
197:35
timescale with a small team with a clear vision. I read that sort of if you- if you were to compare
197:42
Overwatch and Titan, sort of the defining characteristic for the Titan team, they said yes to everything, and the Overwatch team said no to
197:50
everything. Meaning focus, like deep, deep focus on the execution of a
197:54
very clear vision. And maybe that's the process of designing games, like you said, is, you know on a team that's full of incredible
198:04
ideas because it's creative minds, it's constantly saying no. It's a really
198:08
painful process, but perhaps it is the responsibility of leadership to just keep saying no. Which
198:16
sucks. I guess it sucks to be a leader on a team in that sense,
198:20
because you're constantly saying no. - The being a creative leader, you're in two
198:25
modes. You're pushing or you're pulling, and whatever mode you're in
198:29
is the exact opposite of the team. When they're not thinking outside the box enough or, like, elevating the
198:39
vision enough, that's when you're pushing them. Like, "Come on guys," you
198:43
know, "don't worry about the schedule. We got—" you know, "capture
198:47
hearts and minds, inspire people." And when they're going a
198:51
little crazy and they... Endless source of great ideas and really fun development, that's
198:58
when you gotta pull and say, "Guys, we need to ship this. The best
199:02
feature we can add for the player is shipping." That was a
199:06
common phrase that we had. - So when Titan was canceled, I mean that must've been a
199:12
gigantic heartbreak for everybody. And there was this moment when
199:17
the plan was for the Titan team to be disbanded and moved
199:21
elsewhere, but you fought for for keeping some part of the Titan team, the core of the team
199:28
together, and Mike Morhaime gave you six weeks to come up with a pitch for a new game. And you've talked about this
199:36
process, and you've mentioned that there were three possible ideas, directions you were thinking about. A StarCraft MMO
199:46
maybe an MMO in a new IP called CrossWorlds, and then the third idea was
199:52
Overwatch. Can you take me through those six weeks? - Yeah, the six weeks, it's... It was supposed to be the greatest
200:00
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.
200:10
So that sounds awesome, like, to everybody at Blizzard, to all
200:14
game developers, it sounds great. But we were probably the
200:18
most demoralized we'd ever been in our careers. At least I was, you
200:22
know? I didn't know if I was gonna be fired. I didn't know if that was the end of my
200:26
career at that point. And so it was like a really serious, kind of dire
200:34
environment that this was happening in. And we were given two criteria that we had to hit for these pitches. The first one was
200:45
that we had to ship within two years. And that is a very ambitious timeframe for
200:52
any game. - Yeah, crazy. That's crazy. - But for a Blizzard game, it's kind of insane.
200:57
And then the second... Okay, the second is even more ambitious and crazy, was
201:05
whatever we made, whatever we pitched had to have the
201:09
potential to have World of Warcraft-like revenue. - Yeah. Right.
201:14
- And to date, at that point, there was one game that had World of
201:18
Warcraft-like revenue, which was World of Warcraft, so...Immediately, I just threw out the revenue thing
201:24
'cause it's all fucking Monopoly money to me. Like, this game money is... It's insane, and I just don't think
201:31
about it. That's someone else's problem. But I did want to be as realistic as
201:39
I could about the schedule part of it. So most of our team, the
201:43
Titan team, was 140-some people. Most of that team got moved to go work on
201:51
Heroes of the Storm, the D3 expansion, World of Warcraft, Hearthstone. So immediately,
202:00
a large number of the team was gone. Then we had a bunch of, like, what we called temp
202:04
loans- ... people that someday were gonna come back to us, but we loaned off for,
202:08
like, six-month tour of duty. And then there was a very small
202:12
team. There was a group of engineers that was mothballing
202:16
Titan, so it exists somewhere at Blizzard at that point. And they were also deconstructing the
202:23
engine because they knew it didn't work anymore, and to make a
202:27
new game, it had to be way reconsidered to sort of what it is
202:33
today. And then there was a very small creative group that was supposed to come up
202:38
with these three pitches and given six weeks. And we just sort
202:42
of arbitrarily decided, like, let's spend two weeks on each
202:46
pitch. The ground rules that I sort of led with is you have to be all in for the two weeks on the
202:54
pitch. So if we're... You know, pitch one was a
202:58
StarCraft MMO, and we have to live and breathe and want
203:02
it more than anything. And I kind of warned everybody. I said, "At the end of
203:06
this two weeks, you're going to think this is the only game idea,
203:10
and you're not going to be invested in the next, but we're going to throw it out as soon as we
203:13
finish it and do the next one." And the StarCraft
203:17
MMO, I actually really loved that pitch. It was called
203:21
StarCraft Frontiers. And the concept was, like, less of you're playing, like, space marine. Like, it was less armies.
203:29
StarCraft the RTS is always about the three races and the giant armies.
203:34
And kind of what made WoW wow and separate from the Warcraft RTS series was that
203:42
instead of being, like, a footman in the army in World of Warcraft, you were like a
203:46
lone adventurer, you know, make your mark on the world. So we had this idea, it was this old Chris Metzen drawing of a space
203:56
prospector. And I love that idea that, like, somewhere out in, like, where all the giant StarCraft battles were
204:03
happening, you know, thousands of Zerg and Protoss and Terran, there's, like, this, like, lone prospector on some planet, like, going
204:14
through, like, a mysterious dungeon- ... you know, looking for minerals but finding monsters. Like, it was that
204:21
kind of spirit of- - That's awesome - ... more on the ground level.
204:24
- I didn't even think about that because my intuition with a StarCraft MMO would be the
204:28
soldier as part of the army, right? The prospector. That's such a beautiful
204:32
vision. Yeah. - Yeah, I— - Looking for the resources and on the way finding the monsters.
204:37
- You want to be on the ground— Like, what's it like on the ground floor?
204:41
And I don't want to be a minion in a giant army. I want
204:45
to— I want to be Indiana Jones in space, you know?
204:49
- Nice. - Um, so then there was this Metzen picture of the
204:52
prospector, and then two of the most amazing artists, Arnold Tsang and Peter Lee.
204:59
Arnold's the great character artist. Peter Lee's the great environment
205:03
artist. They did this concept art for Frontiers that was Metzen's space prospector. He's smoking a
205:11
cigar- ... and he's got his foot on a Hydralisk skull.
205:15
- Nice. - And then there's, like, a Medivac in the background, and they're on this, like, big
205:19
alien planet. And, like, that picture, you just wanted to
205:22
like, "Here's my money. I'll pre-order now. Like, sign me up for that game." Um,
205:30
that picture ended up being McCree from Overwatch. We redid it.
205:37
- Nice. - Um, but, but yeah, that's where McCree actually came
205:41
from. So that was the StarCraft Frontiers idea. We kind of, we went
205:45
all in on the design. We had a world design. We had class design,
205:49
like how, how the classes would work what progression might look like. And you also have to think when you're trying to
205:56
design an MMO, like, what could expansions and live content be
206:00
like? And we put together a really good pitch. We all knew there's no way you can make this game.
206:07
Like, this, even though it was more focused than Titan, it's five years on
206:14
Blizzard's best day with nothing going wrong, in perfect scenario, five years to make that game probably with, you know, 150 to 200
206:25
people. Like, these 40 people are not making that game in two
206:30
years. So as much as I... Like, again, that was an idea,
206:34
not a vision, 'cause it lacked, it lacked the path to reality, you know? There-
206:40
- 'Cause that's a legit large-scale MMO in a world that you haven't quite
206:44
developed in the way that an MMO needs that was really crafted
206:48
for the arts or the real-time strategy formulation of StarCraft. And it's in
206:52
space. It's- It's... It would, it would take... I mean, it would be incredible, but it would be a five-year and
206:57
realistically even more. - Like, an endless thing that you'd spin on on that team. You're making the
207:02
StarCraft game. How do you get from planet to planet?
207:05
Is it a cut scene? No one's going to want a cut scene, but we
207:09
should probably make it a cut scene because that's easy, but well, we gotta have space
207:13
flight. That... You're adding, like, three years just by saying, "We gotta have space flight."
207:18
- You are. Yeah. - And then how do you make a space game without space flight? We've all played
207:23
them. We know, we know those games, so. - So are you essentially, when you're brainstorming like that, and by the way, such an
207:29
incredible thing, for two weeks, you're just really falling in love with the game
207:33
altogether and trying to figure out if it's actually possible. So if you're
207:37
developing that, are you just constantly trying to say, like, "What is the
207:41
simplest possible thing we can do that's a complete world?" Like, are you constantly trying to simplify or you're allowing yourself
207:48
to go big? - So when you're brainstorming and you're with the team and you're the
207:53
creative leader, it's, "Guys, what's fucking amazing?" What's big? What do players need? There's a Blizzard
208:04
design value called "What is the fantasy?" What is the fantasy? You want to be in space.
208:10
you want to be in the StarCraft universe, and then your job as the game director,
208:17
and if you have a great creative director, art director, tech
208:21
director, the director should be scoping it back into reality. The mistake I see on a lot of game
208:29
teams is scope becomes a production problem. You give it to the project managers or the executives
208:37
or the producers to say, "No, there's not enough time." Or, "You guys should hire more," 'cause-
208:44
- Right. - Like, what do executives, what do those types
208:50
have at their disposal that they can hit you with meetings in Outlook
208:54
and tell you that you can hire more people? That's not really how you get
208:58
the game made. - That's why they get paid the big bucks.
209:02
- The scoping, your best-case scenario is when your tech director, art director, and game director are doing the scoping.
209:13
Um, because then you know, like, this part we gotta spend big
209:17
bucks on. There's no getting around it. This part we
209:21
can cheat. If you have a giant team and one
209:24
guy's job is just to make props, you know, crates and chairs,
209:29
that guy's going to make the... You know, that's a triple A awesome
209:33
developer who's going to put his heart and soul into it. If you let
209:36
him, he'll take, you know, six weeks to make a crate.
209:41
You have to have that moment where you're like, "I kind of need 200
209:45
crates. So just spend, like, a couple hours on that one." And that's a hard thing to say to somebody.
209:52
- You're doing this kind of scope carving while also
210:00
talking about what is the fantasy. So you're, there's a tension there that you're constantly dancing with. So you're allowing
210:06
yourself to think big, but then sculping it down, and doing that, what, on a
210:10
scale of days in this case, like? - Yeah. We had two weeks, so, and I don't think
210:16
we were... I was working on weekends, but we weren't getting the
210:19
group together. So it's, you know, like 10 working days.
210:24
- And then you, like, shut it off and go to idea number two?
210:27
- Yeah. Idea number two was Crossworlds. That was a Metzen vision for a universe,
210:35
and, like, I'm glad Metzen's back at Blizzard, and I hope they make this game someday.
210:43
The way Chris described it was there's a planet on the edge of the universe
210:50
that's like the Mos Eisley space port with all these, you know,
210:54
freakish aliens and people from all walks of life- - Nice
210:58
- ... and it's kind of seedy and criminal. And there's traders and smugglers and diplomats
211:04
and... But this one planet is sort of the planet that
211:08
they've agreed to like meet on, and this is like the neutral
211:12
place, and then the game was going to take place on that planet, so-
211:16
- This is awesome. - Yeah. So that was more of like a world IP driven one that
211:21
was really inspired by Chris. - And that allows you to play with different characters, different... I like
211:27
that, I like that idea a lot, because it's the meeting place
211:32
of different worlds, and then you can allow your imagination to drive
211:36
what the worlds from which they came from are like. So you don't
211:40
have to design those worlds. - No, you, you don't have to design them, but then they're yours. Like,
211:45
if the players really are reacting to, like, the Green People planet-
211:49
... or whatever, and someday you're like, "Hey, what expansion should we make?"
211:52
"I don't know. Green People planet." - Green People, yeah.
211:54
- Like, "Let's do it." - I like it. - So it was actually that, it was CrossWorlds, we were working on CrossWorlds,
212:02
and like the StarCraft Frontiers, you know, for for Frontiers, we were having the class meetings, you know, how class progression work,
212:10
like, the game designery stuff. And on CrossWorlds, we were having a class meeting of, like a big decision in, like, RPG
212:22
type games is always, are you doing, like, skill based or class based?
212:26
And it's usually some combination of those, but class based, you're
212:30
like choosing, "I'm going to be a warrior, therefore I use sword and
212:34
shield, and I do these things." Where more of a skill base is everybody's kind of an avatar, and then
212:41
the skills that you pick define, so I might take
212:45
that I know how to use swords. So you're kind of making those decisions,
212:49
and with all things game design, there's no right or wrong.
212:53
It's all trade-offs. So the trade-off decision we were making is like, "Oh, I think we want to be class based with this
213:01
CrossWorlds thing," and we were in a design meeting and one of my favorite designers of all
213:07
time is a guy named Jeff Goodman. He was one of the original
213:11
WoW encounter designer, he designed like Onyxia and all the
213:15
big raid bosses. Like, if someone has a favorite raid boss, Jeff
213:19
probably designed it. And he just kind of off the cuff said in this meeting, "He
213:26
said, "I wish instead of making, like, six classes, I wish we could make 50 classes.
213:34
And I wish instead of having, like, you know, 100 abilities on the classes, the
213:42
50 classes all just had, like, one or two things that was really
213:46
interesting about them." And then the class meeting ended. Like, we designed our six classes in that meeting, and then the
213:54
meeting ended. And I was back at my desk, and it just stuck with me what Jeff had
214:02
said about the way he wished he could design the
214:05
classes. And then I also had... We had this directory of all the amazing Titan art.
214:13
And I started pulling up Arnold Tsang's characters. Arnold's vision and his art is second to none. And I started taking some of the old
214:26
Titan characters that we had designed. We had a class called the
214:30
Jumper, and the Jumper could, like, teleport forward and rewind time and come back. And the Jumper used
214:37
dual-wield pistols, which was, at the time, designed after my dual G18s from Modern Warfare 2. It was my favorite loadout.
214:48
Uh, I was just cribbing Infinity Ward. That's where Tracer's guns came from.
214:53
And we had all these, like, different guns, like, some that bloomed and some that, you
214:57
know, had this, like, really crazy recoil, and we had other
215:01
types of guns. And I took every version of, like, the
215:05
Titan Jumper, and I just distilled it into what I thought was the best version of the Jumper,
215:13
which was, you know, the dual-wield pistols, the blink, the
215:17
recall, and time bomb. And then I took Arnold Tsang
215:21
art, and I went, you know, to Arnold, and I'm
215:24
like, "What if this wasn't, like, a class? You know, who is
215:28
this as a person, not a class?" And Arnold, "Uh, what if she's British, and her name's Tracer?" And, like,
215:38
that was the origin of Overwatch. And some of the pragmatic part of that was I knew that
215:46
Geoff Goodman was gonna be on this team, and I knew that
215:50
Arnold Tsang was gonna be on this team. And it's a play to your
215:54
strengths moment. Like, what could we make in two years with the talent we have,
216:02
and what is realistic? Like, what could we realistically make?
216:07
And so then I just sat there, and I sort of I went through a bunch of Titan classes
216:16
with a guy named The Gunjack, who was... became Reaper. We had... Actually, the
216:23
Ranger got split out and became 76, and became Bastion of all things.
216:30
- You're describing the game of Overwatch where exactly that vision from that meeting-
216:36
- Yes. - ... came to life for you. As opposed to having a small number of classes
216:40
with a large number of skills, you have a large number
216:44
of heroes with each their distinct look, distinct set of skills.
216:50
- Yeah, and persona- the personality was a big part of it, like
216:54
capturing... This isn't some generic, the Jumper. It's this person, Lena Oxton.
217:01
You know? And she has a life, and we're gonna, you
217:05
know, make you interested in her. - Yeah, there's, like, a deep backstory. And that's also what's interesting about
217:11
Overwatch, is that backstory is not, like, revealed in, in a direct way. It's, it sort of, like, seeps
217:20
in indirectly throughout the game. So, the backstory is implied almost.
217:25
- Yeah. - And it's told not directly. So, there's a lot of ideas like this. And so you're...
217:29
This is the thing that the team converged to. - Yeah. Well, and it was funny because, like, we're having these Cross
217:36
World. Like, people are, you know, writing design docs and doing
217:39
concept art for Cross World. And, you know, we'd have some brainstorm meetings every
217:43
day, and I put together... It was a seven- page deck,
217:48
Overwatch deck. And it was called Monetized Shooter at the time.
217:54
- Yeah. - And it just said, "Monetized Shooter." And then the
217:59
first slide was League of Legends plus Team Fortress 2 logos.
218:04
- Yeah. - And then I had, like, six heroes, like, sloppily
218:08
designed. And as everybody was working on Cross Worlds there were two, you know, co-leaders of
218:20
that team for... There was, you know... Chris Metzen was there,
218:23
and Ray Gresko. And I remember Ray coming over. Uh, Ray is, like, a phenomenal
218:31
game developer of all time. He, like, wrote the Dark Forces
218:35
engine, was the production director on Diablo III. He and I killed Titan. And then
218:43
he's at my desk looking over my shoulder, and he's like,
218:47
"Well, what are you working on? Is this the Cross Worlds pitch?" I'm like, "No, this is, like,
218:51
another idea that I'm just working on on the side." And I show him the seven
218:57
slides, and he just looks at me, and he says, "Go show Metzen this.
219:04
This is what we should make instead." And then I went and I showed Metzen, like,
219:12
"Hey, this is, hey, this is just an idea." And then
219:16
Metzen was like, "Yes." You know, like, "This is what we should make."
219:20
And I showed Arnold, and it was Arnold's art. And then
219:25
Ray tells me, he's like... 'Cause we would- Every morning, we'd get the team
219:28
together 'cause we were in this dire, you know, dire straits, and we're
219:32
midway through at that point. And Ray and a producer named Matt Hawley said, "Tomorrow morning at the meeting,
219:40
you're gonna pitch this Monetized Shooter idea." It was called
219:44
Monetized Shooter because originally when I pitched it, it was free to
219:47
play and you had to buy the heroes, which is fucking
219:51
terrible, but at the time, I actually thought that was a good idea.
219:56
And I'm walking down the hall with Matt Hawley to go, like, pitch this
220:02
to this group, you know, out of- we're supposed to be working on CrossWorld, and they're like,
220:06
"You gotta pitch this idea to them." And Matt Hawley stops me in the hall and says,
220:13
"You, Jeff, you cannot go into that meeting. I refuse to put up a deck in front of the team where the first slide
220:21
says, 'Monetized Shooter.'" "They'll hate that, and that's not the spirit of who we are-"
220:29
"... as, you know, creative devel-" And I'm like, "Yeah, you're right." Like, well no one was
220:33
supposed to see his deck anyway. You guys are all looking over my shoulder. He's like, "You need to put a
220:38
name on it." I'm like, "It's Overwatch." Like, right on the
220:42
spot, I said the name was Overwatch. And where that had come from
220:47
was when we were working on Titan, I was really angry about this. We did this
220:52
fake... I did not do this, another leader on the team did
220:56
this, of this fake, like, we're gonna put up whiteboards and everyone gets to vote for their favorite name for Titan.
221:07
But the person who did it already had a name in mind-
221:10
... for the game. And just kept pushing towards that name.
221:17
And the thing that got the most votes was Overwatch. Overwatch in
221:21
Titan was, like, a police group, essentially. But somebody had written Overwatch on that
221:27
board and it got the most votes. So I basically named the game Overwatch to,
221:35
like, high five my team- ... and kind of middle finger. Like—
221:40
Don't act like it's a democracy when it's not. You know? So...
221:44
- So it's a middle finger. So Overwatch, and then the, I mean, the rest is history. So what,
221:49
what, in that slide deck, is that, in that slide deck, were, did you
221:53
already have a kind of crawl, walk, run idea of, of the way this would be developed?
222:00
- So my deck was terrible. People actually... there's a
222:04
thing called the Jeff Deck, which is it's always gray with black
222:08
writing and then the default, like, PowerPoint blue shapes, because I just don't bother making it look good-
222:15
... Besides dragging Arnold Tsang's art, you know, desecrating it
222:19
into my deck. We put together... We had this amazing game designer on the Overwatch team, a
222:26
guy named Jeremy Craig who's now actually game directing a game over at Bonfire.
222:34
Um, Jeremy, not only was he a great game designer, but he had the
222:39
ability to sell things better than anybody else, visually. So Jeremy took my shitty
222:46
deck, and then we had lots more, like, creative brainstorms and we thought through
222:50
the game of Overwatch a lot more, and then he made this
222:54
gorgeous pitch deck that we pitched. We first had to go through the Blizzard production and game directors
223:02
for them to approve it and give it their thumbs up,
223:06
then we had to go through the Blizzard executives, then we had to go through Activision.
223:11
Um, and in that deck, because we had to speak to schedule, we had to speak to two things that were
223:20
tough to speak to. One, we had to speak to schedule,
223:24
and we came up with this concept of crawl, walk, run. We had
223:28
identified the reason Titan failed is we just tried to
223:32
run, we tried to come up with the next World of Warcraft. But if
223:36
you think about World of Warcraft, it had Warcraft I, II, and III to build
223:43
upon to even get to the point where people gave a shit enough
223:47
about that world to want to live in the world of Warcraft. So the idea was
223:54
that instead of trying to cut right to World of Warcraft,
223:58
let's try to honor Warcraft I, essentially. So this first game is just to establish
224:05
that there's a universe you might give a shit about.
224:09
We also knew that the timeframe we were given of two years,
224:13
there was no way to create a compelling PvE experience,
224:17
so we just kinda randomly put dates in a slide of crawl, walk, run, thinking it was
224:25
aspirational, and really, we were just trying to save ourselves. Like, don't cancel the, don't cancel
224:32
us. You know, this team can make something great. The other
224:36
part that we had to talk to too was, like, a mobile
224:39
strategy. Like, at that time, it was like, everything has to be
224:43
also on mobile, which I think is the dumbest thing ever.
224:47
And so literally what we did is, this was Jeremy's brilliant
224:51
part, we had a picture with all the boxes and then one of
224:55
them is, like, a tablet with just a fucking Photoshop of, you know, Arnold's art on it. We're like, "And also-"
225:03
- Mobile - "... it'll be on mobile." - Brilliant.
225:07
But I think this crawl, walk, run idea is really nice. So the initial idea
225:12
is you would have basically a shooter with all these different characters, all these heroes, and
225:16
then the walk would be the PvE version of that, co-op. And then
225:24
if people really fall in love with the world, then you build a big MMO around
225:28
it. Quick pause for a bathroom break. Quick 30-second thank you to our sponsors. Check them out in the description. It
225:36
really is the best way to support this podcast. Go to
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code review, and Perplexity for curiosity-driven knowledge exploration. Choose wisely, my
226:01
friends. And now, back to my conversation with Jeff Kaplan. And we should also say that
226:08
there's a whole world that was built around Overwatch. And
226:12
one of the ideas was... So, Warcraft is a very particular
226:16
kind of world. StarCraft is a particular kind of world. Diablo is a particular
226:20
kind of world. And you wanted to bring Overwatch to Earth and
226:24
make it positive. You give this talk where there was a
226:28
lot of respect paid to the sort of dark, gritty, post-apocalyptic games on Earth.
226:36
Also gave a lot of respect to the ultra- realistic first-person shooter
226:40
games like Call of Duty. And you wanted to create something more that paints a vision of a near-term
226:48
hopeful future, and fun, and more sort of surreal, versus like ultra-real. So it's interesting to talk through
227:01
how a world comes to life. How you think about that world, how
227:05
you create the tone of the game, how you think, how you craft
227:09
in this vision. And not just, like, different characters like
227:13
Tracer and so on, like what the personality is, but, like, bringing the
227:17
world to life in which they will be. What was that process like?
227:23
- The, the process was a blast. And, like, the goal was that
227:27
bright, hopeful future. And the other phrase we used all the
227:31
time on the team was, "A future worth fighting for."
227:34
- Mm-hmm, yes. - You know, if there's gonna be all this fighting, like the... it kinda has to be worth it for
227:39
something. Picking the locations in the world was the funnest thing. You know, there's just a group of us
227:47
who would sit around, and be like, "Where do you wanna go?" You
227:51
know, "Santorini looks amazing." And you're looking at pictures, and like, "Let's make that place." You know in a
227:58
video game people are gonna spend hours and hours in a location. Resist the
228:05
urge to do the common, I call them the cargo container
228:09
mazes, that you see in every game. And I know why they
228:13
exist, they're easy to make, but we kinda wanted Overwatch to be this world tour of great
228:20
places that you'd wanna go to. Or in the case of like Oasis, it's like,
228:27
okay, maybe Iraq, back when we were making this game, wasn't the
228:32
top of people's list, but what is the bright, hopeful
228:36
version of what that could look like? Um, so we just really tried to sell this idea of these
228:44
aspirational locations. One, just to get people thinking about different places on Planet Earth and how awesome they all
228:52
are. But also, from like a pure game design standpoint, you're gonna spend a lot of time in the
228:59
environment, so the environment should be pleasing and not oppressive.
229:04
- Can you go through some of the heroes that you ended up putting in the game?
229:08
Maybe a good way to do it is, which are your favorites? And
229:12
what's from the best of your knowledge of the internet, favorites?
229:16
- My favorite... I have a couple favorite heroes. Obviously, Tracer.
229:23
- She's the OG. - The OG, the cornerstone. You know, we put her on the front of the
229:27
box. She was that moment of, "We should just take
229:33
the best of the best," and we know this gameplay is good and
229:38
solid. And it's so simple. Like, the mechanics are very easy to
229:41
explain to somebody. It's very easy to pick up. The first
229:45
time anybody hits recall for the first time and they
229:49
try to wrap their mind around like, "Wait, does that mean if
229:53
I..." You know, and they're mapping out the possibilities. - And by the way, we should say that it's a PvP game with six
230:00
versus six at first and where there's three distinct roles that people take on those,
230:07
On a team. And those roles, at first, I guess were not required. Like, you
230:15
can reallocate those roles as you wanted. And then to maximize the fun, you add a little bit of structure. You
230:22
enforce two per role, and the role being tank, support, and damage.
230:29
So, that. And then there's all the kinds of heroes that are associated with the different
230:33
roles, and people pick and there's lore. And some people
230:37
are probably like hardcore just one particular hero. And so there's a lot of personality and
230:44
story and community that builds around each of the heroes. And,
230:48
but at the end of the day, it is just a fun shooter.
230:51
- Yeah. Our goal was to pay homage to the shooters before
230:55
us that we loved. There's no way you can talk about Overwatch without talking about Team Fortress 2.
231:03
Uh, Team Fortress started as a Quake mod which was brilliant, and I played
231:10
tons of. Then there was Team Fortress Classic that came out with Half-Life 1.
231:15
And then Team Fortress 2, I think everything about it blew everybody away
231:19
when it came out in 2007. And there's obviously just
231:23
huge influence there. But the shooter mechanics of Overwatch are... They hearken back to what people call the arcade or arena shooter
231:37
genre. Which pains me 'cause I never... Back in the day, I didn't think of Quake as a
231:42
arcade shooter. It was almost an insulting way of saying it. But just the fast
231:48
movement really epic, over-the-top weapons. You have a low time to kill, or
231:56
TTK, that players call it. Meaning you're very survivable, you can take
232:00
a few hits. Where, in a game like Call of
232:04
Duty or Counter-Strike, if you get shot in the head, you're just dead
232:08
right away. Um, so it was supposed to be this explosive, larger than life,
232:14
fun, arcade-y shooter- with a lot of teamwork involved. - And so you said Tracer up there? She's the OG. Who else?
232:25
- McCree. McCree is another, like, I'm somebody who's attracted to the simplicity and design. And I did not
232:33
design McCree's six shooter. The way that gun feels is phenomenal, and to capture the spirit
232:40
of that, we had a designer named Mike Heiberg designed the High Noon
232:45
ultimate. And then just all the care and love the team put
232:48
in, like when he does the ultimate, we roll a tumbleweed across
232:52
the screen like every time. It's a very simple hero, but
233:00
the simplicity is what I like best in design. I'm not a fan of
233:04
when somebody starts explaining, you know, in any of these games, whether they're
233:08
MOBAs or hero shooters, and they start, like, "This guy
233:11
throws orbs, and he throws three orbs, and then he runs out of
233:15
his orb bank, and then he can call the orbs back, or he can catch the orbs." And I'm just, my head
233:23
is spinning, and I'm like, "Just give me a fucking good gun." You know?
233:27
And I'm done. - Simplicity is everything. Uh, what about Reinhardt, the tank?
233:32
- Reinhardt was actually my main. So I played the most of
233:36
Reinhardt. That was another amazing Geoff Goodman design of this guy who just has a shield. As soon as you give somebody
233:44
a shield, they know what to do. They go into protector
233:47
mode. The shield was designed to shoot through. The shield
233:51
has since been copied by like every hero shooter since, and
233:55
even non-hero shooters. And then he just has a giant
233:59
Rocket Hammer. And he does a charge ability. It's really interesting where the charge ability came from.
234:07
I was playing a ton of Left 4 Dead 2, and there
234:11
you could play in versus mode where you could be the enemy zombie guys.
234:16
And there was an enemy boss zombie called The Charger who had
234:20
that charge ability. And I thought, the reason that ability was so cool
234:24
is because it's a commit. Once you press the button, you're a runaway train.
234:29
And watching Reinhardts charge to their deaths is kind of hilarious,
234:33
and it's what separates a great Rein from a shitty one.
234:37
- Uh, you've explained that the Overwatch matchmaker process is designed to keep players at a 50% win rate. I think it's just a
234:45
fascinating topic. Not to get too philosophical, but you can't
234:49
have the up without the down, hence the 50%. Can,
234:53
can you speak to the complexity of like what makes a good matchmaker?
234:57
- The matchmaking systems are some of the most complex
235:02
design and engineering tasks you're ever gonna tackle. And they're
235:08
thankless. It's very hard, too, because I think most people, and they're not being disingenuous, like if you ask a
235:15
gamer, "What do you want?" They're like, "I just want a fair match. Like, just make it even."
235:20
And the reality what they want is they want a match where they're
235:24
slightly better than the other guy. Like, they want it to feel like it was close but then win.
235:32
And you can't architect that. Like, there, it's, you know, it's a zero sum situation, so
235:40
there's gotta be winners and there's gotta be losers. The other
235:44
really core problem, and we would study this all the time when people would
235:47
complain. You know, you see a Reddit post, and somebody would say, "I had a six game losing
235:54
streak. This is so fucked. It's the worst matchmaker ever."
235:58
- Mm-hmm. Oh, Reddit. - Yeah, right? I love Reddit.
236:02
But we would look up that person's account. I would do that all the time. I love
236:06
looking up people's accounts and seeing- ... what would happen. It's like, yeah, he had the six game losing streak. He had an eight game
236:11
winning streak before that. There was no post about how awesome is
236:17
this. And the human psychology doesn't allow for that. The
236:23
... One of my hindsight regrets about Overwatch, and this
236:26
is, I think we did the right thing in the moment. It's you
236:30
know, like, I wouldn't go back and redo it, but if I
236:34
was making a hero shooter from scratch today, I would make it less team focused. And we,
236:43
we put all of our eggs in you noticing if the team won or lost.
236:48
And we downplayed your individual contribution as much as possible. There wasn't a scoreboard. We had a medal system, but the
236:56
medal system was, in my opinion, it was not good
237:00
because the losing team got medals and the winning team got medals. And on the
237:08
losing team, they would use that. They would weaponize it against their teammate.
237:12
"Well, I'm the top kills, and all you guys are making us lose." And
237:16
it's like, "Okay, you're the top kills by like one, and you guys still
237:20
lost." So I would, if I was to redo it today, or for any aspiring hero shooter
237:28
makers out there, I would actually downplay the team factor, and try to put more
237:34
focus on individual contribution. Because that's just how people play. They're
237:40
selfish. And I don't mean that in a bad way. It's
237:44
just, it's that human nature, they can't help. - And in terms of how they experience the game, in terms of how they derive joy from
237:51
it, or how they see the challenge of the game is individual. Even when
237:55
you're on a team, you're still feeling- ... it's individual, fundamental individual experience. Uh,
238:01
let me, as a small aside, before I forget, since we
238:05
mentioned first person shooters so much, outside of Overwatch, what are
238:09
some of the great shooters?... of all time that you've played?
238:14
- Quake is the greatest. - Quake is GOAT. - Yeah. Quake is GOAT. There's a lot of contenders up there.
238:23
- What have you logged the most hours in outside of the games?
238:27
- Rust. - Okay. Can you... Okay. Uh, a lot of folks
238:33
have written to me that I need to play Rust, the video game. I have not, have not even
238:37
looked into it. Somebody on Reddit said it has a steep learning
238:41
curve. I would like to give it a chance because I've spoke... You have,
238:45
to me, spoken so highly of it. So can you explain Rust?
238:48
- Yeah. Rust is an open world game. It's a procedural map, so it means that every time it's
238:56
different. You're always on an island, and it resets every month. So-
239:02
- Is it PvP? - It's all PvP. In fact, Rust is the most PvP thing in all of PvP.
239:12
- Well, I don't know what that means, but- - Rust players know what that means.
239:16
- Everybody who plays Rust and loves it sounds to me like they're in a cult.
239:20
So with all due respect, please don't write me letters.
239:24
- They're too busy playing Rust. They're too busy checking on their base, making sure it's
239:28
not raided, to write you letters. - Oh, good. - Um, it takes place... It's basically... It's open world.
239:37
You can do whatever you want. There's not really any directed gameplay to
239:41
it, but at any time, any other player can kill you and take anything that's on you.
239:49
- Oh, wow. - Yeah, and then you build what Rust players call bases, and you
239:54
upgrade the base, and you try to make the base as safe as possible to
239:58
store your stuff, and then you can make explosives and blow up other people's walls to
240:05
get into their base where they're keeping all their best stuff
240:09
and take all their shit. - It, like, permanently? - Permanently. Like-
240:14
- Oh, I see - ... it would be like PvPing in WoW. Imagine in World of Warcraft-
240:19
... if somebody could not only kill you but take everything that's in your bank and make you level
240:27
one the next time you log in. - Wow. That's very stressful.
240:32
- The beauty of Rust, and why it's so good,
240:36
is you can't have the high highs without the low lows. And-
240:41
- Like, real low lows. - Real low lows. - Wow. All right.
240:45
- Like, debilitating, like, "Am I ever gonna play this game?" lows.
240:49
- Right. - You know, like, you spend a week building the
240:53
world's most perfect base and getting tons of loot, and
240:57
then it... There's what's called online raiding and offline raiding. Online raiding means that
241:06
my enemy is... I can see that they're in their base right
241:09
now, and I'm gonna try to attack them while they're in their base.
241:14
Offlining, which is, like, all Rust players will say you're the
241:18
scum of the Earth if you offline someone, and then all Rust players also offline people all the time.
241:26
- Ah. - Yeah. It's— - Yes - ... gamer etiquette.
241:29
- Yes. - Um, offline's when, like, "Hey, I think that my
241:33
neighbor logged off for the night. You know, they, they just played six
241:37
hours. I've been watching them, and now there's no activity in their
241:40
base, so I'm gonna, like, blow up their walls and take up all their stuff when they're not
241:44
here." - Mm-hmm. Yeah. So Rust, because real life is not hard enough, is what it sounds like.
241:50
Just, I want... If I want— - That'd be a great tag.
241:51
- If I want more stress in my life, I'll play Rust. Yeah. I can't wait. So
241:55
okay, so that's one. That, that sounds like a unique experience
242:00
and a great joy. So quick number one, Rust is up there.
242:06
- Call of Duty. - Call of Duty just has its own-
242:08
- You, you know, there's a lot of haters. Like, Call of Duty 4
242:12
and Modern Warfare 2 were the pinnacle of Call of
242:16
Duty, with Black Ops being a very respectable, you know, third. But you're never gonna get a better
242:23
gun feel from a game than— Like, just study the visual effects, the animation, the modeling, the
242:31
sounds. Every aspect of shooting a gun in Call of Duty is so masterfully done. And
242:38
then the maps, like, the flow of the multiplayer is just
242:43
great. Like, there's... There's a map called Crash from Call of Duty 4 that Erin Keller and I... Erin's now the game
242:50
director on Overwatch. We just sat and studied that map, or
242:54
Terminal from Modern Warfare 2. Just studied the maps of just, like, this map design is off the
243:02
hook. So Call of Duty is definitely up there. - So even though you were not thinking about it Overwatch
243:09
ended up being a gigantic success. So did you start thinking about, in this framework of crawl, walk,
243:18
run, about the walk, the PvE piece? - Yes. So the PvE piece was what Overwatch 2 was supposed to be.
243:31
And I don't know if people know this or not, but we
243:36
started working on Overwatch 2 in 2015. - ♪ Over- ♪
243:43
- So, Overwatch 1 didn't ship until 2016. So before
243:49
Overwatch... And it wasn't like work in earnest. It was like pitching the game.
243:56
Um, I remember I spent a lot of time... It was myself,
244:00
Chris Metzen, and Michael Chu sort of brainstorming a framework for what, like, a campaign could look
244:07
like. And we had this idea of, like, a cooperative
244:11
PvE shooter. And we actually pitched it to the team before we launched because we were trying to put a bunch of runway in front
244:19
of us. That worked against us, and it's one of my biggest mistakes I've made
244:24
as a creative leader in my career, was Overwatch 2. There were two points of failure
244:31
for me. The first was, I had people on the game team
244:38
who didn't like PvP or competitive shooters, and they really loved the Overwatch universe and wanted to play these
244:46
characters and heroes, but they wanted to kind of do it on their own terms
244:50
in like a PvE setting. So even though Overwatch is this like runaway success and everybody's talking about it, they
244:58
felt like they couldn't really engage with it. And so like people on
245:02
the dev team are like, "Okay, thank God we, you know, shipped that PvP thing-"
245:09
"... When do we start work on this other thing?" So that came
245:12
from a genuine place of excitement. And then the other point of pressure
245:20
was from the executive team, and this was both the
245:24
Blizzard and more so the Activision executive teams, and they started really putting the heat on, "Well, you said Overwatch
245:35
2 was gonna be out in 2019." And they're referring back to
245:39
these slides that were just crazy dates. Like- ... it was... You never want to put a PowerPoint deck
245:46
in front of a corporate executive. Like, you might as well
245:50
etch it in stone and come down from the mountain on it.
245:53
- So you just threw some dates because the layout looked good.
245:56
- Yeah. This is just all bullshit. This is just... In the same way we put, like, the tablet, you know?
246:03
We just put Overwatch, like put Tracer on a tablet and say we have a
246:07
mobile strategy. So the executives started getting really angry at us that Overwatch 2 was slipping,
246:16
slipping. And so when Overwatch 1 took off, I remember very early, we were in like
246:22
May of 2016, and that year the Olympics were gonna be in Rio, I
246:30
think. Um, and, you know, I always like to pay respects to, like, when a
246:37
big event is happening, I'm like, "Hey, we should do, like, an
246:41
event for the Olympics." You can't call it the Olympics or else they sue you, so you
246:45
just... Even though you're advertising for them to a bunch of kids who want to play video games and not watch the Olympics. But
246:54
we also had like these two developers, Mike Heiberg and Dave
246:58
Adams, like worked on this quirky... Like, they made soccer in Overwatch. We called it Lúcioball.
247:05
Like, they made a map and they made these mechanics. We're like,
247:09
"Yeah, we... Let's do an event called the Summer Games."
247:13
And we do a live patch that's the Summer Games.
247:16
It's extremely successful. And then after that, we're like, "Yeah, let's do... Halloween's coming up.
247:24
Let's do a Halloween event. How cool will that be?" And our fans just loved these
247:31
events, but there were two groups that were struggling with
247:35
it. One was that group I told you on the
247:38
dev team who was like, "Oh my God, you guys are
247:42
over-scoping the patches. Why are we doing this Halloween event? We should be doing... We
247:49
should start work on Overwatch 2. We shouldn't be this focused on
247:53
the live game," which was fucking nuts. Like, that was just crazy. There's this phrase of
248:01
catch the wave, ride the wave. Most games fall off the back of the
248:04
wave. They don't catch the wave. No one plays it or plays it for two
248:08
weeks. If you're lucky enough to have caught the wave- ... ride it till the end.
248:15
And my instincts at that point were like, "Let's just keep... How many more of these
248:20
live events can we do?" - So yeah. So now there's this wave in the live game
248:26
and events, but the pressure on creating Overwatch 2 was building.
248:31
- Yeah. We had a coalition on the team that was... Really wanted
248:35
Overwatch 2 built instead of the live events. And then the executive
248:39
pressure became monumental. And what would have been correct was to do more
248:47
world events, like keep it going, but the major derail was Overwatch League.
248:55
And we really like... The weirdest part about Overwatch League is I believe in it. You know, I helped pitch
249:04
it along with some other people. We thought it was like the future of esports and doing regional based
249:11
teams, ensuring minimum player salaries and player protections. Like, there was a lot of very good about Overwatch League.
249:20
- And there would be teams associated with particular cities.
249:22
- Yes. - And it would be international. It would be real competition. So the dream,
249:26
the ambition was really huge there. - Yeah. The teams part of the dream was more of like regional
249:32
based, player protection, try to make esports more of a first class citizen, because there were all these stories about
249:40
like shady teams, you know, screwing their players over. Where it got away from us was there was a lot of excitement about Overwatch League,
249:52
like too much so, and then it got over marketed to the
249:55
people buying the teams. They went on this road show where they had a deck basically, and
250:03
like you could put anything in a deck and sell anything, and they
250:07
were pretty much selling the Brooklyn Bridge, that Overwatch League was going to be more popular than the NFL.
250:15
And we got a bunch of...... billionaire investors in these teams.
250:23
And when 2018 started, like for example the day I got
250:29
back, they said, "We signed this huge deal with Twitch
250:35
for streaming of Overwatch League," like a media rights deal. And
250:39
that means that here's all these commitments we made for Overwatch League of like in-game stuff that had to exist. Like a lot
250:47
of it was integration with Twitch and camera control and that kind of stuff. The other part of it was a bunch of skins
250:55
and you know, uniforms for all the teams, which was not just getting the art in the game, but there was
251:02
huge technical challenges to, like, how all that worked and was efficient and hit the right, you know, memory footprint and all of
251:10
that kind of stuff. And so all of your plans at that point kind of go out the window. Like
251:18
you're not gonna work on new world events. You're not really even focused
251:21
on Overwatch 2, you're just kind of treading water. There was a lot of talk of like, "Oh God, you know, the deal, like,
251:33
the deal didn't go well and we've got to do make goods to make the deal better
251:37
for them." I'm like, "Just give them some money back, you know?" Like, if
251:41
you... The deal isn't what people wanted, like, putting it on us, the Overwatch
251:48
team, to, like, support this beast. And it was a great idea that
251:57
the wrong instincts and sort of, I don't know how to phrase this in a way
252:04
that's not damning, but there was too much focus on, "Let's make lots of money really
252:11
fast." And a lot of people got dragged into it. And while Overwatch League was great
252:19
for Overwatch in terms of the players that it brought
252:22
in, like and the Overwatch League players, they were awesome. I love them. The Overwatch League staff
252:30
at Blizzard, some of the nicest, most motivated, great creative people-
252:36
... like all of these organizations got built and they were all
252:40
great, but it was a house of cards waiting to fall.
252:43
- And when it became more about the money versus,
252:47
The quality of the experience of the different teams playing together and
252:50
actually building this ecosystem of esports. - The financial reality kicked in, where these teams now, we didn't just
253:02
have, you know, executives at Activision and Blizzard who cared
253:06
about the bottom line of Overwatch. We had all these people who
253:11
basically invested in the game, and then they started to express their opinions. Originally, the
253:19
business model was going to be that they were going to do in-person
253:25
events and there's going to be big ticket sales and then
253:29
merch, you know, and all of that. And I think really quickly everybody learned like, yeah, we
253:35
can't do in-game events when you have a London team and a Shanghai team
253:39
and, like, how does this work? So that fell apart super quickly. The merch was
253:47
good, but it wasn't going to be making NFL level money-
253:51
... whatever insanity anybody thought that was going to be.
253:55
So everybody quickly defaulted back to, "Hey, didn't Overwatch make like $500 million
254:03
just in the live game last year? What can we sell and what can you
254:07
give us?" That pressure comes onto the team, and then the pressure to ship Overwatch 2 and all care and love that we had
254:20
for, like, the live game and the live server, "Let's just make events and new
254:24
heroes and new maps," we're losing all these resources. And it got to the
254:32
point, you know, my exit at Blizzard, I believed in Overwatch 2. I think we could have made
254:40
a great game. I have a lot of hindsight of, like, how I would have designed that game
254:44
differently with what I know now versus what ultimately we didn't ship. And there's Overwatch 2 is out
254:51
now, but it's not the Overwatch 2 that we planned and announced.
254:57
- So when you're referring to Overwatch 2 in this conversation, you're referring to the PvE
255:00
version? - The PvE version. - Which, by the way, I would have loved to play.
255:04
I'm one of the people that were... Overwatch is great, but the
255:07
PvP, but I would have loved to play the PvE version.
255:12
- I think everybody would have loved to have played it. And there's a
255:15
misconception online that all I cared about was PvE and I didn't care about PvP.
255:22
All of the Overwatch 2 PvP maps were something that I said to the team over and over, "We have a PvP
255:32
audience. If we get anything right, it has to be the PvP." We would
255:36
be lucky to welcome these PvE players, but that's not guaranteed.
255:42
So it was never a PvE only focus. - It's just almost expanding it to also the E.
255:50
- Yeah. And what eventually broke me was it used to be like in 2016 and 2017, I felt
255:58
very in control of the Overwatch team and the direction of the game as a game director, you
256:06
know, working with Ray Gresko as the production director, it felt like we were running
256:09
Overwatch. And we were very, very successful and doing a good job.
256:15
And I think the fans were happy. And then as we
256:18
transitioned, you know, Overwatch League was the best intention. You know, my parents always say, "The road to hell is paved with good
256:26
intentions." That was the Overwatch League, and it ended up being an
256:30
albatross. And then Overwatch 2 is the same thing. And what it boiled down for me, like what sort of
256:39
ultimately broke me in my Blizzard career was I got called into the CFO's office,
256:47
and he sits me down and he says, it, he gives me a date, which at the time was
256:57
2020 and was going to slip to 2021, but at the
257:01
time, it was 2020. And he said, "Overwatch has to make
257:07
in 2020, and then every year after that, it needs a recurring revenue of
257:13
." And then he says to me, "If it doesn't do dollars,
257:23
we're gonna lay off a thousand people, and that's gonna be on
257:27
you." And that was just the biggest fuck you moment I had in my
257:33
career. It felt surreal to be in that condition. And as somebody who's worked on a
257:40
lot of games, made a lot of games, you get in these meetings where they're like, "There's Fortnite has 1,400
257:47
people working on it. If you just hire 1,400 people and make it free-to-play, we'll make that
257:55
money, right?" And that was, I had believed I would never work any place but Blizzard.
258:04
I loved it. It was a part of who I was,
258:07
And I felt I was a part of it, and I literally thought I would
258:11
retire from the place. I never thought the day would come, and
258:16
that was it. I was like, it's, we're done here. Luckily for Blizzard, that CFO is no longer there.
258:25
- I mean, Blizzard is one of the greatest companies in the history of Earth. They've
258:30
created so many incredible video games. It's so difficult to create so many hits, and they were done
258:37
not by chasing money. They're done by small incredible teams,
258:45
the hodgepodge that you describe taking big risks and falling in love with the thing they do and then
258:53
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
259:00
not, at the core this incredible creative journey that's incredibly difficult to pull off. And just
259:11
because you got a bunch of really smart creative people who
259:15
have somehow figured out how to pull it off multiple times in a row doesn't
259:19
mean you can just treat it like a machine. Every single time,
259:23
it's this beautiful journey of a hodgepodge of weirdos working together, and
259:29
weirdos have to run that thing. If you have, ever have a chance to create something special, you have to have
259:36
weirdos at the helm. And it, it, the degree to which you don't have
259:40
weirdos at the helm, creative minds at the helm, And you're a businessperson at the helm, get out of their
259:48
way, right? You can't, you cannot have the meetings like you're
259:52
describing. And I don't just speak about this particular company. It's just the entire industry. I just,
260:00
there's so much joy to be had if we keep creating great
260:04
games, and I just hope we get to see those great games.
260:09
- I think there's a message to creative people out there and
260:13
people who make stuff. We're generally, we're so focused on the love of the craft
260:21
that we get lost in it and we love doing it, and we're not cutthroat
260:28
and we don't have that kind of ambition. We have a different kind of ambition.
260:33
But there's this whole world, especially as soon as you're lucky enough to have
260:37
success, that are very cutthroat and very ambitious. And for whatever reason,
260:44
we keep giving ourselves to them, and we need to stop giving our
260:52
so... World of Warcraft, when we made it, there was no
260:56
CFO at Blizzard. You don't need a CFO to make
261:00
World of Warcraft. You need artists, engineers, designers, producers, and an audio team.
261:07
- You don't need to bring in... Just because you're making a lot of money doesn't mean you need to
261:11
now start adulting by bringing in a CFO. You can figure it out.
261:16
- And there are great finance guys. Like I've worked with finance guys who get
261:20
it and get out of the way and respect, and they're gamers,
261:24
and they sort of understand, but like, I wish developers would understand their own value more
261:35
and stop handing the golden goose to people who don't deserve it.
261:40
- How painful was it to say goodbye? - Uh, it broke me. I think after you've been at a place like Blizzard, which
261:50
I love Blizzard. To this day, I have nothing but warm, fond memories. I mean, there's those
261:58
moments where you're like, "I wish that hadn't happened," but
262:01
on the whole, that place is mecca for game development, and everything I have
262:10
is due to Blizzard. They provided for me and my family, made me the person I am, so
262:18
separating from Blizzard was one of the most painful things. And
262:22
I was very sad when I resigned, and I didn't realize how broken I
262:28
was until recently, like the mourning, grieving I had gone through of
262:34
like...I think I'm a little fucked in the head for not being
262:38
there any... How could I give that up? How could I not be there anymore? It
262:42
It was really, really painful leaving. - Can we just speak to,
262:50
I don't know, I don't think we can give enough love to Blizzard. It's a
262:54
legendary company. For me personally, for everybody, for millions of people, created some of the
263:01
greatest games ever, Warcraft, StarCraft Universe, Diablo, WoW, Overwatch. What made it such a legendary game company? Just
263:09
looking back at the whole of it? - The start is Mike, Allen, and Frank. It was run by three
263:17
gamers. They were, all three of them, programmers. They made the games before
263:24
they just ran the company, so they knew what each
263:28
of us as developers beneath them were going through, and they protected us.
263:34
They shielded us from all of the nonsense, and even when they would align with a businessperson, they had a
263:41
COO in the early days named Paul Sams, and Paul protected us.
263:47
You know, they just, they found great people who got it. The
263:51
company when I joined was, like, 95% developers and, like, 5% operations. It's,
263:59
when I left, it was, you know, 50/50, and that's like a 4,500-person company. That
264:08
love of the games and the respect and good treatment for game developers
264:15
really turned it into the place that it was, just the commitment to excellence,
264:20
the high-quality bar and then finding these passionate people like Chris
264:28
Metzen or Sam Didier, they were, like, the visionaries of early Blizzard, Allen Adham, of
264:36
just these worlds that we're still making and we're still playing in today.
264:43
it was infectious and it was inspirational, and you wore the Blizzard blue with an
264:50
esprit de corps. Like, you felt proud to be part of it
264:54
and you felt like you had made it to be there,
264:57
and everything you did, you did wanting to respect and honor those who had come before you.
265:05
I know that sounds almost cheesy saying it that way,
265:09
but it really had that sense of reverence, like you knew you were part of something
265:13
special. You didn't take it for granted. - Yeah. That's the sense. Reading everything, that's the sense I got. Everybody there was a part of it
265:19
that truly, truly, truly honored that time. Just to take a small slice, what were
265:26
some of the brain... So you mentioned Chris Metzen. You gave so much love to so many
265:31
people on the team, but I gotta ask about Chris Metzen, who I would, by the way, love to
265:35
do a podcast with at some point. What were the brainstorming
265:38
sessions with him like? It seems like those are pretty like, awesome.
265:44
- They were the best. Like, you could walk into a room. Like, the way I would work with Chris
265:52
is early on when I was more junior, it was just sort
265:56
of getting creative direction from him. "Hey, Chris, I'm about to work on this zone
266:00
called Westfall. What are your ideas? You know, how could I capture them in gameplay? Well, that won't quite work. How about like this?" It was more like
266:08
that. Later on, like, I still remember, the first discussion I ever had
266:16
with Chris about Wrath of the Lich King, I went up to his office like,
266:19
"Hey, we're finally doing it. We're doing the Northrend expansion.
266:24
You know, what excites you about Northrend?" And that's all you had to say. And he would draw a map
266:33
and he'd start pulling up old, like, Warcraft II and
266:37
Warcraft I manuals and, you know, showing you, like, pictures
266:41
he and Sammy had drawn and, like, maps and he, all of it, he would just go on for an hour and then I would sort of
266:49
digest. I'd just listen, taking constant notes. I'm photographing his whiteboards all the
266:55
time, and then I go back and start to put
266:59
those into design flow of, like, "Okay. What's a zone? What's
267:03
a dungeon? What could be cool? What should come first? What should come
267:07
last?" You know, Lich King, for example, we wanted to try a very specific
267:11
design to counter a problem we had in Burning Crusade, which is everybody
267:15
entered through the Dark Portal through Hellfire Peninsula, all the server programmers hate you because everybody loads into the same
267:22
zone at the same time. Lich King, we split them up for
267:26
better player flow. Plus, it's more interesting the more choice you have.
267:30
You know, Sid Meier says, "Games are a series of interesting choices," so we
267:34
give them two starting zones, but that was the flow with Chris. And so often we would just,
267:40
like, okay, in that first meeting, Chris had put a zone called
267:44
Grizzly Hills on the board. Well, I don't know anything about Grizzly Hills.
267:49
"Hey, Chris? Talk about Grizzly Hills." If you didn't interrupt him, he'd just go for an
267:57
hour. And you have no idea how much of it, like, he
268:01
had pre-thought about or had existed in previous lore and how much of it he was just making up on the spot.
268:11
He's just that charismatic and captivating. - Creating these worlds and being able to-
268:16
... brainstorm through them and together, I mean, that is what you're doing.
268:20
As a consumer of those worlds, you kind of take it for granted
268:24
that they're incredible, but, like, you're crafting them. Like, you're looking at a blank sheet of paper and then together coming up...
268:32
- My job, as I saw it working with Chris, was I
268:36
had to on World of Warcraft specifically working with Chris,
268:40
is I was like the translator into gameplay of what Chris wanted, how to get it to play like how Chris wanted.
268:48
So my favorite story is we're working on Burning Crusade and
268:52
we're in this meeting and Chris is like...He's the gentlest, sweetest guy, but because he carries himself with such confidence
269:00
and everybody's in awe of him, the junior developers get kind of intimidated by him. So we're in this
269:07
meeting and we're talking about Silvermoon City because we're introducing the blood
269:11
elves, and Chris is like, "And Silvermoon City's got the tallest fucking tower in all of Azeroth. I
269:18
mean, it is the tallest thing. You know, it's mind-blowing, the awe of it. Only the blood elves could build
269:26
it." Fast-forward like two weeks later. I'm walking through the hall and I see a bunch of level designers and artists are all like
269:33
crowded around the screen, and on the screen they've dragged Blackrock Mountain and
269:40
Karazhan and the Stormwind Cathedral. I'm like, "What the fuck are
269:46
you guys doing?" And they're like, "Well, Chris said that the
269:50
Silvermoon Tower had to be the tallest thing in World of Warcraft-"
269:56
"... and so we're measuring how tall all of these other things
270:00
are so we can make the tower taller." And I'm like,
270:04
"Guys, Chris doesn't know how tall the Burning Steppes, you
270:11
know- ... and the cathedral in Stormwind- ... is. What Chris means is just make the tower really fucking tall."
270:20
"You don't need to measure it." And they're like, "Oh, okay. That's okay?"
270:23
Like are you willing to take the heat if he- I'm like, "I'm
270:27
willing to take the heat on this one, guys." - Yeah. It's just a feeling. It's a vibe. It's-
270:32
- It's a vibe. - Yeah. And I also just personally have to give all the love in the world
270:38
for the current Diablo IV team, because I've spent most recently out of the Blizzard games, I've spent a
270:46
huge amount of time in Diablo, and they've created some... And it's not
270:50
just the loot, all right? It's the whole experience, the art, everything
270:54
together. And the seasons they've created, they've created a really wonderful world.
270:58
So I can, I could see, I could feel how much effort goes into that.
271:02
- They're crushing it. And I think Diablo IV in like modern
271:06
times is one of the best worlds that they've built. And they know,
271:11
they understand Diablo players. Like that community is so hard and so demanding, and that team is amazing.
271:20
- Yeah, there's a lot of richness. It's like there's this really... I mean, I don't know how
271:24
often you get that, but it's really the perfect Diablo game. They've really
271:28
like evolved a lot, grew a lot. So there's this whole
271:32
mathematical component of just so many numbers everywhere and it's all balanced really masterfully. And then
271:39
all, of course you have to come up with new content with the seasons and they figure out
271:43
ways to do that, so and, and, and a crazy pace. And still make it super fun.
271:50
- They're a great live team, yeah. - And for me personally, like I said, the co-op, the couch co-op experience have been really
271:56
like that aspect of it is really great, just all of it. It's one, one
272:00
of the greatest games in recent history. One of the things I
272:04
wanted to mention, 'cause this is a powerful speech is sort of instead of doing some kind of a corporate
272:12
goodbye as you were leaving Blizzard, you allegedly shared with your team a video of David Bowie giving
272:19
advice. And people should go watch this clip. But if I may read
272:23
it, Bowie says, "Never play to the gallery. Always remember that the reason that you initially
272:31
started working was that there was something inside yourself that you
272:35
felt that if you could manifest in some way, you would understand more
272:38
about yourself and how you co-exist with the rest of
272:41
society. I think it's terribly dangerous for an artist to fulfill
272:45
other peoples' expectations. I think they generally produce their worst work when they do that. And the other thing I would say
272:54
is that if you feel safe in the area that you're working in, you're not working in the
272:57
right area. Always go a little further into the water than you feel you're capable of being in.
273:05
Go a little bit out of your depth. And when you don't feel that your feet are
273:09
quite touching the bottom, you're just about in the right place to
273:13
do something exciting." Speaking of which, you are just about in a place to do something exciting. After leaving Blizzard,
273:27
uh, you told me that you tried to take some time off. How did that work out for
273:32
you? - Not so well. My wife, who is wonderful, told me I needed to take at least a year off
273:41
and just, you know, I'd been going really hard. I'd gone 19 years barely taking
273:47
vacation and I let Blizzard consume me. And, you know, I was
273:54
crushed by leaving because I loved the place, and I didn't know what to do with myself. I was pulling weeds in the backyard.
274:06
- Literally. Gardening. - Yeah. Well, she won't let me garden in the garden 'cause that's hers-
274:11
... but I'm allowed to pull the weeds. So I got very good at that. I was very
274:16
proficient. And then of all things, I cracked out on Call of
274:20
Duty Black Ops Cold War and I unlocked Dark Matter Ultra, which I'd- that's like a crazy achievement to do in that game.
274:29
So I did that, and then I just, I couldn't help it, like it's how I'm programmed. It was
274:36
like at this point it's late spring, early summer and I'm just
274:40
sitting in the backyard and I just started writing with Notepad about
274:47
here's a game I want to make. And it was so terrifying
274:52
because for 19 years I had worked with the greatest developers, I thought, in the
274:58
industry. And, you know, there'd be moments where it's like, "Okay, I wanna do like a game world map."
275:06
Like, "Hey, Erin, you're amazing at making game world maps. Like, you
275:10
do that." And you know, I, like, "I need some
275:14
story hooks. Hey, Chris, what do you think would be cool here?"
275:17
Like, you know, it's so collaborative and I was surrounded by the best of the best, and
275:21
there I was by myself. And I was out there again, and I loved it.
275:30
It brought all the joy of game making. I thought games were no
275:34
longer fun to make because it was only about business,
275:38
and somebody's asking me for unreasonable amounts of money and
275:41
unreasonable amounts of time. And I had forgotten the pure joy of the craft of making games, and
275:51
I was designing, I was going on, I was watching YouTube videos
275:55
to learn Unreal and Adobe Illustrator and all these things to like help me make games, whatever, Blender. Um, I had no right to
276:05
be doing any of that, and it just felt so amazing to
276:09
do it. And I sort of realized, I came to two realizations. One,
276:17
I never wanna work for someone else again. I never wanna
276:21
create something and then have somebody take my baby away from
276:25
me, you know? That's really hard when- when that happens, and it's sort of happened a few times now, you know, where you
276:33
have to just let something go that you created. And I wanted it all to be focused on the craft of making games, the
276:44
art, programming, design, audio, you know? Like, just not about the bullshit of the games industry.
276:52
I'm not interested in the games industry. I'm not interested in
276:56
the business of games. I'm not interested in the entertainment industry. It's just
277:03
game jamming, making stuff that we're gonna play together. And around that
277:11
time, my I call him my development soulmate. There's a programmer named Tim Ford.
277:20
He reached out and he's like, "Hey, man..." He was
277:23
like an associate tech director on Overwatch at the time. And he's like, "Yeah, I don't think I can do this
277:30
anymore. It's just not like it was, you know, I just handed in my notice."
277:38
And I'm like, "Whoa, you know, well, if you wanna do
277:42
something together, like fuck it. Let's take a stab and, you
277:46
know, just see what happens." And Tim came over to my house, and well,
277:53
before that, he says, "My last day's on Friday." "And my exit interview's at like 1:00. I'm
278:01
gonna be over to your house at like 2:00 that afternoon."
278:05
And I'm like, "Well, don't you think you should take some time off, Tim,
278:09
you know, before whatever's next for you? Take a month off, you
278:13
know? Meg, his wife, will appreciate it, you know? Just go pull weeds in the garden for a while."
278:20
And he's like, "I'm a programmer. All I'm gonna do is program for a month if
278:26
I take a month off. I might as well start programming our game." Which-
278:32
- Brilliant - ... it was so awesome when he said that.
278:34
- Brilliant. - He came over and I pitched him this idea for a game, and
278:39
I pitched him, "Let's start a company." And that was it. Like, that was the birth
278:46
of us making a studio. - Now, meanwhile, as far as the outside world is
278:52
concerned, you've disappeared off the face of the Earth, but you were actually working on a game.
278:58
- Yeah, I needed to be away from the world. I needed to not
279:05
have... I wanted to not get attention from anyone. I needed to not read my name on Reddit or... you know, any internet
279:17
site. I wanted to not come up, let some other Jeff Kaplan bubble to the top-
279:21
... of the Google, you know, search list. - You know our man Dinoflask is gonna be all over this conversation, right?
279:29
- Oh, God, well, there's, yeah, this- this one's gonna set him back some
279:33
time. But, yeah, I needed- - You know what to do.
279:36
- Uh, I needed for none of that to happen. I just needed to be able to,
279:40
like, mourn the loss of Blizzard- ... and create on my own so it was great.
279:46
And at that time, like as soon as it was announced that I was leaving
279:50
Blizzard, I had like 60 people reach out to me. It was, this was April of 2021
279:58
and investment money was nuts, both like the VC money
280:03
and the strategic money was crazy, like the, especially the
280:08
Chinese companies, because apparently they weren't getting, publishing numbers in China or something. The whole economy
280:16
was crazy, and so just everybody was trying to throw
280:20
money at me, which was a very good position to sort of be at to start a company. So
280:28
what Tim and I did was say, "We're not doing this for
280:31
money, but here's the game we wanna make, and it's
280:35
gonna take this many developers, and we think it's gonna take this length of time, and
280:39
that means the budget is this. And we need, for any of these people who wanna invest in us, we gotta hit
280:47
that number, but after that, we're not gonna go for more money. It's
280:51
not an auction to raise as high as we can go. We're gonna optimize for control."
280:59
- I don't know if this is something that you can talk about, but I
281:03
got a chance to see the game for a few hours,
281:06
and I have to say it's incredible.... Jeff. Like, it's
281:09
incredible. But I almost immediately fell in love with the world
281:13
and everything I saw. See, I'm tempted to say some of the things I
281:17
saw but it's just an incredible game. So how much can you talk
281:21
about it? Do you know what it's going to be called? Can you talk about that? Do you know about
281:25
the company? Are you allowed to say any of that?
281:27
- Sure. The most unconventional way to talk about this stuff for the first
281:31
time. So, our company name is Kintsugiyama, which most people will struggle to
281:38
pronounce. - Nice. - And the company name has a deep meaning to me, which I'm happy to explain
281:43
later if you're interested. And the game name that we're working on,
281:51
it's called The Legend of California, and it's an open world game. People are gonna call it a survival
282:00
crafting game. People like to compartmentalize these. I think it's an action game. It's a game
282:07
that takes place on a mythical island of California. - Mm-hmm. In the 1800s.
282:14
- In the gold rush. If you're trying to- - In the gold rush.
282:16
- ... if you're trying to nail the most important time in California history,
282:21
it's gotta be that gold rush. - So, it's this beautiful, almost ultra-realistic
282:27
version of California, but it's in an alternate history, alternate version of
282:30
California- ...where it's an island, almost like an Atlantis type
282:35
of ethereal island, but still very realistic to what the California terrain is-
282:42
... and that time period. So it's this weird like
282:46
amalgamation of this ultra-realistic and the surreal. - The theme of the game is very weird. We're not trying to make a historical
282:54
game. There's no historical accuracy to this. In fact, the
282:57
island when first discovered is uninhabited. That's already not true. As we know, there were lots of
283:05
people in California. It's an island, which we know is not
283:08
true. We want it to feel authentic to that time period because we think that time period is cool.
283:15
Prospectors, you know, cowboys. Like, it's a really fun thing for us to explore, all
283:23
of those themes people in mines. We wanna build mines and we just wanna create a world that you can
283:31
live in. I love creating worlds. Everything that I've worked on before, from World of Warcraft
283:39
to Overwatch, it's always been, how do you create this place for
283:42
players to escape to, so. - So, it's an online, multiplayer game. I should say the experience of it
283:49
is just gorgeous, and then the music is wonderful. - I'm glad you like it.
283:54
- And one of my favorite things is just going down to the mine and digging.
283:58
I mean, that's done ex- extremely well. And as you described, the whole world is voxels,
284:05
so it's generated. Can you explain how that works? - Yeah. As a world, we handcrafted the world, so like the shape
284:13
of California is always the familiar shape of California, except it's an
284:17
island. So, you know, there's no Nevada on, on the eastern
284:20
side. We handcrafted all of that. It looks gorgeous and places like Yosemite are where you would expect
284:28
Yosemite to be. And so all of those familiar landmarks are there, but then we have like dozens of points of interest, and
284:39
those move around the map in, depending on the map
284:43
seed. And the map is also tiered in, in terms of
284:47
difficulty. We don't really have levels in this game. We have
284:51
tiers, and there's only four tiers right now. Maybe, maybe that will
284:55
change. But the way that the map tiers itself each time changes with every
285:02
world seed. So not only... Any server that you join will have a
285:06
different seed in terms of how the tiers play out.
285:10
So, Mojave might be the easiest newbie area on your server, but on my server it's endgame, tier four area.
285:20
But all of our notable points of interest also move around. So, we have a really
285:28
amazing point of interest that we call Dread Rock that's inspired by
285:31
Alcatraz. And like, sure, sometimes it's in San Francisco, but sometimes it can be sitting in the middle of the Mojave Desert also.
285:39
- Mm-hmm. It integrates it into the environment, to where it makes sense-
285:45
... to be in that environment. And like you said, so much of what
285:49
makes a world is sound and lighting. And that's definitely a thing that I've
285:56
noticed. I mean, it's probably the most beautiful sunset and sunrise I've seen in a game.
286:04
- We have a great lighting artist who's this amazing guy named Mike
286:07
Marra, and some of the inspiration for the game like... There's a lot of inspirations for this game, but there's a painter named
286:15
Albert Bierstadt, who I discovered while researching California, and he painted these just epic landscape pieces of, you know, Yosemite
286:26
and a lot of other, the gorgeous parts of- - Yeah, we're looking at one photo of his.
286:31
- Yeah, it's just amazing, and his paintings were huge, too. Um, I'd
286:35
love to see one in person. - And so you see a painting like that and you're saying, "We wanna create that world."
286:42
- Yeah. I mean, when I see that painting, this is, this is what
286:46
video games brings to the table. So, every art form that
286:50
evolves after another gets to incorporate previous art forms. Movies got to take sound and, you know fine
286:59
art. We get to take everything, including movies. So, you
287:03
know, it's, it's Katamari Damacy, the art form. But like...I see a Bierstadt
287:10
painting, and I wanna walk around that world. I wanna see what's around the corner. And our lighting artist, Mike,
287:18
he, you know, he sees these pictures, and he's like,
287:22
"Okay. Yeah. Hold my beer." Like, "I'll make it look like that." And he, and
287:26
he... We are all blown away by the, like, how much impact just the lighting. And I'm not an
287:33
artist, so I don't think about things like the color theory, the lights, the
287:37
clouds, what all of that's bringing to this. I just know I want
287:41
to live in that world, and these are the types of worlds that we want to make.
287:45
- So, what do you want the tone of the game to be, the feeling of the game?
287:50
- This is really different. It's, it's been hard for people.
287:54
When people were talking to us about, you know, they know me and
287:58
Tim, and they're, "Oh, the Blizzard guys, the Overwatch guys. You, you're
288:01
making, like, a bright, aspirational future team-based hero shooter, right?" And I'm like,
288:09
"Why would I want to do that?" I felt like, first of all, respects to Blizzard,
288:16
and I don't want to try to crib Blizzard and
288:20
make a pseudo-Blizzard game, you know? This is... I want to make a Kintsugiyama game, you know? Me and Tim and this crack
288:30
team, you know, we're only 34 people. We want to define what a Kintsugiyama game is, and
288:38
this world seemed so inspiring to us, you know? The
288:42
setting is really interesting. You know, I think California can
288:46
be a game world. I think we can make it
288:50
beautiful and interesting. We don't have to follow history or geography. We can kind of do a
288:57
spin where, you know, it feels authentic. We can have guns that feel like they're kind of from that time period,
289:04
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.
289:11
So, the tone of this game, you know... Metzen would describe Blizzard as the hero factory. You know, we
289:19
make... And what he means by that is not only are we making heroes, but we make the
289:23
players into heroes. This game is gonna have an edgier tone. You're gonna enter this world.
289:29
It's gonna feel lonelier. It's gonna feel mysterious, larger than you. You're gonna feel small until you earn the
289:38
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
289:45
setting, like, get to shelter. Can't wait to get back to my ranch and put my cozy fireplace on and wait
289:53
till morning, you know? We want more of that vibe.
289:58
- It's more solitary, almost scary, but beautiful. That mix, that tension. I hate to ask this question, but
290:11
given our previous discussion about a timeline slide, but what do you think a timeline looks like? When do you think it's possible
290:19
for somebody in the world to be able to play this game?
290:23
- So, this is the beauty of me and Tim kind of getting
290:27
to run the show and why we're excited about it. Um,
290:31
we can kinda do whatever we want- ... within reason.
290:35
Um, so we're just gonna kinda quietly put it up on Steam and see what happens.
290:43
- Nice. - You know, no, like, big corporate marketing group
290:47
would ever think to do that in a million years-
290:49
... without, like, some, you know, $10 million announce or whatever.
290:54
We'll just kinda put it on Steam and be cool if people wishlisted it. There's my plug. And
291:01
then I think we are shooting to have some sort of public-ish alpha
291:09
in March. And then our plan, and something I'm really excited
291:15
about, 'cause I've never gotten to do this before, we wanna put the game in
291:19
early access. Some people hate early access and won't touch it, and I understand it, and then some people are like, "I wanna be in on the
291:27
ground floor and see the thing from day one and watch it
291:30
evolve." So, we'll put it into early access, and we'll just run that until
291:36
who knows, you know? - Is it scary to you to have a sort of game with some rough
291:41
edges out there in the wild where people are interacting with it through the alpha-
291:45
... through the beta? - Yes, and this game has more rough edges, like, the
291:51
most rough edges we would have at Blizzard is, like, showing it at BlizzCon, which was
291:55
heavily polished and controlled. This is gonna be more, you know, like, in development
292:03
than anything else I've ever worked on. But that's- - I love it.
292:07
- ... part of the excitement too, you know? It's kinda like this
292:10
is, this is how the sausage gets made. I mean, you're gonna see it front row.
292:16
- I'm gonna try to get myself into the alpha somehow. Anybody
292:20
who is listening to this, I highly recommend this game. You will not be disappointed.
292:24
The world itself is just beautiful. So, whoever's behind it, you and Tim and
292:28
the team, are just doing an incredible job. And thank you for
292:32
putting out rough versions of it so we get to-
292:35
... not wait forever for the perfect thing. And because you feel in... You feel like you're a part of it if you get the
292:42
imperfect thing. I'm one of the people who like the imperfect. We get to see
292:47
the rough versions develop, and we- and get to be a
292:51
part of the it developing. I saw the logo. It's a mountain. Can you explain
292:58
the meaning behind the name? - So, Kintsugi is a Japanese craft of repairing broken
293:08
pottery. So there's a lot of philosophy that goes into it as well. And you know, I wanna do a good job of
293:15
explaining it, but basically, like, you take a broken piece of
293:19
pottery, and then they would use golden joinery- Um, like golden lacquer to put the piece
293:28
back together. And the thought was rather than hiding the
293:32
scars, you make them more beautiful. And the philosophical parts that sort of appealed to me with
293:39
that is there's a lot of me and Tim in that, of... We're so appreciative for
293:46
our time at Blizzard, but we didn't come away unscarred.
293:50
And there's also a philosophy in Kintsugi that nothing's ever perfect, and the pursuit of perfection is actually a
293:58
mistake, and that there's beauty in imperfection. And so I relate
294:04
that to myself personally. That's how I feel in an aspirational way. I'm not saying
294:11
I've achieved it, but in an aspirational way, I want to be that way. And I think
294:15
it's also an analogy for the making of games. Like, it's a... Making of games
294:23
is a constant, pursuit of imperfection. Game is never gonna be perfect. Just ask the
294:31
players. They're very vocal about it. And seeing the beauty
294:35
and the imperfections and the strength in something that's been broken that can be
294:43
stronger. - You had a heck of a difficult couple years
294:48
here. And so in some sense, it represents that beauty
294:52
in imperfection. So everybody listening to this I hope, I
294:56
hope you do have it out on Steam. Go check out Legend of
295:00
California. Truly a beautiful world. I'm so glad you are actually
295:04
creating this, low-key, quietly creating this beautiful, incredible world. Ridiculous question, but can we talk about some of the greatest games of all time?
295:20
What... I mean, I know this is a bit of a nerding-out kind of thing, and
295:24
I, outside of the games you've been part of creating, I
295:27
think Blizzard has created some of the greatest games of all time.
295:32
Outside of those, what do you think are in the list?
295:35
- So there's one that's the best. It's Legend of
295:39
Zelda: Breath of the Wild. And then there's this list
295:42
of greatest games, Zork, Ultima, uh- - So Breath of the Wild is the best, yeah?
295:49
- The greatest game ever made. - What makes it the greatest game ever made for you?
295:53
- Every aspect is so thoughtful, so well designed. The art matches the design and the tech, and
296:01
even integrating with the Switch in the way it does. How
296:05
do you keep making Zelda better? How can Legend of Zelda: Ocarina of
296:09
Time exist and somebody make an even better Zelda game?
296:13
The way you can chop down a tree and float in a river, and, like,
296:18
the world is a toy and everything works as you wished and hoped it would work.
296:25
And there's a narrative aspect to it, and there's really fun
296:30
combat and action and itemization. There's so many things that that game gets right that other games are lucky if they
296:38
get one of those things right, and are... Become best in their genre just for getting that one thing right.
296:45
And Breath of the Wild does them all right and the best.
296:50
- There's a certain kinda lightness to the way the world feels, the
296:53
openness of the world feels. That's unlike any other game, right? That's
296:57
uniquely that company, uniquely that- - Yeah. No one else-
297:01
- Because nobody else creates that. You're right. Under the pressure of having
297:04
created a bunch of Zeldas that are, like, really great games, to be able to deliver once again.
297:11
- Nintendo is, like, the Mecca. Like, they're the best, you know? That's all there is to it.
297:17
- Do you understand how that company works? - No.
297:20
- That they're not... - I don't at all. - Like, because, I mean, they've been around for a long time and still to be able to deliver.
297:27
- I kind of rationally or irrationally just worship. It's just sort of,
297:32
if it's from Nintendo, it's gonna be great. And even if my first impression is like, "Wow, they're doing what weird
297:39
thing with the controller this time," and then you get
297:43
your hands on it and you're like, "God." My son and I, we both played Legend
297:50
of Zelda: Breath of the Wild, and he makes games also. And we had this moment where he's like, "I'm so
297:57
sad after I played it." And he's like, "I know I'll never make
298:01
anything like this." And it's that weird, like, you honor it so much
298:05
and think it's so great. Red Dead was like that for me. Red
298:09
Dead Redemption 2 is... That's a game I put on a shrine. Not just how brilliant the game itself is,
298:17
but as a game maker, as a craftsperson who makes
298:21
games, how the hell do you make that? Like, only Rockstar with all the
298:28
years of making those types of game. No one else can come in entry level-
298:33
... and compete with that. So that's- - Purely single player, narrative driven. So you also
298:40
respect that kind of, like, pure- - Yeah. I don't give anyone a pass. I feel like a lot of
298:46
gamers and game developers, like, if it has writing, they're, they're like, "The
298:50
story's so good." I'm like, actually, very few games have
298:54
great story. But Red Dead has a great story. It's got great
298:58
character development. It's got a good plot. And the dialogue is
299:04
like... It's like Tarantino-level- ... high-quality dialogue. So...Red Dead's up there. I have my other games that
299:16
make the list for me, and these are... Both these games
299:20
are... I would never tell you to play them. EverQuest and Rust are
299:27
two of the most defining games to me and my career and my life. And Rust, I would never
299:35
recommend somebody go and play it. Rust will come calling to
299:39
you if you are up to play it. - It is a cult. It's 100% a cult.
299:46
- That's- - It... When you are ready, it will come down.
299:48
- It will come down. It will let you know.
299:51
- The sky will part. Okay. - In Rust, you are considered a complete
299:55
noob that doesn't know what he's doing- ... if you don't have a
299:59
thousand hours. Even a thousand hours- ... people would be like, "Oh, you only have a thousand hours-" "... in that game."
300:05
Yeah. But Rust and a lot of inspiration for me in the game I'm working on now, it... My
300:12
game is not like Rust in that it's not a PvP-centric game, but it will have PvP.
300:20
- What aspect of Rust do you draw inspiration from? Just...
300:23
- I love the resetting world. It's a- ... great game mechanic and it's one that I want to evolve and work upon.
300:34
- How often is the world reset do you think, in Legend of California?
300:39
- I don't know yet. Probably every month. We want it to be
300:42
fast enough that you're not too attached, but we wanna make it
300:46
rewarding. Like, the trick is coming up with not why am I upset that the world resets, but why am I excited that the world-
300:54
... resets? And we know players can get very angry about
300:58
resetting worlds, but anybody who's played 5,000 hours of Rust, like some of us the
301:05
resetting world is the magic. It's I can't wait for the next reset because the
301:13
adventure starts all over again. And if you wanna play the first
301:17
time with me, like, if we wanna play World of Warcraft, and
301:21
I'm level 80 and you're level one, there's no meaningful
301:25
experience we can have together, but in Rust, we just wait for a
301:29
reset and we're both naked on the beach, you know, from minute one.
301:34
- What about the experience of Rust where you can have everything
301:38
taken away from you? So that part that you- - We're not doing that.
301:42
- Great, great. Because that feels awfully stressful. - See... I just lost the entire Rust audience when I said we're not doing that
301:48
because- ... if you're a Rust player, you're not thinking you're gonna lose everything you have.
301:53
You're thinking, "I'm gonna take everything somebody else has." But-
301:56
- See, my perception of the Rust audience is there's, like, three people, they're in a castle
302:00
somewhere. It's very exclusive group. - They are highly skilled, highly passionate... highly
302:07
knowledgeable, um... but yeah, it's an inspiration for me. That and EverQuest were define... And I've... The amount of hours I've
302:15
logged in both those games are insane. - What do you think has more hours from Jeff Kaplan, EverQuest or Rust?
302:22
- Well, you said I was 6K on EQ, so that puts me at... I'm at 5K in Rust.
302:30
- And, and also in that collection is Zork. - Zork was... I mean, Zork, it just brings me back to that old
302:37
IBM PC with my mom and my brother, trying to figure out, you know,
302:43
like, how to keep the lights on or else Agrue's gonna eat us, you know?
302:47
- Yeah. So certain games just capture your heart and they stay with you
302:50
forever. What do you think is the future of video games? So
302:54
there's a lot of conversations about AI helping expand maybe the
303:01
storytelling aspects, the world creation aspects, becoming a tool that
303:05
people can use more so. Maybe creating more believable NPCs, that kind of thing. But also there's, as, as we've talked about,
303:16
the video game industry is changing and evolving and trying to figure out,
303:20
well, there's the indie game makers that will have more power of... Or these
303:26
larger game makers will have more power, so what do you think the
303:30
future of games looks like? - I think with AI in mind in particular, I think
303:36
the current state of AI, trying to integrate it into
303:40
development is mostly a hot mess. But I do think that, you know, games are a technology-driven art
303:52
form. And somebody much smarter than me once described it, and I'm paraphrasing,
304:00
making a game is like making a movie if you had to invent the camera every
304:04
time, because you're kind of inventing the technology of your specific
304:08
game. And I think AI can play a role in that, and it would be silly not to
304:14
look at it as an option. The problem with AI right now is it's
304:21
overconfident in what it tries to deliver. Like, it fooled
304:27
around, obviously like everybody, like, you mess around with, you know, ChatGPT and Gemini and
304:34
you fool around with some of the art generation, and it's fun for
304:38
non-artists to fool around on Midjourney. But it's mostly weird and shitty. And
304:45
even, like, when trying to have AI answer for me... Like, I don't normally make UI
304:53
in a game, and so I'm trying to figure out, like, UMG and
304:57
Unreal Engine and I'm asking ChatGPT to how to, how
305:01
to fix, like, a simple problem, like, how do I make the chat wrap, you
305:05
know? And it, like, overconfidently gives me the wrong answer. And it's, like, right one in 10 times. So its hit rate has to be a lot
305:16
better. Um, I think there's a lot of moral concerns around AI when it comes to
305:23
creative pursuits as well, like no one's creative work should ever be used by
305:30
AI without their permission. You know, voice actors and artists, it can't
305:37
be lifting from them without their permission. That's just immoral. It's no different than just sort of stealing. So that's wrong. I
305:48
think. I'm curious, like especially as somebody who runs a small studio with 34 people, it's
305:55
like, what are the points of tedium that maybe AI
305:59
could help out with that I don't wanna do, and I'm not
306:03
gonna hire someone to do? So I have, like a really dumb example,
306:09
I'm making a bunch of images, I size them all
306:12
incorrectly 'cause I'm dumb and I'm not an artist, and I did it all in
306:16
Photoshop, and I have like 2,000 images that are the wrong
306:20
size. I can have ChatGPT resize those and zip it in a file for me, and it literally takes
306:27
it like a minute to do that. I wasn't gonna hire an intern to do it. I was just gonna work an hour
306:35
later or two hours later that night to do it. Like, it made
306:38
my life easier. It didn't take a job. That seems okay. As long as that ethical
306:46
line stays in place, what I- what I don't worry about
306:50
is, no matter how good AI gets, never gonna draw a
306:53
picture like Arnold Tsang. It's never gonna tell a story like Chris
306:57
Metzen. You know, that human spirit is irreplaceable. - Yeah, it's hard to put into words what is that magic that humans produce, but
307:07
they do. Truly great creative minds, truly great creative teams, they create something
307:13
special. It's hard to really articulate exactly what's missing with with AI, you know, what people call AI slop.
307:23
'Cause it creates really beautiful imagery and beautiful stories, and very
307:26
believable text. But it's not quite... It doesn't have that, I don't
307:34
know what it is, the edge that's human. Maybe it's the imperfections.
307:41
- Yeah, I think so. Like AI to me right now currently, it's
307:45
it's like an interesting fever dream, you know? - Yeah. Yeah.
307:49
- That's at the point I'm at with it. - And a useful tool for the mundane tasks, like you said.
307:55
But do you think the small studios have hope in the future of gaming?
308:00
- Small studios are the future of gaming. The big studios
308:04
basically acquire the small studios for new IP and ideas, and the small studios grow in. The
308:11
really compelling, new, innovative ideas are gonna come out of small studios.
308:17
- What advice would you give to video game creators, small teams, if they wanna create a truly special game?
308:25
- Well, they know how to do it. I mean, if they're doing it,
308:29
they know how to do it. It's more to video game developers in
308:34
general, own the craft. Own our art form. Stop giving it to these fucking
308:42
corporate jackals. You are the golden goose. Keep your eggs.
308:51
- Jeff, formerly from the Overwatch team, I have to
308:55
say from the bottom of my heart, and I think I speak for millions of
308:59
people, thank you for everything you've created in this world. Now
309:03
that I've gotten the chance to see the new game, I can't tell you how excited I
309:06
am to try it. Thank you for everything you've created. Thank you for everything you
309:10
represent. Thank you for remaining and fighting for us as one of us. So thank you, and thank you for talking today.
309:24
- Thank you, Lex. - Thanks for listening to this conversation with Jeff Kaplan. To support this podcast, please
309:30
check out our sponsors in the description, where you can also find links to
309:34
contact me, ask questions, give feedback, and so on. And now, let me leave you with some words from Franz Kafka,
309:43
"Don't bend. Don't water it down. Don't try to make it
309:47
logical. Don't edit your own soul according to the fashion. Rather, follow your most intense obsessions mercilessly." Thank you for
309:57
listening, and hope to see you next time.
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