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

Lex Fridman Podcast

Hosted by Lex Fridman

5h 16m
Transcript

Original podcast

Summary

Written by a model from the transcript; not yet reviewed.

Jeff Kaplan, the game designer behind World of Warcraft and Overwatch, sits down with Lex Fridman to trace his journey from a failed creative writing career to one of gaming's most influential designers. Kaplan recounts how he poured over 6,000 hours into EverQuest in the late 1990s, rose to lead the top guild on his server, and was recruited by Blizzard after his guildmates turned out to be employees there. He describes the early WoW team as a 'hodgepodge' of people who didn't know what they were doing, and how that inexperience became a strength.

The conversation covers the design philosophy of 'path of least resistance' that made WoW's quest-driven leveling revolutionary, the infamous Green Hills of Stranglethorn quest, and the $83 million Titan project that failed after seven years. Kaplan explains how Overwatch emerged from Titan's ashes in a six-week pitch period, and how the 'crawl, walk, run' framework guided its development. He also discusses the pressure from executives that ultimately led to his departure from Blizzard in 2021, and his new studio Kintsugi Yama, which is developing The Legend of California, an open-world game set in a mythical Gold Rush-era California island.

  • Design games along the path of least resistance so the easiest way to progress is also the way that shows players the most content and story. 2:03:29
  • Small teams give every member a loud voice and avoid the compartmentalization that causes disciplines to vilify each other. 1:30:33
  • Focus on what you want to do, not what you want to be, and let the activities that bring you fulfillment reveal your path. 39:19
  • As a creative leader, the best feature you can add for the player is shipping the game. 3:25:00
  • Small studios are the future of gaming because the most compelling new ideas come from them. 5:14:39

Highlights

  • 39:19

    Do Not Be Adviceinsight

    Kaplan's core life advice: focus on what you want to do, not what you want to be. The pressure to define a career identity traps young people, while the activities that bring moment-to-moment fulfillment naturally reveal who you're becoming.

  • 1:30:33

    Small Teams Avoid Compartmentalizationinsight

    Kaplan argues that on small teams everyone is in the room for every decision, which prevents the alienation and stereotyping that grows when teams scale. He says the less you interact with someone, the more you vilify their point of view.

  • 2:03:29

    Path of Least Resistance Designstrategy

    Kaplan explains how the WoW team realized players wanted quests to keep going without stopping, leading them to overload experience into quests so the easiest path through the game also showed the most world and story.

  • 2:30:05

    Green Hills of Stranglethorn Queststory

    Kaplan describes how his Hemingway-inspired quest to collect scattered pages became one of WoW's most hated quests because the pages didn't stack and filled players' limited bag space, turning the zone into a trading chaos he never intended.

  • 3:17:48

    Titan's $83 Million Failuredata

    The Titan project cost $83 million over seven years and failed on art cohesion, engineering, and design. A technical artist could only work 20 hours in a 40-hour week because the editor was so slow, meaning the team of top talent was essentially idle.

  • 3:40:13

    Overwatch Born from Titan's Ashesstory

    Designer Jeff Goodman suggested 50 classes with one or two abilities each instead of six classes with 100 abilities. Kaplan took Titan's 'jumper' class, distilled it into Tracer's dual pistols and blink, and pitched it as a seven-slide deck called 'Monetized Shooter.'

  • 3:50:31

    Crawl Walk Run Frameworkstrategy

    Kaplan and his team used the crawl-walk-run concept to scope Overwatch: first ship the PvP shooter to establish the universe, then add PVE co-op, and only build an MMO if players fall in love with the world. The dates were aspirational placeholders to save the project from cancellation.

  • 4:23:22

    The CFO Meeting That Broke Himstory

    Kaplan was called into the CFO's office and told Overwatch had to hit a specific revenue target or a thousand people would be laid off and it would be on him. He describes it as the biggest 'fuck you' moment of his career and the reason he left Blizzard.

About this episode

Jeff Kaplan is a legendary Blizzard game designer of World of Warcraft and Overwatch, now preparing to launch a new game, The Legend of California, from his new studio Kintsugiyama – available to wishlist on Steam today, with alpha later in March. Thank you for listening ❤ Check out our sponsors: https://lexfridman.com/sponsors/ep493-sc See below for timestamps, and to give feedback, submit questions, contact Lex, etc. CONTACT LEX: Feedback – give feedback to Lex: https://lexfridman.com/survey AMA – submit questions, videos or call-in: https://lexfridman.com/ama Hiring – join our team: https://lexfridman.com/hiring Other – other ways to get in touch: https://lexfridman.com/contact EPISODE LINKS: The Legend of California (Steam Page): https://store.steampowered.com/app/2550530/The_Legend_of_California Jeff’s Game Studio: https://www.kintsugiyama.com/ SPONSORS: To support this podcast, check out our sponsors & get discounts: Fin: AI agent for customer service. Go to https://fin.ai/lex https://lexfridman.com/s/fin-ep493-sc Blitzy: AI agent for large enterprise codebases. Go to https://blitzy.com/lex https://lexfridman.com/s/blitzy-ep493-sc BetterHelp: Online therapy and counseling. Go to https://betterhelp.com/lex https://lexfridman.com/s/betterhelp-ep493-sc Shopify: Sell stuff online. Go to https://shopify.com/lex https://lexfridman.com/s/shopify-ep493-sc CodeRabbit: AI-powered code reviews. Go to https://coderabbit.ai/lex https://lexfridman.com/s/coderabbit-ep493-sc Perplexity: AI-powered answer engine. Go to https://perplexity.ai/ https://lexfridman.com/s/perplexity-ep493-sc OUTLINE: (00:00) – Introduction (02:24) – Sponsors, Comments, and Reflections (10:47) – Early games: Pac-Man, Zork, Doom, Quake (25:12) – Writing career – 170 rejection letters (40:45) – EverQuest obsession (53:43) – Getting hired at Blizzard (1:09:11) – Lowest point in Jeff’s life (1:15:16) – One of Us (1:19:33) – Early Blizzard culture (1:39:15) – Building World of Warcraft (1:56:59) – How WoW changed video games (2:14:21) – Single-player vs Multi-player (2:35:15) – How Blizzard made great video games (3:01:04) – Online toxicity (3:08:38) – Why Titan failed (3:25:48) – Overwatch in six weeks (3:52:46) – Best Overwatch heroes (4:01:16) – The challenge of matchmaking (4:04:40) – Rust (4:15:01) – Why Jeff left Blizzard (4:37:14) – Diablo IV (4:38:42) – Getting back to making video games (4:47:38) – The Legend of California (5:01:23) – Greatest video game of all time (5:09:30) – AI and future of video games PODCAST LINKS: – Podcast Website: https://lexfridman.com/podcast – Apple Podcasts: https://apple.co/2lwqZIr – Spotify: https://spoti.fi/2nEwCF8 – RSS: https://lexfridman.com/feed/podcast/ – Podcast Playlist: https://www.youtube.com/playlist?list=PLrAXtmErZgOdP_8GztsuKi9nrraNbKKp4 – Clips Channel: https://www.youtube.com/lexclips

Transcript

0:00
5:16:56

47,972 words · 2 speakers

Speaker names marked are inferred from speaking time and the show’s known hosts — they are not voice-verified.

Topics

  • Game Design
  • World of Warcraft
  • Overwatch
  • Blizzard Entertainment
  • Video Game History
  • Creative Writing
  • Game Development
  • EverQuest

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