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Interview, Fireside Chat

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

Early Life, Writing, and the Pivot to Gaming

  • Jeff Kaplan was born in 1972 and immersed in the coin-op era, playing Pac-Man, Asteroids, Pong, Atari, and the NES; he considers the Zork trilogy a foundational influence on his love for world-building and imagination.
  • Kaplan pursued a Master's degree in Creative Writing from NYU, citing Kerouac, Hemingway, and Salinger as major influences on his desire to craft stories.
  • He endured a period of deep depression and isolation in his late 20s after receiving over 170 rejection letters for his writing in a single year, eventually throwing his journals and manuscripts into a dumpster to "cut the cord."
  • Kaplan credits his sobriety and a course of Electroconvulsive Therapy (ECT) as the pivotal interventions that helped him emerge from severe depression.
  • He pivoted to video games after logging over 6,000 hours (272 days) in EverQuest between 1999 and 2002, where he found community and escapism.
  • Kaplan rose to become an officer and raid leader for "Legacy of Steel," the top guild on the "Nameless" server, where he learned leadership by managing complex human dynamics in a virtual environment.
  • His transition from player to designer began when he sent custom Half-Life levels via mail to a Blizzard developer named Rob Pardo, who was also in his EverQuest guild; Pardo invited him to lunch in Irvine, California.
  • Kaplan met Blizzard founders Mike Morhaime, Allen Adham, and Frank Pearce during this visit, feeling a sense of belonging he had never experienced, noting that the culture was flat and inclusive despite their corporate stature.
  • He was hired by Blizzard in May 2002 as an Associate Quest Designer for World of Warcraft with a salary of $35,000, despite having no prior professional game design experience.

World of Warcraft: Design, Culture, and Leadership

  • Kaplan, along with Tom Chilton, effectively ran the World of Warcraft design team after Alan Adham left and Rob Pardo moved to StarCraft II.
  • A defining design philosophy for WoW was making the "path of least resistance" be the most engaging gameplay (questing) rather than repetitive grinding, a shift from EverQuest's mechanics.
  • Kaplan designed the infamous "Green Hills of Stranglethorn" quest, which required players to hunt for scattered pages across the zone; he later admitted it was a design failure where the interface did not support the player flow, leading to community frustration.
  • Kaplan describes World of Warcraft as "one of us" in a famous 2002 forum post, aiming to defend the player experience from the perspective of a fellow gamer against corporate design choices.
  • The Burning Crusade expansion saw Kaplan and Tom Chilton as full leads, navigating massive server issues and a wave of employee departures that formed new studios like Carbine (WildStar) and Red 5.
  • Kaplan recounts a pivotal moment at the first BlizzCon in 2005, where the initial perception of a hateful online community collided with the reality of passionate, loving fans in person.
  • He describes the "Blizzard Polish" as a culture of extreme quality control, where QA was integrated tightly with development, and the engineering team was architected for "hot fixes" to address critical bugs instantly without downtime.
  • Kaplan admits to a period of "ant farm" design thinking, where he tried to puppeteer player behavior, a lesson that taught him to respect player agency and social interaction over rigid design structures.
  • He describes the Wrath of the Lich King expansion as a high point where the team successfully introduced choice in starting zones to improve server load and player flow.
  • Kaplan reflects that the "road to hell is paved with good intentions" regarding Overwatch League, which initially aimed to protect players but eventually became a financial burden that distracted from core game development.
  • His departure from Blizzard in 2021 was precipitated by a meeting with the CFO, who threatened a layoff of 1,000 people if Overwatch did not meet specific recurring revenue targets, a decision Kaplan felt forced him to choose between his values and the job.

The Titan Failure and the Birth of Overwatch

  • Titan was intended to be a massive, single-server, open-world MMO set on a futuristic Earth where players lived day jobs and engaged in secret agent activities by night.
  • Kaplan identifies Titan's failure as a leadership and scope issue, noting the team was "anticipatorily hired" before having a defined vision, art style, or technical roadmap, leading to a $83 million burn with no shipable product.
  • The Titan project was cancelled in 2013 after seven years of development, leaving the team demoralized and the engine largely unused.
  • Kaplan was given six weeks to pitch a new game concept with a two-year deadline and the potential to match World of Warcraft's revenue.
  • Three pitches were considered: StarCraft Frontiers (an MMO in space), Crossworlds (a neutral planet meeting different factions), and a prototype that became Overwatch.
  • Overwatch was conceptualized by simplifying the Titan "Jumper" class into a hero named Tracer, focusing on distinct personalities and simple, high-impact mechanics rather than complex class trees.
  • The Overwatch pitch deck included a "Crawl, Walk, Run" strategy, where the initial game would focus on PvP to build a universe, with PvE and mobile expansion planned for later stages.
  • Kaplan chose the name "Overwatch" as a tongue-in-cheek middle finger to the internal Titan naming contest, where the word had previously received the most votes for a police force within that game.
  • Kaplan admits a regret in Overwatch's design: the matchmaker and medal system over-emphasized team outcomes (win/loss) rather than individual contribution, which fueled toxicity among players.
  • The original plan for Overwatch 2 was a cooperative PvE shooter, but executive pressure to meet revenue targets and the financial burden of Overwatch League forced a shift toward a live-service model that ultimately did not ship as originally announced.

New Ventures: Kintsugiyama and The Legend of California

  • After leaving Blizzard, Kaplan took a year off but returned to game development, founding the studio Kintsugiyama with programmer Tim Ford in 2021.
  • The studio name references the Japanese art of Kintsugi (repairing broken pottery with gold), symbolizing the beauty in imperfection and the idea that broken things can become stronger.
  • Kaplan's new game, The Legend of California, is an open-world, voxel-based, multiplayer action game set in a mythical, island version of 1800s California during the Gold Rush.
  • The game features a procedural world where points of interest and difficulty tiers shift every "seed," inspired by Rust's resetting map mechanic but designed to be less punitive (players do not lose all progress permanently).
  • The tone of The Legend of California is described as lonely, mysterious, and dangerous, aiming to evoke the feeling of being small in a vast, beautiful world, contrasting with the "bright, hopeful" tone of Overwatch.
  • Kaplan plans to release the game via a public alpha in March on Steam, moving directly to Early Access to involve the community in the development process from day one.
  • The game's art direction is inspired by the landscapes of Albert Bierstadt, with a focus on realistic lighting and sunrises to create an immersive, awe-inspiring environment.

Industry Philosophy and Future Outlook

  • Kaplan advises young creators to "focus on what you want to do, not what you want to be," emphasizing the joy of the daily craft over societal labels.
  • He warns against the "social Darwinism" of online criticism, urging the community to support creators and allow them the space to fail and improve without being driven out of the industry.
  • Kaplan critiques the modern gaming industry for over-reliance on corporate finance (CFOs) over creative vision, arguing that "weirdos" and creative minds must remain at the helm of development.
  • He views Breath of the Wild as the greatest game ever made due to its cohesive integration of art, design, tech, and physics, and Red Dead Redemption 2 for its narrative mastery.
  • Regarding AI, Kaplan sees it as a useful tool for mundane tasks (like resizing assets) but expresses strong ethical concerns about its use in creative work without permission, stating AI cannot replicate the human "spark" or imperfection.
  • He believes small studios will drive the future of gaming innovation, while large studios often rely on acquisitions, and urges developers to "own the craft" and resist corporate pressure.
  • Kaplan maintains that the "path of least resistance" in game design should always be the most engaging path for the player, a lesson learned from his early days at Blizzard.