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

5h 10m 3s47,410 単語4,290 segmentsEnglish

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0:00

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

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fun for the designer, and fun for the computer.

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- Is it PvP?

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

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

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

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

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

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

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

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

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

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nothing but an outpouring of love. I had

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believed I would never work any place but Blizzard.

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

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

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

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- How painful was it to say goodbye?

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- It broke me.

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

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concerned, you've disappeared off the face of the

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earth, but you were actually working on a game.

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The following is a conversation with Jeff Kaplan, a

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legendary game designer of World of Warcraft and

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

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

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

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including while playing video games, he was always kind,

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thoughtful, hilarious, and still and forever a

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legit gamer, through and through. Of course,

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

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

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incredible. Blizzard has created some of the greatest games ever

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made, games that to me personally have brought me

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thousands of hours of fun, meaning, and

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happiness, from Warcraft, to StarCraft, to Diablo,

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

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Jeff, to the entire Blizzard team, and to every

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

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

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inspiring, whirlwind conversation, pun

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intended, with one of the most beloved gamers and game

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designers ever. Full of memes, lulz,

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wisdom, emotional rollercoaster moments, and of course, Blizzard

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video game lore. Jeff left Blizzard in

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

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

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incredibly beautiful. Set in the 1800s Gold

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

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part adventure and action, part

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survival. Sometimes creating a feeling of loneliness and

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desperation, and sometimes just awe watching the

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

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

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

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

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

3:54

sponsors in the description where you can also find links to

3:58

contact me, ask questions, give feedback, and so

4:02

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

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game player, in particular in EverQuest,

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

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

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

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love with video games?

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

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So, I literally remember the first time seeing

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

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

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

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I remember being at my brother's graduation in

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Philadelphia, and they had an Asteroids machine in the

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

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

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

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

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

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

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kid with that skateboard BMX culture where

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

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parlors and liquor stores and arcades, and we

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

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was where the love started. And then you started to

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

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

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

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well. But the big one for me was actually

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Intellivision, because my dad was an executive

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recruiter, and one of his clients was Mattel.

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

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

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we would just play it endlessly. And the comparison

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

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

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the big moment where it really blew open

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

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

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

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even thinking about it to this day. I remember we

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

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

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

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

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

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

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

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

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Amiga or the Commodore-

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

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

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You know, it was just Infocom word games,

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and where your imagination would take you. Like,

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

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- It's a text-based game?

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

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And...

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- Okay.

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

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movie, you know?

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

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- Yes.

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

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

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- Was Zork popular?

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

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

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

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

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

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

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

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fantastic. I think it might be open source

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

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

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... which was the Richard Garriott series.

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

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

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

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

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

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PC game, and the worlds were just so

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

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world, fighting demons, and yet somehow you could

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

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sort of crazy stuff that would happen in

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

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

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these people, or kill Lord British, you know?

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

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kid, you spend your time endlessly trying to do these

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

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

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itself, perhaps connected to EverQuest.

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- Yes.

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- Sort of starting to build these worlds that are massively

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multiplayer online video games. Can you take me to

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

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What were influential? What were fun for you?

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

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Like you mentioned, Ultima Online sort of was the

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predecessor. It came before EverQuest.

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

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was actually at grad school.

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- You were busy.

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

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

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Online stories, they're some of the craziest,

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

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how to poison in the game, and then they would

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

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

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

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of... It was the earliest grief-based

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

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That was kind of Ultima Online.

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- Yeah.

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

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

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

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

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

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

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person on the other side of that."

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

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could be in another room or across town from

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you. And Quake kind of took it to the next

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

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

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

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

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

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

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dial-up modem with a 300 ping connection,

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

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and just, just connecting with people. Like

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

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

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

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

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

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