Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493
全トランスクリプト
- There's three types of fun, fun for the player,
fun for the designer, and fun for the computer.
- Is it PvP?
- It's all PvP. In fact, Rust is the most PvP thing in all of PvP.
- Well, I don't know what that means, but...
- Rust players know what that means. My whole career and my
family are thanks to EverQuest, so I think I won the game.
And we're idiots. We're reading the forums, and the forums are just
flaming us all the time. Like, "There's lag on this server,"
and, "Can't log into that ser-" And that's, that was our perspective
of what was happening. And when I showed up at that show,
it... One of the most emotional things in my life. It was
nothing but an outpouring of love. I had
believed I would never work any place but Blizzard.
I loved it. It was a part of who I was,
And I felt I was a part of it, and I literally thought I would
retire from the place. I never thought the day would come, and that was it.
- How painful was it to say goodbye?
- It broke me.
- Now, meanwhile, as far as the outside world is
concerned, you've disappeared off the face of the
earth, but you were actually working on a game.
The following is a conversation with Jeff Kaplan, a
legendary game designer of World of Warcraft and
Overwatch, which are two of the biggest, most influential games ever made. He is
genuinely one of the most amazing human beings I've ever
met. In the many conversations I was fortunate enough to have with him,
including while playing video games, he was always kind,
thoughtful, hilarious, and still and forever a
legit gamer, through and through. Of course,
he's always quick to celebrate the incredible teams of creative minds he has
gotten a chance to work with over the years, and they are truly
incredible. Blizzard has created some of the greatest games ever
made, games that to me personally have brought me
thousands of hours of fun, meaning, and
happiness, from Warcraft, to StarCraft, to Diablo,
WoW, Overwatch and more. So for that, a big thank you to
Jeff, to the entire Blizzard team, and to every
creative mind in the video game industry, giving their heart and soul
to build video game worlds that we fans get a chance to enjoy. This was a super fun,
inspiring, whirlwind conversation, pun
intended, with one of the most beloved gamers and game
designers ever. Full of memes, lulz,
wisdom, emotional rollercoaster moments, and of course, Blizzard
video game lore. Jeff left Blizzard in
2021, and has been secretly working on a new video game
called The Legend of California that I got a chance to play with Jeff. It is
incredibly beautiful. Set in the 1800s Gold
Rush era of California, it's an open world online multiplayer game,
part adventure and action, part
survival. Sometimes creating a feeling of loneliness and
desperation, and sometimes just awe watching the
sun rise over a beautiful landscape. It's unlike any game that
Jeff has ever worked on, and it's a game that I genuinely
can't wait to play with all of you. You can wishlist it on
Steam. Join the alpha later in March, I think, and early access is on the way. This
is the Lex Fridman Podcast. To support it, please check out our
sponsors in the description where you can also find links to
contact me, ask questions, give feedback, and so
on. And now, dear friends, here's Jeff Kaplan. You were first a legendary video
game player, in particular in EverQuest,
before you ever became a legendary video game designer on World of Warcraft and on
Overwatch, which I think is a wild journey to go through from gamer to
designer. But first, let's go way back. When did you first fall in
love with video games?
- I was lucky. I was born in that golden era of coin-op.
So, I literally remember the first time seeing
Pac-Man. I was with my Uncle Ronnie, and he just kept
feeding me quarters. I think he wanted to play, but was too scared to,
so he, you know, his little nephew, he would just give him quarters to play Pac-Man.
I remember being at my brother's graduation in
Philadelphia, and they had an Asteroids machine in the
lobby. That was one of the first coin-op machines I had played as
well. And my brother and I would... we would
try to get the high score, and we'd finally get it. But we had to go to
bed early 'cause we were little kids. And then in the morning somebody
else had like beat our high score. And then, you know, I
grew up in Southern California in the '80s. I was born in '72. So, you know, I was a
kid with that skateboard BMX culture where
we'd ride two towns over. We knew all the pizza
parlors and liquor stores and arcades, and we
just lived in that coin-op phase. That was, that
was where the love started. And then you started to
see things like Pong. You'd go over to a friend's house, they'd have
Pong, and it was just mind blowing, like, we're playing this thing on the
TV and it was so much fun. Atari was a big thing at that time as
well. But the big one for me was actually
Intellivision, because my dad was an executive
recruiter, and one of his clients was Mattel.
And he said, "Hey, I... They gave me this thing," and he would get
discounts or free games. And my brothers and I just loved Intellivision. Like,
we would just play it endlessly. And the comparison
was always like, "Is this game close to what's in the arcades?"
And it was just such a golden era. And I think
the big moment where it really blew open
and kind of hit the next level was when the NES came out. And that, like,
NES with Super Mario- was kind of gaming at the next level at that
point. And I have, like, warm, fuzzy memories
even thinking about it to this day. I remember we
played Super Mario for weeks, my brothers and I, and then
I had a friend come over, and he showed me all the secret stuff-
... in Super that I didn't know existed at the
time. And it's... it was like suddenly, the world opened up more and games could be
more. And then there was, like, a big PC gaming push that hit me. My
parents ran their own business. Like I said, my dad was an executive
recruiter, and they bought an IBM. And this is, like, when it was DOS before MS-DOS
existed. And I was so disappointed, because, like, other kids had the
Amiga or the Commodore-
... which, you know, they were better for gaming than the IBM at the time. And
my mom, she really encouraged my brother and I. She bought a Zork.
You know, it was just Infocom word games,
and where your imagination would take you. Like,
Zork holds a place in my heart I think few games will ever touch.
- It's a text-based game?
- Text-based game. You know, you just type in, "Go west. Open mailbox." You know?
And...
- Okay.
- But it's that power of imagination. It's why the book is always better than the
movie, you know?
- Yeah. So, you're starting to see these creations of worlds that you can navigate.
- Yes.
- You can step into this world and you can lose yourself in that world.
- Yeah. You're transported. You're living there.
- Was Zork popular?
- Zork was insanely popular. And then there was Zork II- ... and Zork III.
- 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
era of what they called CD-ROM games. That's how they branded
them. And they made a return to Zork, but it now had graphics.
And somehow, that just shattered everything, because the Zork you
knew in your head didn't exist anymore. Yeah, Zork was
fantastic. I think it might be open source
now, which I think is fabulous. But I highly recommend Zork. There was
also, in those days, on the PC that worked on our IBM, was Ultima-
... which was the Richard Garriott series.
And he was Lord British. We knew him as Lord British. He put himself in the
game. And you wanna talk about world- building. You
know, there was Yew Forest and there was all the characters. And
the first Ultima I played was Ultima II, 'cause Ultima I was before
my time. And that series, it was this RPG group based
PC game, and the worlds were just so
rich. Like, you could get on a rocket ship. You're playing in this fantasy
world, fighting demons, and yet somehow you could
get on a rocket ship. And then there was just all of this
sort of crazy stuff that would happen in
games that are based in the world. Like, there were bouncers in the towns,
and merchants, but if you really wanted to, you could try to rob
these people, or kill Lord British, you know?
That was something that was super hard. And when you're just a jackass
kid, you spend your time endlessly trying to do these
things over and over, and Ultima was really a profound kind of experience for me.
- And, of course, that led to Ultima Online, which is a legendary game in
itself, perhaps connected to EverQuest.
- Yes.
- Sort of starting to build these worlds that are massively
multiplayer online video games. Can you take me to
that journey? Like, as you started to get online, MMO world.
What were influential? What were fun for you?
- Well, the big one for me was EverQuest. But,
Like you mentioned, Ultima Online sort of was the
predecessor. It came before EverQuest.
And it was, like, one of those unfortunate times in my life where I
was actually at grad school.
- You were busy.
- I was busy, and I missed Ultima Online. Like, I
would have had that experience. And when you hear the Ultima
Online stories, they're some of the craziest,
funniest... You know, I know somebody who, they learned
how to poison in the game, and then they would
poison apples, then leave them on the ground, and somebody else would be
adventuring, then feed the apple to their horse and kill their horse.
Then they'd steal all their stuff and... You know, Ultima Online was kind
of... It was the earliest grief-based
experiment. Really, like, when you're treating the humans like ants in the ant farm.
That was kind of Ultima Online.
- Yeah.
- My first, like, what online gaming, what defined online gaming for me was Quake
and Doom and Duke Nukem. You know, it started with Doom
and they had a ... You could basically LAN. You could
network with your friends or you could connect with a modem and hook up with
somebody. And that was like a mind-blowing ... Just seeing
another entity in a video game and saying, "That's a
person on the other side of that."
That was magical, like, that that moment happened and that person
could be in another room or across town from
you. And Quake kind of took it to the next
level. Like, that's where everybody knew what they were
doing. The systems were more refined. And this Quake community formed with
all of these, you know, great websites, mods. The
community was divided into ... There were two castes of players. The low ping
bastards, the LPBs- ... and then the rest of us, you know.
And I remember rolling into Quake matches, you know, on a
dial-up modem with a 300 ping connection,
and I thought it was the greatest thing ever. Um,
and just, just connecting with people. Like
I said, the websites. To this day, the only gaming
website I read— I don't read any of the news sites anymore, but I read Blue's News.
Which was like, like ... Someone actually teased me recently.
I linked him a story. I'm like, "Oh, did you hear this new thing's coming out?" And I sent
the link, and they're like, "Dude, this is from Blue's News. Like,
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