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- Jeff Kaplan's journey into game design was catalyzed by an intense, almost destructive period of failure in his writing career, leading him to pour his obsessive energy into *EverQuest*.
- Kaplan's entry into Blizzard Entertainment was unconventional, stemming directly from his high-level, anonymous leadership role in the *EverQuest* community, where he unknowingly interacted with future Blizzard colleagues and founders.
- The early experience of connecting with other dedicated gamers in *EverQuest* provided Kaplan with his first meaningful sense of belonging and leadership experience, contrasting sharply with his earlier solitary pursuits in writing and film internships.
- The early appeal of game design over film for Jeff Kaplan was the solitude of writing combined with the flat, egalitarian creative collaboration culture at Blizzard, contrasting sharply with the 'caste system' observed in the film industry.
- Jeff Kaplan's initial 'One of Us' post upon joining Blizzard in 2002, while showing youthful ego, demonstrated a deep, player-centric understanding of what constitutes a compelling MMORPG experience, which guided his early design philosophy.
- The success of *World of Warcraft* was partly attributed to the team's relative inexperience as MMO experts, allowing them to avoid the pitfalls of over-specialization that plagued later, more expert-driven projects like *Titan*.
- The fundamental shift that propelled *World of Warcraft* past competitors like *EverQuest* was making quest-driven gameplay the path of least resistance for progression, effectively allowing players to experience the world as a single-player adventure within a massive online setting.
- Effective game teams thrive on creative tension between vastly different disciplines (like logical programmers and emotional artists), and small teams maintain cohesion by ensuring everyone has a loud voice in all core decisions, avoiding disciplinary alienation.
- The infamous 'Green Hills of Stranglethorne' quest in World of Warcraft was a result of junior designer hubris, serving as a valuable lesson in avoiding 'ant farm' design where the designer plays God over the players.
- Blizzard's legendary polish culture was built on passionate Quality Assurance (QA) teams working in tight collaboration with developers, and the engineering capability to rapidly deploy hotfixes without client downtime.
- The game *Overwatch* was conceived in six weeks by distilling the best elements of canceled MMO *Titan*—specifically leveraging the strong character art and unique abilities of former Titan classes—to meet aggressive shipping deadlines.
- Overwatch originated from a failed Titan concept, evolving from a seven-page deck initially titled "Monetize Shooter" into a hero-centric game emphasizing personality and implied backstory.
- Jeff Kaplan regrets that Overwatch's initial design downplayed individual contribution in favor of team focus, suggesting future hero shooters should better acknowledge player self-interest.
- Kaplan's departure from Blizzard was driven by executive pressure to prioritize recurring revenue targets over creative development, culminating in a CFO ultimatum that felt like a "fuck you moment."
- Jeff Kaplan's new game, *The Legend of California*, will deliberately adopt an edgier, lonelier, and more dangerous tone, contrasting sharply with the aspirational hero-centric style associated with Blizzard and *Overwatch*.
- The studio name, Kintsugiyama, reflects the philosophy of embracing imperfection and finding beauty in scars, which Kaplan relates both to his personal journey after Blizzard and the nature of game development itself.
- Kaplan identifies *The Legend of Zelda: Breath of the Wild* as the greatest game ever made due to its thoughtful design across all aspects, while *Rust* and *EverQuest* are cited as personally defining games that inspire mechanics like the resetting world in his new project.
Segments
Early Gaming Love and Influences
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- Key Takeaway: Jeff Kaplan’s initial love for gaming began with coin-op classics like Pac-Man and Asteroids, evolving through home consoles like the NES and early PC text adventures like Zork.
- Summary: Kaplan vividly recalls his childhood experiences with early arcade games and the mind-blowing introduction of home consoles like Pong and the NES. The text-based world of Zork held a special place for him due to its reliance on imagination for world navigation. His early gaming exposure spanned from arcade action to deep, imaginative PC role-playing games like Ultima.
Writing Career and Rejection
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- Key Takeaway: Kaplan abandoned his writing career after receiving over 170 rejection letters in one year, a soul-crushing experience that led him to destroy all his manuscripts and notes.
- Summary: Despite earning an MFA in creative writing, Kaplan found the solitary pursuit and constant rejection deeply isolating and damaging to his mental health. He realized that sometimes closing a door, even one tied to a dream, is necessary for another path to open. He advises young creators to focus on the moment-by-moment ‘doing’ they enjoy, rather than the societal pressure of ‘what they want to be’.
EverQuest Obsession and Pivot
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- Key Takeaway: After quitting writing, Kaplan became intensely dedicated to EverQuest, accumulating over 6,000 hours of playtime, which ultimately served as the foundation for his career shift.
- Summary: The free time resulting from abandoning his writing routine was channeled entirely into EverQuest, which he found immediately transporting due to its progression mechanics and world. He spent approximately 272 days of game time over three years in the world of Norath. This intense immersion, which he now credits for leading to his career and family, highlights the profound, positive impact gaming can have despite its perceived stigma.
Ascension to EverQuest Leader
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- Key Takeaway: Leading his EverQuest guild, Legacy of Steel, taught Kaplan practical lessons in motivation, discipline, and managing complex human dynamics during high-stakes raids.
- Summary: Kaplan rose to lead the top guild on his server, mastering the challenge of coordinating 30 anonymous players with diverse motivations for raid success. This leadership role involved constant repetition and managing the psychological complexities of players seeking escapism. He notes that the camaraderie found in the game provided significant relief from the loneliness he experienced.
Blizzard Job Acquisition Story
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- Key Takeaway: Kaplan was hired by Blizzard Entertainment after several EverQuest guildmates, who were secretly Blizzard employees including founder Alan Adham (playing as Barfa), interviewed him over six months through informal lunches.
- Summary: The interview process was unconventional, starting with informal lunches where Kaplan felt comfortable being his true self, discussing gaming openly for the first time. His final interview took place at an Arco gas station Jack in the Box, solidifying his feeling that he had found his ‘people.’ The job posting for an associate quest designer specifically requested a creative writing degree, which Kaplan possessed, suggesting the process was tailored for him.
Overcoming Low Points and Finding People
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- Key Takeaway: Kaplan’s recovery from deep depression and alcoholism involved therapy, achieving sobriety, and finding profound fulfillment through the collaborative, hard work environment at Blizzard.
- Summary: He describes hitting a low point watching the Oscars while heavily intoxicated, feeling like a failure in contrast to the polished figures on screen. Therapy and eventually ECT were crucial in breaking him out of that cycle, but starting at Blizzard provided the necessary positive focus. He emphasizes that introverts need connection, and the flat, collaborative structure at Blizzard allowed him to feel like an equal and find happiness in the work itself.
Writing vs. Collaboration Appeal
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- Key Takeaway: The film industry’s unhealthy creative collaboration and caste system contrasted sharply with the flat, egalitarian structure Jeff Kaplan experienced at Blizzard.
- Summary: Jeff Kaplan initially preferred writing due to its solitude, finding the collaborative nature of the film industry, where he interned, to be an unhealthy caste system. In contrast, Blizzard felt flat, treating even an associate game designer as an equal to the CEO or boss. This camaraderie, combined with the inherent appeal of hard work on a beloved thing, was what ultimately pulled him into game development.
Reading Early ‘One of Us’ Post
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- Key Takeaway: Kaplan’s 2002 post detailed his commitment to representing the player’s interest as a new World of Warcraft quest designer, despite later feeling it contained too much ego.
- Summary: Lex Fridman read Kaplan’s 2002 announcement of accepting the Associate Game Designer role for World of Warcraft, where Kaplan vowed to look out for the player’s interest against tedious design elements. Kaplan admitted the post was embarrassing now due to its ego, reflecting a 20-year-old’s certainty about fixing all video games. However, this initial passion stemmed from deep understanding gained as an EverQuest player.
Vibes of Early Blizzard Culture
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- Key Takeaway: Early Blizzard South (Irvine) in 2002 was a small, informal environment of under 200 people, characterized by casual dress, futons, and a clear division between the revered RTS Team 1 and the nascent World of Warcraft Team 2.
- Summary: The first day at Blizzard felt like walking into a dorm room, with employees wearing t-shirts and shorts, reflecting the company’s small size (under 200 people in May 2002). The Irvine office had two teams: Team 1 (RTS veterans working on Warcraft 3) and Team 2 (the ‘red-headed stepchild’ team that pivoted from Nomad to begin World of Warcraft). Kaplan’s first day included a fanboy moment meeting John Cash, a legendary programmer from id Software who was working on Team 2’s tech.
Disciplines and Creative Tension
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- Key Takeaway: Successful game development relies on five core disciplines—engineering, art, design, production, and audio—whose creative tension between logical programmers and emotional artists is vital when aimed at a shared vision.
- Summary: Game teams comprise engineers, artists (including lighting), game designers (systems and content), producers (project management), and sound/audio specialists. The unique dynamic of game teams comes from the creative tension between highly logical programmers and highly creative artists, with designers and sound bridging the gap. Small teams are superior because they avoid compartmentalization, which leads to stereotyping and vilifying other disciplines.
Leadership Lesson on Ego and Ideas
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- Key Takeaway: A core leadership principle learned by Kaplan was to actively try to make other people’s ideas work, rather than defaulting to ego-driven dismissal, which elevates team members and often leads to the best outcomes.
- Summary: Kaplan reflected on how insecurity and ego drove him as a new lead to systematically shut down ideas from non-designers in meetings. Pardo pulled him aside to advise him to always listen and try to make others’ ideas work, a lesson that became central to his leadership style. The most gratifying success comes when an idea championed by someone else becomes beloved by the players, and that person receives the credit.
Developing World of Warcraft World
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- Key Takeaway: The lead character of World of Warcraft is the world itself, Azeroth, which was shaped by Chris Metzen’s storytelling vision and Alan Adham’s controversial but crucial decision to implement the Horde vs. Alliance faction split.
- Summary: Chris Metzen, considered the heart and soul of Blizzard, emphasized that the world of Azeroth was the game’s main character, requiring it to feel massive, dangerous, yet comfortable. Alan Adham championed the Horde/Alliance split, inspired by Dark Age of Camelot, despite initial resistance from designers who preferred EverQuest’s mixed-race grouping. When Adham left, Rob Pardo embraced the faction split, leading the team to fully commit to the concept.
Quest-Driven Leveling Revolution
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- Key Takeaway: World of Warcraft fundamentally changed the MMO genre by making quest completion, rather than repetitive monster grinding, the path of least resistance for experience gain, allowing for directed gameplay.
- Summary: Alan Adham initiated the quest-based design, hiring Jeff Kaplan and Pat Nagel to build the system, while Eric Dodds helped with the interface. Early playtests revealed that players expected quests to constantly flow, forcing the team to realize they needed vastly more content than initially estimated. The team adopted the philosophy of overloading experience into quests, which guided players through the world, enabling storytelling and allowing players to engage optionally without being forced into constant group interaction.
Elements of Fun and Player Motivation
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- Key Takeaway: Great game design taps into both intrinsic motivators (like mastery and creativity) and extrinsic motivators (like progression and loot) by creating cycles where players drift between these states.
- Summary: Game designers act as ‘quack psychologists,’ understanding that every player is different and drifts between motivational states. Key elements of fun include progression (investment recognition), mastery (skill), creativity, and customization. A successful design, like the loot cycle, uses extrinsic rewards (loot) as a temporary means to enable the player to return to intrinsic goals (exploring content or mastering a build).
World of Warcraft Zone Design
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- Key Takeaway: World flow design in World of Warcraft strategically places high-stakes areas like the Burning Steps at the end of the player journey.
- Summary: Early World of Warcraft zone design involved mapping out geographical relationships, such as placing the Dwarven Lands near wetlands and human areas near Elwyn Forest. Designers aimed to capture the player’s mental image of locations, ensuring scary areas were experienced later to build anticipation. Free flight paths between starting zones like Ironforge and Stormwind allowed new players to see dangerous zones from a safe distance, planting seeds for future adventures.
Infamous Quest Design Retrospective
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- Key Takeaway: The universally hated ‘Green Hills of Stranglethorne’ quest was a junior designer’s homage to Hemingway, which failed due to poor inventory management in the early game interface.
- Summary: Jeff Kaplan admitted the quest was an example of ‘ant farm design,’ where the designer tries to manipulate player behavior, contrasting with Sid Meier’s principle that fun must be for the player, not the designer. The quest’s failure stemmed from scattering numerous unstackable pages across the zone, cluttering player inventory and forcing unwanted social interaction via trade chat. Kaplan’s openness about the quest’s failure encouraged critical self-assessment within Blizzard.
Blizzard Polish and QA Culture
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- Key Takeaway: Blizzard’s high level of polish stems from a studio-wide culture where QA is treated as an integrated, passionate extension of the development team.
- Summary: Fixing bugs with urgency is crucial, motivated by developers being passionate players themselves. The Quality Assurance department was the best in the industry, composed of passionate gamers who tested systematically, including extensive regression and compatibility testing across all hardware configurations. Developers fostered tight relationships with QA, encouraging direct communication to ensure critical issues were addressed immediately, regardless of the chain of command.
Engineering for Live Service Games
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- Key Takeaway: Successful live service games like World of Warcraft and Overwatch require master-level engineering to architect the client and server for rapid, non-disruptive hot-fixing.
- Summary: Hot fixes are server patches that do not require client downtime, essential for quickly resolving catastrophic issues like server crashes or disabling an exploited hero in Overwatch. The ability to hot fix rapidly ensures minimal disruption for players, which contributes to the perceived craftsmanship and care put into the product. This engineering foundation allows developers to quickly address balance issues, such as when one class becomes overwhelmingly dominant.
WoW Director Promotion and Early Days
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- Key Takeaway: Jeff Kaplan was promoted to co-lead World of Warcraft design shortly after launch, initially viewing the game’s unprecedented success and intense workload as normal for game development.
- Summary: Kaplan joined Blizzard at an entry-level salary, and after initial leadership departures, he and Tom Chilton were put in charge of WoW design around early 2005. His life became entirely consumed by the game, balancing insane work hours with playing the game with his wife nightly. He learned crucial lessons about live service operations, such as the necessity of the Battle.net launcher as a direct communication channel to players, a concept initially resisted by the team.
Cultural Impact and Online Negativity
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- Key Takeaway: The massive cultural impact of World of Warcraft was most profoundly felt in person at BlizzCon, contrasting sharply with the harsh, mockery-driven nature of online discourse.
- Summary: Many on the WoW team felt demoralized post-launch due to server issues and high-profile team departures, making the initial reception of BlizzCon announcements lukewarm. The event, however, revealed an outpouring of love from players in person, demonstrating that passionate online criticism often masks deep appreciation for the product. Young creators are discouraged from vulnerability by the internet’s default mode of cynical mockery, potentially robbing the world of future brilliance.
The Failure and Lessons of Titan
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- Key Takeaway: The cancellation of the MMO Titan after seven years was a multifaceted failure across art cohesion, engineering, and design, stemming from the hubris of believing success was guaranteed post-World of Warcraft.
- Summary: Titan aimed to be a single-server, massive world simulator set on Future Earth, featuring secret agents with FPS combat by night and life simulation by day. The project suffered from anticipatory hiring and a lack of defined vision, leading to brilliant artists and engineers being unable to work effectively due to engine failures. The scoping process failed because it was left to executives rather than the core creative and technical directors, resulting in $83 million being spent without a shippable product.
Overwatch Genesis from Titan’s Ashes
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- Key Takeaway: Overwatch was rapidly pitched and developed by salvaging character concepts from Titan, focusing on a small team executing a clear vision within a strict two-year shipping constraint.
- Summary: The team was given six weeks to pitch a new game that could ship in two years, leading to the evaluation of three concepts: a StarCraft MMO, a new IP called Crossworlds, and the Overwatch concept. The StarCraft MMO (StarCraft Frontiers) was deemed too large to complete in two years, while the Crossworlds concept sparked the idea of many distinct classes with few abilities. The final Overwatch concept distilled the best Titan character designs, like the Jumper (Tracer), leveraging the strengths of key returning talent like Jeff Goodman and Arnold Tsang.
Overwatch Hero Origins
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- Key Takeaway: Overwatch heroes like Reaper and Soldier: 76 evolved from split classes within the failed Titan project.
- Summary: The Ranger class from Titan was split, leading to the creation of Soldier: 76 and Bastion. The personality and distinct look of heroes, like Lena Oxton (Tracer), were crucial to capturing interest beyond generic classes. The game’s deep backstory is intentionally told indirectly, seeping in throughout the gameplay rather than being revealed directly.
Pitching Overwatch Concept
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- Key Takeaway: Jeff Kaplan’s initial Overwatch pitch deck was titled “Monetize Shooter” and compared the concept to League of Legends plus Team Fortress 2.
- Summary: Kaplan created a seven-page deck for the concept, which Ray Gresco immediately endorsed to show Chris Metzen as the superior path after Titan’s failure. Matt Holly insisted Kaplan rename the deck from “Monetize Shooter” (due to its free-to-play hero-buying idea) to “Overwatch” before pitching it to the team.
Naming Overwatch and Crawl/Walk/Run
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- Key Takeaway: The name ‘Overwatch’ was chosen spontaneously as a ‘middle finger’ to a previous internal naming process for Titan that felt undemocratic.
- Summary: The ‘crawl, walk, run’ development strategy was created to avoid the mistake of trying to immediately build the next World of Warcraft, as Titan did. ‘Crawl’ was establishing a universe, ‘Walk’ was the co-op PVE experience, and ‘Run’ was the potential MMO built upon that established world. The initial deck was refined by Jeremy Craig into a gorgeous pitch deck approved by Blizzard and Activision executives.
Overwatch World Tone and Design
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- Key Takeaway: Overwatch aimed for a bright, hopeful near-term future, contrasting with dark post-apocalyptic or ultra-realistic shooters, using the mantra ‘a future worth fighting for.’
- Summary: Map selection focused on aspirational, pleasing locations like Santorini, intentionally avoiding common ‘cargo container mazes’ to make environments less oppressive. The goal was to create a world tour of awesome places, such as the hopeful vision of Oasis, to engage players aesthetically.
Favorite Heroes and Shooter Mechanics
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- Key Takeaway: Kaplan favors heroes with simple, easy-to-explain mechanics like Tracer and McCree, contrasting with overly complex hero abilities.
- Summary: Tracer was the cornerstone due to her simple, solid gameplay that was easy to explain. Reinhardt’s charge ability was inspired by the Charger zombie boss from Left 4 Dead 2, representing a ‘commit’ move. Overwatch’s mechanics harken back to arena shooters with fast movement and low time-to-kill (TTK), allowing players to survive more hits than in games like Call of Duty.
Matchmaker Complexity and Regrets
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- Key Takeaway: Matchmaking is a thankless, complex task because players desire a match where they slightly win, not a perfectly fair 50% win rate.
- Summary: Human psychology prevents players from celebrating winning streaks as much as they complain about losing streaks, making the system seem biased. Kaplan regrets downplaying individual contribution metrics (like removing a scoreboard) because players weaponized the medal system on the losing team to blame teammates.
Greatest Shooters and Rust Experience
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- Key Takeaway: Quake is considered the greatest shooter, while Rust offers an extreme PvP experience where players can permanently lose everything they own.
- Summary: Rust is an unforgiving, open-world PvP game where players build bases to protect loot, constantly risking raids, including ‘offlining’ when others are logged off. Call of Duty is praised for its masterfully done gun feel, visual effects, and map flow, citing Crash and Terminal as examples of excellent design.
Overwatch 2 PVE Plans and Derailment
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- Key Takeaway: The planned Overwatch 2 was the cooperative PVE component, which was derailed by the massive resource drain and executive pressure from the Overwatch League.
- Summary: The team began planning the PVE content in 2015, intending it as the ‘Walk’ phase of the crawl/walk/run strategy. Live events like Summer Games were highly successful but created internal conflict, as some developers wanted to focus solely on building Overwatch 2. The Overwatch League created immense financial pressure and technical commitments (like team skins) that consumed development resources, preventing the planned PVE vision from shipping.
Kaplan’s Exit from Blizzard
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- Key Takeaway: Kaplan resigned after a CFO explicitly stated Overwatch must hit specific revenue targets in 2020 or face massive layoffs, which he viewed as a betrayal of Blizzard’s creative core.
- Summary: The CFO’s ultimatum, demanding recurring revenue and threatening layoffs, broke Kaplan’s long-held belief that he would retire at Blizzard. He argues that Blizzard’s success came from small, creative teams taking risks, not from treating the company like a machine focused solely on maximizing money.
Founding Kintsugiyama and New Game
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- Key Takeaway: Kaplan founded Kintsugiyama to maintain creative control and focus purely on the craft of game development, launching the game ‘The Legend of California.’
- Summary: The new studio name, Kintsugiyama, holds deep personal meaning, and the game is an online multiplayer action/survival crafting title set on a mythical island version of California during the 1800s Gold Rush. The game blends ultra-realism with surreal elements, inspired by landscape painter Albert Bierstadt, aiming for an edgier tone distinct from Overwatch’s aspirational style.
New Game Tone and Identity
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- Key Takeaway: The Legend of California will intentionally avoid Blizzard’s established style, opting for a lonelier, dangerous, and mysterious tone.
- Summary: Jeff Kaplan stated he does not want to create a pseudo-Blizzard game, aiming instead to define a Kintsugiyama game identity. The setting of California will be used in a spin that is not steampunk or sci-fi, unlike what they might have done at Blizzard. The game’s tone will feel lonelier and dangerous, making the player feel small until they earn the right to feel big.
Release Strategy and Alpha
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- Key Takeaway: The team plans a quiet Steam launch followed by a public alpha in March and subsequent Early Access.
- Summary: Kintsugiyama will quietly put the game on Steam without a large corporate marketing announcement, hoping people will wishlist it. They are aiming for some form of public-ish alpha in March. Following the alpha, the plan is to enter Early Access to allow players to watch the game evolve from the ground floor.
Embracing Rough Edges
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- Key Takeaway: Kaplan acknowledges the game will have more rough edges than anything previously shown at Blizzard, viewing this as an exciting part of development.
- Summary: Releasing the game with rough edges through alpha and beta is acknowledged as scary, especially compared to the heavily polished BlizzCon demos. This development process will be more ‘in development’ than anything he has previously worked on, but he loves showing how the sausage is made. Allowing players in early fosters a feeling of participation in the game’s development.
Kintsugiyama Name Philosophy
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- Key Takeaway: Kintsugi, the Japanese art of repairing broken pottery with gold, symbolizes the studio’s appreciation for their past while acknowledging imperfection.
- Summary: Kintsugi involves repairing broken pottery with golden lacquer, making the scars more beautiful rather than hiding them. This philosophy applies to Kaplan and Tim, who did not come away from Blizzard unscarred, and suggests that the pursuit of perfection is a mistake. Game making is viewed as a constant pursuit of imperfection, finding strength in what has been broken.
Greatest Games of All Time
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- Key Takeaway: The Legend of Zelda: Breath of the Wild is considered the best game ever made, while Red Dead Redemption 2 is praised for its narrative and dialogue quality.
- Summary: Kaplan names The Legend of Zelda: Breath of the Wild as the single best game because every aspect—art, design, and tech—is thoughtfully integrated, making the world feel like a toy where everything works as wished. Red Dead Redemption 2 is revered for its high-quality dialogue, character development, and plot, which he compares to Tarantino level. EverQuest and Rust are also listed as defining career games, though he would not recommend others play Rust due to its cult-like nature.
Inspiration from Rust Mechanics
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- Key Takeaway: The resetting world mechanic from Rust is a key inspiration for The Legend of California, aiming to make resets exciting rather than frustrating.
- Summary: Kaplan draws inspiration from Rust’s resetting world mechanic, which he wants to evolve, suggesting a monthly reset cycle for his new game. The goal is to make the reset rewarding, focusing on why a player is excited for the adventure to start over, rather than upset about loss. This contrasts with traditional MMOs where level disparity prevents meaningful shared experiences.
AI in Game Development Future
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- Key Takeaway: Current AI integration in game development is a ‘hot mess’ due to overconfidence and ethical concerns regarding unpermitted use of creative work.
- Summary: Kaplan believes games, being technology-driven art, should explore AI as a tool to invent technology, but current implementations are flawed because AI is overconfident and often wrong. He stresses the immorality of using artists’ and voice actors’ work without permission, equating it to stealing. AI is currently useful for mundane, tedious tasks that save small studios time, but the irreplaceable human spirit provides the essential creative edge.
Advice for Small Studios
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- Key Takeaway: Small studios are the future of gaming, and creators must own their craft and resist handing creative control to corporate entities.
- Summary: Compelling new and innovative ideas will continue to emerge from small studios, which large studios often acquire for their IP. Game developers must own their art form and not surrender creative power to ‘corporate jackholes.’ Creators are the ‘golden goose’ and should keep control of their work.