第 493 期·中文精读

杰夫·卡普兰:魔兽世界、守望先锋、暴雪与游戏的未来

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

前暴雪设计师杰夫·卡普兰回顾魔兽世界与守望先锋的诞生,并谈游戏设计与行业的未来。

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中文精读由 AI 基于原始访谈改写,非官方翻译,可能存在偏差或错误;表述以原音频与官方文稿为准。说明

2020年某一天,暴雪的首席财务官把杰夫·卡普兰(Jeff Kaplan)叫进办公室,给了他一个日期和一个数字。

《守望先锋》在2020年必须做到这个营收规模,之后每一年都要有这么多经常性收入。如果做不到,公司就要裁掉一千人。

“而这算在你头上。”(杰夫·卡普兰)

他在暴雪干了十九年,做出过《魔兽世界》和《守望先锋》,是这家公司历史上最重要的设计师之一。那一刻他意识到,自己和一个把创意当资产负债表附注的地方,已经没什么好谈的了。一年后他离开,暴雪没有发新闻稿,他自己也没说去哪。外界以为他消失了。

实际上他在自家后院拔草,然后打开记事本,开始写一个新游戏。

一个人在一个虚拟世界里待了六千小时,后来他的妻子、工作和人生都从那儿来

要理解卡普兰,得先理解他成为设计师之前的身份:一个重度玩家。

他1972年生在南加州,正好赶上街机时代的黄金期。第一次见到《吃豆人》是跟着叔叔罗尼,叔叔一直往他手里塞25美分硬币,自己不敢玩。哥哥毕业典礼的酒店大堂里摆着一台《小行星》,兄弟俩半夜偷偷刷高分,第二天早上发现被人超了。那个年代的南加州小孩骑着BMX自行车跨两个镇子跑,脑子里装着一张地图:哪家披萨店有机器,哪家酒类专卖店角落里有街机。

然后是Intellivision,因为他爸是猎头,客户里有美泰。再然后是NES和《超级马里奥》,他和兄弟们玩了几个星期,直到一个朋友来家里,演示了一堆他根本不知道存在的隐藏要素。

“突然之间,世界被打开了,游戏可以承载更多东西。”(杰夫·卡普兰)

真正扎进他心里的是文字游戏。他妈妈买了《魔域》(Zork),一款纯文本的Infocom游戏,你输入“向西走”“打开信箱”,剩下全靠脑子补完。

“这就是想象力的力量。这也是为什么书永远比电影好。”(杰夫·卡普兰)

1999年《无尽的任务》(EverQuest)上线,他一位朋友买了,他去问:“这就是那个叫布莱恩·胡克的程序员跳槽去做的游戏?好玩吗?”朋友说好玩,你得玩。

登录的第一分钟他就被吸进去了。世界叫诺拉斯,他选了个半身人盗贼,杀怪、拿经验、换更好的装备、杀更强的怪。三年之后他打出/played指令查看游戏时长,272天。

换算下来超过6500小时,三年里平均每天六小时。

那三年他并不健康。写作梦碎了,人搬回了加州,女朋友两个月后就分手,他靠给父亲的公司做研究助理维生,剩下的时间全在诺拉斯。他自己说,那是一种对现实生活的滥用式逃避。

但这段经历给了他三样东西:一个妻子(两人在游戏里认识)、一份工作,以及一套关于“什么让玩家愿意留下来”的直觉,这套直觉后来定义了整个MMORPG品类。

“玩了这么多年,别人说你浪费了好几年人生,这种游戏你根本赢不了。我就想,坐在这儿看,我的整个职业生涯和我的家庭都是《无尽的任务》给的,我觉得我赢了。”(杰夫·卡普兰)

170封拒稿信之后,他把二十年手写笔记扔进了垃圾桶

在成为游戏设计师之前,卡普兰想当作家。他在纽约大学拿了创意写作的硕士学位,师承脉络上是凯鲁亚克、海明威、塞林格、布考斯基、奥威尔那一挂。

他一度把生活结构成一台写作机器:早上五点起床处理东海岸的猎头业务,白天剩下八小时全部用来写,风雨无阻,当成上班而不是爱好。他养了一条杰克罗素梗,取名杰克,因为凯鲁亚克叫杰克。别人问起来他说这叫诗意,其实是把自己整得像个傻子。

那还是上世纪九十年代中后期,投稿要打印稿、要附回邮信封,每一封都是成本。一年之内他收到170多封拒稿信。文学杂志的编辑偶尔会在退稿信上手写一行字,比如“有潜力”,他能抱着这一行字高兴一个星期。

然后是抑郁症,是酗酒,是越来越深的孤立。他说没有哪一封拒稿信是压垮他的那根稻草。

“是一群分布在全美各地文学杂志的编辑,在告诉我该放弃了,我不是干这行的料。然后我停了。”(杰夫·卡普兰)

他把二十多本手写笔记、所有的日记、所有的小说手稿,全部扔进了垃圾箱。

这个动作在他的叙述里不带任何浪漫色彩。他说那就像拳手往台上扔毛巾,你知道这场打不赢了,得走人。留着那些东西,十年后你还会从抽屉里翻出来再试一次。

这段经历里有一条给年轻人的建议,值得单独拎出来。他说成年人帮不上忙,每次见到晚辈就问“你什么专业”“以后打算干什么”,这是很糟糕的对待方式。

“专注你想做的事,不是你想成为的人。社会给的压力是,你想当宇航员吗?你想当消防员吗?你想当作家吗?然后我们就迷失在对那个角色的想象里,开始表演一个假演员。真正该问的是:没人问你问题的时候,你回家怎么花时间?什么让你开心?什么让你有满足感?”(杰夫·卡普兰)

这句话是整期访谈里最实用的一句。它把“职业规划”这个抽象命题,降维成了“你下班之后干什么”这个具体问题。

一瓶药水,换来一份工作

《无尽的任务》里,卡普兰的公会叫Legacy of Steel,是所在服务器最强的公会。 raid需要三十人以上协同,语音里一声吼,赢了一起叫,输了一起沮丧。

他最初只是公会里少数几个盗贼之一,心态是“我想帮上忙”。后来公会创始人消失(那个年代的人退出游戏从不打招呼,没有“我下个月要换工作所以不玩了”这种体面过渡),接任的会长是个金发木精灵女战士,名叫Ariel,从不戴头盔因为觉得角色太好看。

Ariel越来越忙,把带团的事一点点交给他。这是他人生中第一次做管理:怎么激励人,什么时候推,什么时候拉,纪律和鼓励的边界在哪。他有安全网,真会长偶尔会上线。

后来Ariel说,公会你得接手了,我太忙。

再后来Ariel问他,你之前说做的那些《半条命》关卡,能给我看看吗?卡普兰说好啊,你也玩《半条命》?对方说,别传网上了,寄到这个尔湾的地址。

那个年代传一个关卡文件要十二小时,所以他刻了张光盘塞进信封。回信来了:我叫罗布,是暴雪的设计师。

罗布就是罗布·帕多(Rob Pardo),后来《魔兽世界》的首席设计师。Ariel这个金发木精灵女战士,本尊是个男人。

那次尔湾的午餐是卡普兰人生的分水岭。同桌的还有斯科特·默瑟(Scott Mercer,后来的《守望先锋》首席设计师)和罗曼·肯尼,都是他公会里的人。他说那是他的“出柜时刻”,不是性取向意义上的,是他第一次在现实里公开承认自己是个玩家,而且不用为此道歉。

“在那之前我从不告诉家人朋友,我爱游戏,我在玩《无尽的任务》,我们刚杀了一条龙。你在隐藏自己身份的一部分。然后我在尔湾和这帮人吃饭,聊龙、聊剑、聊raid战术、聊公会里那些人有多蠢,我突然有一种第一次做自己的感觉。”(杰夫·卡普兰)

后来又吃了几次饭,席间来了一个巨魔战士,游戏ID叫Barfa。有一次下副本“The Hole”,全团撤退,只有Barfa的巨魔体型太大跳不出出口。卡普兰是盗贼,可以隐身自己跑,但他把一瓶很贵的传送药水递给了Barfa。

吃饭时罗布介绍:“这是艾伦·阿德汉姆(Allen Adham),他玩Barfa。”

艾伦是暴雪的创始人之一。

卡普兰这时候才反应过来,这半年的饭局是什么性质。他以为自己在交朋友。

“这些家伙面试了我六个月,而他们真的就是朋友,处理得非常体面。”(杰夫·卡普兰)

某天罗布在游戏里跟他说,明天你去看看暴雪的招聘页。上面挂着《魔兽世界》的助理任务设计师,职位描述里写着“希望有创意写作学位”。

他投了。面试过程持续六个月,因为暴雪从来不从外部招设计师,设计师一律内部晋升,从QA、技术支持或者其他工种转岗。从街上捡一个人进来是件大事,所以面试下得很狠。

最后一场面试在ARCO加油站里的Jack in the Box。他坐在那儿想,这帮人把我带到加油站快餐店面试,我必须来这儿上班。

三十小时看同一段动画,和永远吃不完的排骨

2002年5月他入职,暴雪当时不到两百人,办公室在加州大学尔湾分校的研发园里。整栋楼里其他公司穿西装,暴雪门口全是黑T恤短裤,扔飞盘、踢沙包、踩滑板。他走进去第一感觉是进了大学宿舍,墙上贴满海报,有人备了蒲团因为经常睡在公司。

当时有两个开发组。一组是明星,做《星际争霸》和《魔兽争霸》,正在做《魔兽争霸III》。二组是拖油瓶,之前几次尝试独立建组都失败了,先做一款叫《Nomad》的游戏,被砍掉,然后艾伦把方向掰到了《魔兽世界》。

他入职第一天要去拿账号,人家说去找约翰·卡什。他愣了:是那个id Software的约翰·卡什吗?《雷神之锤III》里有个可选的皮肤叫约翰·卡什的那个?

是。而且卡什是《无尽的任务》重度玩家,见面第一句话是“你就是带Legacy of Steel的那个人”。两个人当场互相追星。

他赶上的第一个项目不是《魔兽世界》,是《魔兽争霸III》压盘。他完全没参与那款游戏,新人一个,被派去测什么就测什么。有个偶发的崩溃bug,只在播完某段过场动画后触发。程序员加了日志,需要有人反复触发它。

他坐在那儿,同一段动画,看了三十个小时。

“最滑稽的是看着大家陆续下班,有家有口的走得早,单身的走得晚,然后第二天早上又一个个回来,衣服换了,人精神了,我还坐在同一个位置,眼睛红得像兔子。”(杰夫·卡普兰)

《魔兽世界》的加班更狠。制作人马克·科恩(Mark Kern)把全组叫起来说,我们早点加班,这样项目后期就不用加班了。卡普兰相信他是真心的。但游戏项目永远会滑期,于是早期加班变成了无尽的长征。他说到今天,只要提“Newport Rib”这个词,当年《魔兽世界》组的人还会条件反射地抽搐,那是他们连续几个月的外卖晚餐。地毯上有污渍,沙发上有人在睡,饮食结构一塌糊涂。

他对这件事的反思是分层的:如果加班是被迫的、不必要的,那就是错的,尤其当高管自己每周工作四十小时却要求下属留下,这不道德。但他自己那些年,从没怪过任何人,因为他想干。

“阵亡将士纪念日我踩着沙滩上的沙子进办公室,因为那天我真的很想推进一点进度;圣诞节我也在干。这些都是我自己要做的。”(杰夫·卡普兰)

《魔兽世界》的主角是世界

聊到《魔兽世界》的设计,卡普兰引用的是克里斯·梅森(Chris Metzen)的一句话,暴雪的创意总监,被艾伦·阿德汉姆称作“暴雪的心与灵魂”。

“《魔兽世界》的主角是世界。”(克里斯·梅森)

这句话听着像宣传语,实际是设计约束。你要造一个地方,刺激但舒适,华丽但不适,从地图一端走到另一端要半小时以上,而且玩家要在里面住下来。

这个世界被分成两个敌对阵营:部落和联盟。这个决定是艾伦·阿德汉姆拍的板,非常争议。卡普兰和帕多都来自《无尽的任务》,那款游戏所有种族可以互相组队,他们觉得强制分阵营是个糟糕的主意。当时几个人每天一起吃午饭,就为这事吵。

艾伦的理由来自《卡米洛特的黑暗时代》:那款游戏有三个阵营,你一进去就自动属于某个队伍,不是世界里的孤狼,不管你喜不喜欢,你都有自己人。

吵到测试前,艾伦退休了,跑去管对冲基金,玩扑克,搞金融,离《魔兽世界》上线还有九个月到一年。帕多接手首席设计师,上任第一件事是掉头:艾伦这么聪明的人为这件事争了这么久,我们必须做。

于是有了后来纹在玩家胳膊上的阵营归属。

“你要是跟我说,来玩《魔兽世界》吧,我们在提克迪奥斯服务器玩联盟,我会说,联盟?行吧,我觉得我们做不成朋友了。”(杰夫·卡普兰)

开发团队是个拼盘。老将有马克·科恩、沙恩·达比里、美术总监比尔·皮特拉斯,还有梅森。另一半是从没做过MMO的人,比如做副本的那批人是从《雷神之锤》社区招来的,他们用Quake的关卡编辑器做地牢,一度整个《魔兽世界》都在QeRadiant里搭。

“我形容当时的《魔兽世界》团队是《少棒闯天下》里那支烂队,一堆老将加我这种人,一个玩了很久《无尽的任务》的白痴,然后就到了暴雪,行吧,我们来设计《魔兽世界》。”(杰夫·卡普兰)

他后来复盘,认为《魔兽世界》早期成功的一大原因恰恰是他们不知道自己在干什么。反例是《泰坦》,那支团队全是行业顶尖专家,每个人都知道怎么做一个颠覆性的MMO,然后做砸了。

“路径最小阻力”和史上最招人恨的任务

《魔兽世界》对品类最大的改动,是把升级过程从“站在原地刷怪”改成了任务驱动。

在《无尽的任务》里,任务是存在的,但不在玩家面前,你得去第三方网站查。艾伦知道他想让任务成为核心,所以招了卡普兰,同一天还招了帕特·纳格尔(Pat Nagle),此人在小公司的头衔是“人事与后勤”,收发简历和通马桶都是他。两人被塞进同一间办公室,一起设计任务系统。

最初他们干了件蠢事:在白板上估算《无尽的任务》至今为止一共有多少任务,然后决定“我们做到这个数就行”。帕特负责艾尔文森林,卡普兰负责西部荒野,每人做十几二十个任务,然后组内测试。

测试反馈是灾难。射手背景、星际背景的同事玩了一两个小时就抱怨:任务做完了,没了。

“我们以为玩家是想升级,所以任务只是把你引到怪物多的地方,你打几小时怪再回来。结果他们说,我们以为任务会一直有。”(杰夫·卡普兰)

于是有了那条被暴雪沿用至今的设计原则:把经验值灌进任务里,让“路径最小阻力”变成跟着任务走。你想升级最快,就得跑遍世界,于是你看到了所有内容,也顺便被故事推着走。

这套设计让《魔兽世界》的玩家规模从《无尽的任务》的几十万,变成了几千万。卡普兰的解释是:《魔兽世界》允许你像玩单人游戏一样玩。让MMO“Massive”的是其他人的存在,但强制交互会劝退大量玩家。所以《魔兽世界》提供的是一种“看起来可选、实际不可选”的引导式玩法。

同样的逻辑也造出了史上最招人恨的任务之一:《荆棘谷的青山》。

这是卡普兰自己写的短篇小说,向海明威致敬,任务发放者叫赫米特·奈辛瓦里(Hemet Nesingwary),就是把Hemingway的字母重新排列。他在圣诞假期独自待在办公室写到深夜,然后把小说拆成一堆散页,设定是这些书页被风吹散在整个荆棘谷,任何怪物都可能掉落。

“我当时在做一个我后来称为‘蚂蚁农场设计师’的东西,这很糟糕。就是你扮演上帝,玩家是农场里的蚂蚁,你想看他们怎么办。这不是做多人游戏设计师的正确方式,但我当时还没学会。”(杰夫·卡普兰)

问题出在界面:书页不能堆叠,没有专门容器,背包空间极其有限,玩家一边打怪一边被垃圾道具塞满。有人攒了三张重复的第五页,有人缺第六页,整个荆棘谷的公共频道全是换页的叫喊。他原本的幻想是玩家因此社交、互相帮助,实际结果是大家直接不做了,或者去拍卖行买。

这个任务的真正价值在于它是卡普兰公开认错的样本。他很早就说这任务做得烂,反而给暴雪内部开了一个口子:可以公开批评自己的作品。第一个站出来说“我做砸了”的人,才有资格让别人做得更好。

三种乐趣,和一个总被忽略的工种

卡普兰引用过席德·梅尔的一句话,这句话可以当整期访谈的设计总纲。

“乐趣分三种:玩家的乐趣,设计师的乐趣,电脑的乐趣。”(席德·梅尔)

第三种是很多失败项目的死因。设计师觉得这个机制优雅,程序员觉得这个算法漂亮,玩家觉得无聊。

他另外给了一套“乐趣元素”的清单:进步感(你投入,游戏承认你的投入)、精通(纯粹的技巧)、创造力、定制化(审美上的,比如给角色加个耳环;构筑上的,比如我要玩一个旋风野蛮人而且我是第一个)。这些元素从来没有教科书定义,每个玩家的权重还不一样。

他说自己不是战利品驱动的玩家,他是内容驱动,想看世界给我什么。但为了打某条龙,他会被迫进入一段战利品驱动的时期,刷到够强的剑和甲,再回到内容驱动。或者卡在某个boss上,他得研究技能组合,进入创造力模式:这boss有个诅咒类的范围技能,如果我有解诅咒的能力,我就能过,就能拿装备,就能见下一个boss。

一个具体例子是《守望先锋》的战利品箱。他说那套系统是设计师做的,不是商业人员做的,而且团队在感官层面做足了功夫:开箱的声音、物品散开的动画、光效。蜥蜴脑那部分负责“我要开了,会很爽”,表格脑那部分负责“这是不是升级”。好设计师两边都要会按。

他还提到两种最容易被忽视、一旦缺失就立刻被察觉的东西:音效和光照。

“大部分时候我们在没有这两样的情况下玩游戏,就是觉得哪里不对。当你有一个伟大的光照师、作曲家或者音效设计师,你触碰到的是平时碰不到的那些感官。”(杰夫·卡普兰)

“业内最好的道具美术师提了个建议,我为什么不听”

卡普兰讲团队规模的那段,是整期访谈里最可以直接搬进任何创意行业的部分。

他说小团队的本质是“你有很大的嗓门”。十个人的时候,每个决策所有人都在场。他不是服务器网络工程师,但他在那个讨论现场;他不是原画师,但确定美术风格的时候他坐在房间里。团队一大,就隔断,人跟人一不接触就疏远,就开始把对方的立场妖魔化,开始说“美术那帮人就是不懂”。

“你回头想想这句话,这就是一句混蛋话。所有美术都不懂?一,这不是事实;二,这贬低了他们。这是他们毕生的事业,这游戏有多属于我就有多属于他们。”(杰夫·卡普兰)

他在《泰坦》之后组建《守望先锋》团队时,给团队立了一个前提:暴雪能招到全世界最好的人。所以招一个做道具的美术,来的就是业内最好的道具美术。那么这个人开口说“我觉得应该这样”的时候,你的第一反应不该是“你为什么反对我的方案”,而是深呼吸一下:业内最好的道具美术在提建议,我为什么不听。

帕多教过他同样的一课。他刚当上主设计的时候,开会时系统性地驳回非设计岗同事的提案。会后帕多把他拉到一边:你是个很聪明的设计师,但你不该那样对那些人,你应该永远先听别人说什么,然后想办法让他们的想法成立。

“我从‘行吧我试试’开始,慢慢变成了我作为领导者、作为游戏总监的核心部分。最好的点子经常来自发展别人的点子,你第一反应是‘这不对’,然后你坚持一下,问‘但我们怎么才能让它成立’。最爽的部分是它成了,功劳全归他。”(杰夫·卡普兰)

8300万美元的教训

2006年前后,暴雪内部有个共识:《魔兽世界》撑不了太久,可能五年就老了,公司必须有一款新的MMO待命。这就是《泰坦》的由来。

2007年正式启动,全新引擎、全新IP、全新团队。设定是未来的地球,玩家扮演秘密特工,白天有份正经工作,晚上出去干特工的事。特工部分是彻头彻尾的第一人称射击,技能夸张到《守望先锋》那种程度;白天部分参考《动物森友会》《牧场物语》《模拟人生》,可以经营生意、盖房子、住在社区里。他们请来了《模拟人生》的创意总监马特·布朗。

技术野心更大:跟《魔兽世界》的分服模式完全相反,这里所有人共用一个服务器、一个世界。世界极大,包含旧金山(内部叫Bay City)、好莱坞、中间的整个加州,还有开罗和伦敦。游戏里有完整的驾驶系统,GTA那种。还要想清楚这些问题:有没有外星人?世界规则是什么?

2013年项目关停。花了8300万美元。

卡普兰的复盘毫不留情:失败在于领导层,包括他自己。而且不是单点失败。

“我们在美术、工程、设计三条线上都失败了。我说美术失败要谨慎,因为暴雪历史上最好的一些美术资源就是给《泰坦》做的。我批评的对象跟做出来的美术资源无关,问题在于我们从来没有美术上的统一性,那些资源看起来像是来自十个不同的游戏。”(杰夫·卡普兰)

更深的问题在招聘节奏。他管这个叫“预期性招聘”,跟他自己的理念正好相反。他的做法是:除非团队已经忙到要加班、不加人就发不了版,否则不招人。《泰坦》的做法是:我们要建一个很大的世界,虽然世界的故事还没想清楚,美术风格还没定,技术约束还不知道,但我们知道世界很大,那就先招环境美术吧。

一年招了七十个环境美术师,从世界各地办签证挖来。有个比利时来的新人第一天上班问:我们是在做《星际争霸》世界吗?人家说不是,我带你看看。他看完问:这游戏是什么?

引擎也撑不住。他们有个叫Dylan Jones的技术美术,团队让他统计编辑器TED的有效使用时间。一周四十小时,他只有二十小时能真正干活。

“你有一群王牌飞行员,但你不让他们飞。那种创作上的挫败感,以及它如何蔓延、团队如何丧失士气,是一场灾难。”(杰夫·卡普兰)

2010年他去找迈克·莫汉(Mike Morhaime),说你得把我们关了,我们就是在烧钱。

六周,三个提案,一个名字

《泰坦》关停后,大部分成员被分流到《风暴英雄》《暗黑破坏神III》资料片、《魔兽世界》和《炉石传说》。剩下一小撮人,莫汉给了六周,做出一个新游戏的提案。两个硬指标:两年内上线,以及要有《魔兽世界》级别的营收潜力。

卡普兰说第二个指标他当场扔了,在他眼里那都是大富翁游戏币。他认真对待的是时间。

六周,三个方向,每个两周,两周内必须全身心投入,爱它,觉得它是世界上唯一的点子,然后两周结束,扔掉,进下一个。

第一个是《星际争霸》MMO,叫StarCraft Frontiers。核心想法来自梅森一张旧画:一个太空探矿者,抽着雪茄,脚踩在刺蛇头骨上,背景是医疗运输船和一整颗外星行星。灵感是《魔兽世界》相对《魔兽争霸》的区别:你不是军队里的小兵,你是一个孤独的冒险者。所以“所以你想站在地面上。地面是什么感觉?我不想当大军里的一个小兵,我想当太空里的印第安纳·琼斯。”(杰夫·卡普兰)

两位顶级美术师阿诺德·宋(Arnold Tsang)和彼得·李(Peter Lee)为这个提案画了概念图,就是梅森那个太空探矿者。那张图后来被重新画成了《守望先锋》里的麦克雷。

团队给Frontiers做了完整的世界设计、职业设计、成长曲线,还想了资料片和长线内容长什么样。提案很漂亮,所有人都知道这游戏做不出来。就算比《泰坦》聚焦得多,暴雪状态最好的情况下不出任何差错,也要五年、一百五到两百人。四十个人不可能两年做出来。

“所以那是个点子,不是愿景,因为它缺少通往现实的路。比如你怎么从一个星球到另一个星球?过场动画?没人想要过场动画。但过场动画简单。不行,我们得有太空飞行。光这一句话你就加了三年。”(杰夫·卡普兰)

第二个提案叫CrossWorlds,是梅森构想的一个宇宙:宇宙边缘有颗星球,相当于《星球大战》里的莫斯艾斯利太空港,各色怪异外星人、商人、走私犯、外交官全在这儿,各方约定在这里中立会面。游戏就发生在这颗星球上。

卡普兰很喜欢这个设定,因为它留了扩展空间:你不用设计所有星球,玩家会自己脑补。哪天要出资料片,就问一句“绿皮人那颗星球怎么样”,然后做它。

CrossWorlds的设计会上,他们在讨论职业制还是技能制。这是个经典取舍,没有对错。杰夫·古德曼(Geoff Goodman)随口说了句:我希望我们做五十个职业,别再是六个;我希望这五十个职业每个只挂一两个真正有意思的东西,别让每个职业背上整整一百个技能。

会散了。卡普兰回到工位,这句话在他脑子里转。

他打开《泰坦》的美术资源库,翻阿诺德·宋的角色。有个职业叫Jumper,可以向前传送、回溯时间,用双持手枪,原型是他在《现代战争2》里最爱的双持G18。这就是猎空的手枪的来历。他把《泰坦》里所有版本的Jumper调出来,提炼成一个最好的版本:双持手枪、闪现、回溯、时间炸弹。然后他去找阿诺德,问:假如我们先不看职业这个框架,她作为一个人是谁?

阿诺德说:如果她是英国人,叫猎空呢?

这就是《守望先锋》的起点。

他做这件事的时候有个很务实的判断:古德曼会在这支团队里,阿诺德会在这支团队里。用你手上的人,两年能做出什么。

他把《泰坦》的职业一个个过了一遍。Gunjack后来变成了死神。Ranger被拆开,一半变成士兵76,另一半变成了堡垒。

“你明天早上把这个提案讲给大家听”

卡普兰做了一份七页的PPT,标题写着“Monetized Shooter”(付费射击游戏),第一页是《英雄联盟》加《军团要塞2》的logo,后面六个英雄,画得潦草。

当时团队正在做CrossWorlds的文档和概念图,卡普兰在侧边搞这个。雷·格雷斯科(Ray Gresko)从他背后看了一眼那份PPT,说:拿去给梅森看。

梅森看完说:对,这才是我们应该做的。

然后是制片人马特·霍利(Matt Hawley)在走廊里拦住他:你不能带着这份PPT进会议室。第一页写着“Monetized Shooter”,他们会恨死这个的,这跟我们做创意的人的精神完全不搭。

卡普兰说你说得对。

霍利说:你得给它起个名字。

卡普兰脱口而出:叫Overwatch。

这个名字的来历有点意思。《泰坦》时期,团队搞过一次假民主的命名投票,白板摆出来让所有人投票,但组织者心里早有一个名字,一直在往那个方向推。得票最高的是Overwatch。《泰坦》设定里,Overwatch是一个警察组织。

卡普兰把这个名字捡起来,一半是致敬队友,一半是竖中指:别装作这是民主。

后来杰里米·克雷格(Jeremy Craig)把他那份丑陋的PPT(内部叫“杰夫deck”,永远是灰底黑字加PowerPoint默认蓝色图形)重做成了一份漂亮的提案。这份提案要过三道关:暴雪的制作人和游戏总监、暴雪高管、动视。

提案里有两件事很难讲。一是排期,他们提出了“爬、走、跑”的概念。他们认定《泰坦》失败的原因就是想直接跑,想一步做出下一个《魔兽世界》。但《魔兽世界》前面有《魔兽争霸》一二三,玩家先在乎那个世界,才会想住进去。所以第一款游戏只要建立“你可能在乎这个宇宙”就够了,这相当于《魔兽争霸I》。

二是移动端策略。他们的做法是:放一张图,一堆方块,其中一个是一台平板,上面贴了张PS过的阿诺德的原画。就这样。提案通过。

卡普兰自己说,那些日期是拍的,纯属自救,别取消我们,这支团队能做点东西出来。

“一个值得为之战斗的未来”

《守望先锋》的世界设定有一个明确的自我约束:光明、有希望的近未来。

团队内部反复说的那句话是“一个值得为之战斗的未来”。既然游戏里要打这么多架,总得为点什么打。

选地点是整个过程里最快乐的部分。一群人坐在那儿,说想去哪儿,看照片,圣托里尼不错,那就做。他们说,玩家会在这个场景里待上几百小时,所以要抵抗那种“集装箱迷宫”的诱惑,那东西好做,但难看。他们想要的是一个地球名胜巡礼。

绿洲城(Oasis)是个例子。做那会儿,伊拉克显然不在大众旅游清单上。但那地方光明、有希望的版本长什么样?他们想画出来。

卡普兰最喜欢的英雄是猎空,元老,印在盒子上,机制简单到一句话能讲清,但第一次按回溯的时候,玩家会愣一下,开始推演可能性。

第二是麦克雷。他说自己不是设计那把左轮的人,但枪的手感好到不可思议,迈克·海伯格(Mike Heiberg)设计了大招“正午”,团队还在每次开大时滚过一株风滚草。极简,这是他最喜欢的设计特质。

“我不喜欢那种解释:这英雄扔球,扔三个球,球用完了他可以召回,或者他可以接球。我脑子已经转不动了,给我一把好枪就行,我说完了。”(杰夫·卡普兰)

莱因哈特是他的主玩。古德曼设计的,一个人一面盾。你只要给玩家一面盾,他立刻知道该干什么,进入保护者模式。盾的设计是能穿透射击的,这个机制后来被几乎所有英雄射击游戏抄走了,包括非英雄射击。他还配一把火箭锤,和一个冲锋技能。冲锋的灵感来自《求生之路2》里的Charger,那个技能的精髓在于“承诺”:一旦按下按钮,你就是一列脱轨的火车。看莱因哈特冲锋送死是件很好笑的事,这也是好莱因和烂莱因的分界线。

关于剧情呈现,他澄清了一个常被误读的立场。有人说他是游戏里的反故事派,他说这话挺伤人,他其实爱游戏里的故事,他反对的是烂故事。而他认为游戏里最迷人的故事永远是玩家故事:我在副本里递给Barfa一瓶药水,后来在现实里见到了他。这比任何编剧写出来的东西都好。

“你问我为什么喜欢奶牛关?跟我讲讲你被一个战利品哥布林引到最危险的地方、结果那里还有另一个玩家、然后发生了什么的经历。”(杰夫·卡普兰)

他点名尊敬几个真正会写的团队:顽皮狗在另一个层次;Valve有马克·莱德劳写的《半条命2》,有埃里克·沃尔帕写的《传送门》和《传送门2》,非常搞笑;Rockstar的《荒野大镖客2》是他最爱的游戏之一,你能同时看到设计功力和叙事功力,还能保留那种胡闹的玩家故事空间。

他讲了一个自己的胡闹样本。作为PC玩家,他在主机上玩《荒野大镖客2》时总记不住按键布局,掏枪收枪老是按错。某次镇上一个骑手路过打招呼:“你好啊,伙计。”他想回一句,结果掏出了短管霰弹枪,一枪把对方脑袋崩了。接着全镇通缉,一群追兵被路过的火车迎面撞飞。

他说这就是他理想中的游戏状态:既能承载一条让人心碎的主线,也容得下这种纯粹的意外。能做这件事的工作室极少,Rockstar把两件事同时做到了。

“丹尼尔·拉努瓦那首《That's the Way It Is》一响起来,我心里就震了。前面所有配乐都是器乐,是伍迪·杰克逊那种配乐大师写的东西,从来没有出现带歌词的歌。然后它来了,Dutch和亚瑟的台词一段段回来。我心里想,天啊,这是艺术。我知道它本来只是娱乐,我知道它是门生意,但金字塔的顶端是艺术。”(杰夫·卡普兰)

匹配系统是一道无解的题

《守望先锋》的匹配被设计成让玩家维持在大约50%的胜率。这是有意为之。

卡普兰说匹配是你能遇到的最复杂的设计与工程任务之一,而且不讨好。

“你问玩家想要什么,他说我想要公平的对局,就让它势均力敌。但他真正想要的是:我比对面稍微强一点,打得很接近,最后我赢。这个你没法设计。这是零和的,必须有人赢有人输。”(杰夫·卡普兰)

另一个核心问题是记忆偏差。有人发帖说六连败,匹配系统垃圾。他会去查这个人的战绩:确实六连败,但之前有八连胜,没有一条帖子叫“这匹配系统太神了”。

他有一条明确的反思:如果今天从零做一款英雄射击游戏,他会做得不那么团队导向。

《守望先锋》把所有的注押在“你是否注意到团队赢了还是输了”上,尽可能淡化个人贡献。没有记分板,只有奖牌系统,而奖牌系统在他看来是失败的,因为输的一方也有奖牌,输的一方会拿这个当武器攻击队友:我击杀最高,都是你们在拖后腿。可你击杀只高了一个,你们还是输了。

“我会淡化团队因素,把更多重心放在个人贡献上。因为人就是这样玩的,他们是自私的。我不是说这是坏事,这就是人性,他们控制不了。”(杰夫·卡普兰)

这里的洞察值得往下想一层。玩家嘴上说要公平,实际想要的是“艰难的胜利”;玩家嘴上说团队合作,实际体验永远是个人化的,哪怕站在队伍里,他感受到的仍然是自己的操作、自己的失误、自己的高光。设计者按玩家说的话去做,会做出一个没人喜欢的游戏。

那场会议的日期,被刻成了石碑

《守望先锋》2016年上线,成了现象级产品。按“爬走跑”的规划,接下来该到“走”:《守望先锋2》的PvE。

他们2015年就开始谈《守望先锋2》了,比一代上线还早。卡普兰、梅森、迈克尔·朱(Michael Chu)一起构思战役框架,一个合作PvE射击游戏,并且在游戏上线前就向团队提案,想给未来铺跑道。

这成了他自认职业生涯最大的错误之一。

失败点有两个。第一,团队里确实有人不喜欢PvP和竞技射击,他们爱《守望先锋》的宇宙,想玩这些角色,但想按自己的方式、在PvE环境里玩。所以就算《守望先锋》大获成功,这帮人心里的想法是:谢天谢地那个PvP的东西总算上线了,我们什么时候开始做另一个。

第二个压力来自高管层,尤其是动视那边:你说过《守望先锋2》2019年出。

他们指的是那份提案里的日期。

“你永远不要把一份PowerPoint放到公司高管面前。那等于刻在石头上,然后你从山上下来。”(杰夫·卡普兰)

那些日期是排出来让版面好看的,就跟那张贴着猎空的平板图一样。

2016年5月,《守望先锋》起飞。那年赶上里约奥运会,团队想做点什么。不能叫奥运,否则会被起诉,但你做的事就是在替奥运做广告,只不过受众是一群想打游戏不想看奥运的小孩。两位开发迈克·海伯格和戴夫·亚当斯做了个东西:把足球搬进《守望先锋》。他们管它叫Lúcioball。

于是有了“夏季运动会”活动,一个线上补丁,非常成功。然后是万圣节活动。玩家爱这些活动,但有两拨人在挣扎。一拨是前面说的那批开发者:天哪你们把补丁做太大了,为什么做万圣节活动,我们应该开始做《守望先锋2》,不该这么专注在线游戏。

“这想法简直疯了。有个说法叫抓住浪潮、骑住浪潮。大部分游戏是从浪头上掉下去的,没人玩,或者玩两周。你如果有幸抓住了浪,就骑到它结束。”(杰夫·卡普兰)

另一拨压力来自高管,越来越大。真正的脱轨点是《守望先锋联赛》。

卡普兰说他当时相信联赛,还参与提案。区域化战队、选手最低工资保障、选手权益保护,这些他都认同,因为电竞圈有太多战队坑选手的故事。

问题出在过度营销。他们做了一轮路演,PPT上什么都敢写,卖得跟布鲁克林大桥似的,说《守望先锋联赛》会比NFL还火。然后一堆亿万富翁成了战队老板。

2018年他休假回来第一天,被告知签了Twitch的巨额流媒体版权协议。这意味着联赛有一堆承诺必须在游戏里实现:Twitch集成、镜头控制、所有战队的皮肤和队服。这不只是把美术塞进游戏,还有大量技术挑战,内存占用、效率、各种限制。

“所有计划都作废了。你不做新的世界活动了,你甚至不是在做《守望先锋2》,你只是在原地踩水。”(杰夫·卡普兰)

后来又有说法是这笔交易效果不好,需要做补偿。他的反应是:那把一些钱退回去不就完了?为什么要把支撑这头怪兽的压力压在《守望先锋》团队身上。

他对联赛的评价很克制:这是好点子配了错误的本能。太多人关注“怎么快速赚大钱”,很多组织被建起来,联赛的选手很棒,暴雪那边负责联赛的员工是最好最投入的一批人,但整个结构是一座等着塌的纸牌屋。

“做《魔兽世界》的时候,暴雪没有CFO”

那次谈话发生在CFO的办公室。他坐下来,给出一个日期和一个数字,然后说:如果做不到,我们就得裁掉一千人,而这算在你头上。

卡普兰说他一直以为自己会在暴雪退休。他爱那个地方,那是他身份的一部分,他也觉得自己是它的一部分。

“我从没想过那一天会来,然后就来了。我说,我们到此为止吧。”(杰夫·卡普兰)

他补了一句:幸运的是,那位CFO现在已经不在暴雪了。

关于离开有多痛,他只说了三个字:

“它把我打碎了。”(杰夫·卡普兰)

他补充说,自己直到最近才意识到当时伤得多重,那种哀悼和悲伤的进程。他问自己:我怎么能放弃那个地方?我怎么能不在那儿了?

这段访谈里有一段话,值得所有在创意行业工作的人抄下来。

“做《魔兽世界》的时候,暴雪没有CFO。你不需要一个CFO来做《魔兽世界》。你需要美术、工程师、设计师、制作人和音频团队。”(杰夫·卡普兰)

他并不否认财务的作用。他明确说了,自己遇到过懂行的财务,打游戏,理解创作,知道什么时候该让开。他批评的是另一种:因为赚到了钱,就认为必须“成年化”,必须引进一整套公司治理结构,然后把主导权交出去。

“创意人太专注于对技艺的爱,我们沉在里面,我们享受做事,我们不狠,我们没有那种野心。我们有另一种野心。但只要你幸运到成功了一次,外面就有一整个世界非常狠、非常有野心,而我们不知为什么一直把自己交出去。我们得停止把这么好的东西交出去。”(杰夫·卡普兰)

暴雪初创时是什么结构?三个玩家,迈克·莫汉、艾伦·阿德汉姆、弗兰克·皮尔斯,三个人都是程序员,先做游戏,后来才管公司。他们知道下面每个开发在经历什么,他们保护开发者,把乱七八糟的事挡在外面。就算他们和某个商务人士站一边,早期的COO保罗·萨姆斯也会保护团队。

卡普兰入职时,公司95%是开发者,5%是运营。他离开时,四千五百人的公司,比例是50比50。这两个数字放在一起,就是整个故事。

“最高的塔”

要讲清楚梅森在暴雪的分量,卡普兰给了一个很好笑的故事。

《燃烧的远征》要引入血精灵,开会讨论银月城。梅森说:银月城有全艾泽拉斯最高的该死的塔。我的意思是,它就是最高的,高到让你震撼,只有血精灵能建出来。

两周后,卡普兰走过走廊,看见一群关卡设计师和美术围在屏幕前,把黑石山、卡拉赞、暴风城大教堂全拖出来摆在一起。

他问:你们在干嘛?

他们说:克里斯说银月塔必须是《魔兽世界》里最高的东西,所以我们在量这些东西有多高,好把塔做得更高。

卡普兰说:克里斯根本不知道燃烧平原有多高,也不知道暴风城大教堂有多高。克里斯的意思是,把塔做得非常非常高。你们不用量。

他们问:真的吗?你愿意担这个责任吗?

他说:这个责任我来担。

“那是一种感觉。一种气质。”(杰夫·卡普兰)

他和梅森的合作方式,他自己定义为“翻译”:把梅森脑子里的东西翻译成玩法。早期他资历浅,方式是去问:克里斯,我要做西部荒野这个区域,你的构想是什么,我怎么把它变成玩法?后来做《巫妖王之怒》,他跑到梅森办公室说:我们终于要做诺森德了。然后就一句话都不用说了,梅森会开始画地图,翻出《魔兽争霸II》和《魔兽争霸I》的说明书,展示他和萨米(Sam Didier)当年画的图,一讲一小时。卡普兰在旁边疯狂记笔记,拍白板照片,回去把它变成区域顺序、副本设计、什么先什么后。

《巫妖王之怒》有一个很具体的设计决策,是为了解决《燃烧的远征》的问题:所有人都从黑暗之门进地狱火半岛,服务器程序员恨死这个了,所有人同一时间涌进同一张图。所以诺森德给了两个起始区域分流。席德·梅尔说“游戏是一系列有趣的选择”,多一个选择本身也更好。

顺带说一句,他自己的人生节点也卡得很戏剧。《巫妖王之怒》上线那天,是他的生日,也是奥巴马当选的那天。他记得清清楚楚,因为那也是他离开《魔兽世界》团队的日子。

被评论区赶走的那些人

访谈里有一段关于网络文化的对话,比大多数关于创作者心理健康的讨论都更具体。

卡普兰说,做《无尽的任务》那些年,他在论坛上留下的帖子,后来成了他“比实际更冲”的名声来源。三十年过去,人们翻出来的永远是那几条最狠的,没人翻他语气平和的时候。

他对社交媒体有一套观察:这套系统的设计方式,让最大化的夸张表达获得最大回报,而夸张往往指向负面。

“我说这只杯子挺好看,我见过更好看的,但我喜欢这只,没人感兴趣。我非得要么爱死它,要么说它是一桩反人类罪行。这个机制会自我强化,所有人都在往里喂。”(杰夫·卡普兰)

然后他讲了一个非常具体的代价。

“杰伊·威尔逊(Jay Wilson)是我认为最伟大的设计头脑之一,《暗黑破坏神III》的游戏总监。他承受了太多攻击,最后基本上退出了做游戏,去写小说了。我为他高兴,他找到了自己的位置,现在好像又在做游戏了。但你想,有多少人爱《暗黑破坏神III》、玩了几百上千小时?杰伊是你要感谢的人之一。而那个社区基本上把他从游戏行业里赶走了十到十五年,这在我看来是犯罪。”(杰夫·卡普兰)

他进而提到一个自己常常琢磨的假设:梵高如果活在Reddit上,还会存在吗?贝多芬一生中能有几个人直接对他说话,一周能有几个人?现在他想骂布拉德·皮特,打开十台设备就能骂。这种级别的接触渠道非常危险,而他真正担心的是,有一批创作者会因此退出,我们永远看不到他们的东西。

莱克斯接了一句:这件事在线下完全相反。你去技术会议、去游戏展会,所有人谈到自己热爱的东西时都充满爱意,哪怕是争论都浸泡在尊重里。一上网就变成嘲讽,而且年轻人学得最快,因为嘲讽是安全的位置,说“这真棒”要承担被取笑的风险。

“如果年轻人在听,请允许我直接说:如果你喜欢一样东西,就承认你喜欢。这需要勇气,尤其对年轻人来说。这是一种真正的脆弱。多在网上做这件事。”(莱克斯·弗里德曼)

卡普兰补了一句更冷的话:作为创作者,你被一百句赞美和一句恶评砸中,那一句会跟你很多年。而现在做创作者,技能树里多了一项,扛住人类历史上前所未有的批评水枪。

“别向画廊妥协”

离开暴雪时,卡普兰没有搞企业式的告别演讲。他给团队放了一段大卫·鲍伊的视频。

“永远不要向画廊妥协。记住,你最初开始创作的原因,是你内心有某种东西,如果你能把它显化出来,你会更理解自己,也更理解自己如何与这个社会共存。我认为一个艺术家去满足别人的期待是极其危险的。当他们这么做的时候,通常会做出最差的作品。另外我想说的是,如果你在自己工作的领域里感到安全,那你就不在对的领域。永远往水里再走一点,走到你觉得自己的能力边界之外。当你感觉脚不太踩得到底的时候,你差不多就在做一件令人兴奋的事情的正确位置上了。”(大卫·鲍伊)

这段话成了他接下来三年的注脚。

他妻子让他至少休息一年。他十九年几乎没休过假,让暴雪把自己吞了。他在后院拔草,拔得非常专业(花园是妻子的,他只被允许拔草)。然后他玩《使命召唤:黑色行动冷战》,解锁了Dark Matter Ultra,一个相当变态的成就。

再然后他憋不住了。那个夏天,他坐在后院,打开记事本,开始写“我想做一个这样的游戏”。

这件事让他恐惧。十九年里他身边都是他认为业内最好的开发者,需要世界地图就找艾琳,需要故事钩子就问克里斯。现在他一个人。与此同时它带回了做游戏的全部快乐,他以为做游戏不再好玩了,因为只剩下生意,只剩有人向你要不合理的钱和不合理的时间。他忘了手艺本身的快乐,开始看YouTube学Unreal、学Illustrator、学Blender。

他得到两个结论。第一,再也不想为别人工作了,再也不想创造出一个东西然后被人拿走。第二,只关注做游戏的手艺,美术、程序、设计、音频,不关注游戏工业的那些破事。

“我对游戏产业不感兴趣。我对游戏生意不感兴趣。我对娱乐产业不感兴趣。就是一起做游戏,做我们接下来要一起玩的东西。”(杰夫·卡普兰)

差不多同一时间,他称为“开发灵魂伴侣”的程序员蒂姆·福特(Tim Ford)联系他。蒂姆当时是《守望先锋》的助理技术总监,说干不下去了,已经不是原来那个样子了,刚递了辞呈。

卡普兰说,那要不要一起做点什么,豁出去了,试试看。

蒂姆说,我周五最后一天,下午一点离职面谈,两点到你家。

卡普兰说,你不觉得应该先休息一段吗,休一个月,你妻子梅格会感谢你的,去拔拔草。

蒂姆说:我是程序员。我要是休一个月,我这一个月就是在编程。那还不如直接开始做我们的游戏。

至于融资,2021年4月他宣布离开暴雪,六十个人找上门,风投的钱和战略投资的钱都在疯,尤其中国公司。他和蒂姆的做法是:先算出这个游戏要多少人、多少时间、多少预算,然后只融这个数,融到就停,不做竞价抬价。他们要优化的是控制权。

金缮、一座假的加州岛,和三十四个人

公司叫Kintsugiyama。Kintsugi是日本的“金缮”,用金漆修补破碎的陶器,不掩饰裂痕,反而让裂痕更美。Yama是山。logo是一座山。

这个名字有两层意思。一层是他和蒂姆:他们感激在暴雪的时光,但离开时不是毫发无伤的。另一层是金缮的哲学:没有东西是完美的,追求完美本身就是个错误,不完美里有美。

“做游戏就是不断地追求不完美。游戏永远不会完美,问玩家就知道了,他们说得非常直接。”(杰夫·卡普兰)

游戏叫《加利福尼亚传奇》(The Legend of California),开放世界,1800年代淘金热,地点是一座虚构的加州岛。不是历史游戏,没有历史准确性:岛在发现时无人居住(这不符合事实),加州是个岛(这也不符合事实)。他们要的是那个时代的质感:淘金者、牛仔、矿洞。

世界是手工搭的,加州的地形轮廓是你熟悉的那个轮廓,只是变成了岛,东边没有内华达。优胜美地就在你预期的地方。几十个兴趣点随地图种子移动,地图还分四层难度,每个服务器种子的分布都不同。莫哈韦沙漠在你的服务器上可能是新手区,在我的服务器上是终局区。有个兴趣点叫Dread Rock,灵感来自恶魔岛,它有时在旧金山,有时就坐在莫哈韦沙漠中间。

地貌是体素,可以挖。卡普兰说他自己最喜欢的事就是下矿挖东西。

视觉参考是阿尔伯特·比尔施塔特(Albert Bierstadt),19世纪画哈德逊河派那种巨型西部风景画的画家。卡普兰研究加州的时候发现了他。

“我看到一幅比尔施塔特的画,我想在那个世界里走走,我想看看转角后面是什么。我们的光照师迈克·马拉看到这些画,他说,行,把啤酒给我,我给它做成那样。”(杰夫·卡普兰)

他有一个很漂亮的说法:每一种艺术形式都可以吸收之前的艺术形式。电影吸收了声音和绘画,游戏可以吸收一切,包括电影。

“就像《块魂》,把所有东西滚进来。这是一种艺术形式。”(杰夫·卡普兰)

基调跟暴雪完全不同,这一点让很多人不适应。听说“暴雪的人”“守望先锋的人”出来做游戏,大家默认是明亮、向上、团队英雄射击。他说我为什么要做那个。

“梅森把暴雪形容成英雄工厂。不只是我们在创造英雄,我们让玩家变成英雄。这款游戏的基调更锋利。你进入这个世界,会感到孤独,感到神秘,感到比你更大。你会觉得自己很小,直到你挣得了变大的权利。它会很危险。你会想看下一座山后面是什么,但如果太阳要落山了,赶紧找地方躲。我非常期待回到我的牧场,点着温暖的壁炉,等到天亮。”(杰夫·卡普兰)

发行方式也反着来:不搞一千万美元的发布,安静地放到Steam上,看会发生什么。三月有个公开测试,然后进抢先体验,一直跑到不知道什么时候。

他说这游戏的毛边比他在暴雪做过的任何东西都多,暴雪最粗糙的状态是BlizzCon上的demo,那是高度打磨和控制的。这次是把半成品直接摆出来,你能前排看到香肠是怎么做出来的。

《旷野之息》是有史以来最好的游戏

访谈结尾有个游戏榜单环节。他说最好的那一个是《塞尔达传说:旷野之息》。

“每一个方面都如此深思熟虑,设计得如此好。美术和设计、技术是匹配的,连跟Switch的整合都是。你怎么才能把塞尔达做得更好?《时之笛》已经存在了,怎么还有人能做出更好的塞尔达?你可以砍倒一棵树,漂在河上,世界是一个玩具,所有东西都按你希望和期待的方式运作。它有叙事,有很好玩的战斗和动作,有物品系统。这些东西其他游戏只要做对一个就能成为品类最佳,而《旷野之息》全都做对了,而且是最好的。”(杰夫·卡普兰)

他儿子也做游戏,玩完之后说了一句话:我很伤心,我知道我永远做不出这样的东西。

《荒野大镖客2》对他来说属于另一种存在,是放在神龛上的那种。让他惊叹的还有工艺这道坎:作为一个做游戏的手艺人,你想知道这玩意儿到底怎么做出来的。只有Rockstar,靠着多年积累才能做,没有新人能从入门级别进来跟它竞争。

他还专门驳了一个常见说法:很多玩家和开发者,只要游戏里有文字,就说“这故事真好”。他说其实很少有游戏有好故事。但《荒野大镖客2》有,人物弧线好,情节好,对白是昆汀级别的。

然后是两个他“永远不会推荐你去玩”的游戏:《无尽的任务》和《腐蚀》(Rust)。这两款定义了他的职业生涯和人生。

“Rust不会缺席,如果你够格玩它,它会来找你。”(杰夫·卡普兰)

Rust是什么?开放世界,程序生成,永远在一座岛上,每个月重置。全是PvP,而且是PvP里最PvP的那种。任何玩家随时可以杀你,拿走你身上所有东西。你造基地,升级基地,把东西存进去,然后你可以造炸药炸开别人的墙,进别人的基地,把所有好东西搬走,永久性的。

“相当于在《魔兽世界》里,有人不光能杀你,还能把你银行里所有东西拿走,让你下次登录变成一级。”(杰夫·卡普兰)

他说Rust的美妙之处在于,没有低谷就没有高峰,而这里的低谷是真的低谷,低到你会问自己还玩不玩这个游戏。你花一周造了世界上最完美的基地,攒了一堆战利品,然后有两种raid:在线raid,你能看到对方在基地里,你攻进去;离线raid,你看到邻居下线了,六小时没动静,你去炸他的墙。所有Rust玩家都会说离线raid的人是垃圾,然后所有Rust玩家都在离线raid。

《加利福尼亚传奇》从Rust借的正是这个重置机制。世界大概每月重置一次。

“诀窍不是想清楚我为什么因为世界重置而生气,而是想清楚我为什么因为世界重置而兴奋。玩过五千小时Rust的人知道,重置才是魔法。我迫不及待等下一次重置,冒险重新开始。你想想《魔兽世界》,我80级你1级,我们没法一起玩。但在Rust里,我们等一次重置,从第一分钟起两个人光着身子站在沙滩上。”(杰夫·卡普兰)

至于Rust那种“一切都会被夺走”的机制,他不做。

“我这一句话就把整个Rust受众得罪了。因为Rust玩家想的不是我的一切会被夺走,他想的是我要夺走别人的一切。”(杰夫·卡普兰)

按他自己的统计,他在《无尽的任务》里六千多小时,在Rust里五千小时。

AI现在最大的问题是过度自信

关于AI,卡普兰的判断很直白:目前把AI整合进开发流程,基本是一团乱麻。

但他承认游戏是技术驱动的艺术形式。有人说过一句他转述的话:做游戏就像拍电影,但每次你都得重新发明摄影机,因为你在发明这款游戏专属的技术。

他用AI做的最实际的事,是把两千张尺寸做错的图批量改对,打包成zip,一分钟搞定。这事他不会去雇实习生,只会自己晚上多干两小时。

“它没抢走任何人的工作。这看起来没问题。只要那条伦理线还在。我不担心的是,不管AI多好,它永远画不出阿诺德·宋那样的画,永远讲不出克里斯·梅森那样的故事。那种人的精神是不可替代的。”(杰夫·卡普兰)

他明确划了另一条线:任何人的创作,未经许可都不该被AI使用。配音演员和美术师的作品不能未经允许被拿去训练,这跟偷没有区别。

至于AI现在的问题,他给了一个很具体的例子:他不太做UI,在Unreal里搞UMG,问ChatGPT怎么让文字自动换行这种简单问题,AI过度自信地给了错误答案,十次对一次。

“它现在的命中率得高很多才行。目前这个阶段的AI对我来说,像一场有趣的发烧梦。”(杰夫·卡普兰)

可以立刻用起来的几件事

这期访谈里有大量可以直接搬进工作的方法,不分行业。

  • 问“你想做什么”,别问“你想成为什么”。职业焦虑大部分来自对角色形象的想象,而非对具体活动的偏好。判断标准很简单:没人问你问题时,你回家怎么花时间。
  • 把“路径最小阻力”调到你希望玩家或用户走的那条路上。人一定会走最省力的路。如果你的产品希望用户看到全部内容,就把奖励灌进那条路径,不要指望自觉。
  • 听到反对意见时,先设定对方是业内最好的那个人。真心认为这个做道具的美术就是全世界最好的道具美术,然后问自己为什么不听。这一条能省掉大量返工。
  • 用“爬走跑”给野心分期。想直接做出《魔兽世界》,先做出《魔兽争霸I》。第一步的目标只在于让别人开始在乎这个世界。
  • 孵化期用最小团队,别做预期性招聘。先把点子用现有技术跑通,再扩编。反过来的典型症状是:新员工入职第一天问“我们做的是什么游戏”。
  • 把范围控制权握在技术总监、美术总监、游戏总监手里。项目管理的工具箱里只有会议和加人,这两样都做不出游戏。
  • 公开认领自己做砸的东西。第一个说“这任务是我做过最烂的”的人,才有资格让团队开始互相批评。这比任何复盘流程都有效。
  • 任何日程表,落到高管手里就成了合同。给排期前先想清楚:这个日期会不会在某天变成一句“一千人的裁员算在你头上”。宁可排得保守,别让PPT变成石碑。
  • 如果你已经是那个做东西的人,把控制权留住。融资只要够用的数,不做竞价抬高估值。你手上这只鹅,蛋是你的。
  • 每周留一点时间,纯粹为了手艺做点东西。不带KPI,不带排期。卡普兰十九年后靠这个找回了做游戏的快乐,你不需要等十九年。
  • 看到一个作品真心喜欢,就说出来。这是当下最稀缺、也最容易被嘲笑的表达。但它决定了下一位创作者还愿不愿意继续做下去。

访谈最后,莱克斯引了卡夫卡的一句话作为收尾。放在卡普兰身上意外地合适,因为他这辈子干的两件事,写作和做游戏,本质上都是同一件事:把自己内心那个东西显化出来,不管有没有人看。

“不要弯折。不要稀释。不要试图让它合乎逻辑。不要按照时尚编辑你自己的灵魂。无情地追随你最强烈的执念。”(弗兰兹·卡夫卡)

他的故事还有一个更朴素的版本。一个写了三年、收到170封拒稿信、把二十本笔记扔进垃圾桶的人,转身在一款网游里泡了六千小时,然后靠一瓶送给陌生巨魔的传送药水,找到了自己的位置。二十年后,他把一座金缮补过的山放进公司logo,告诉所有做东西的人:别再把自己交出去了。

中英对照:英文为官方 Transcript 原文,中文为逐句机器翻译(Google 神经机器翻译),仅供学习英文参考,请以英文原文为准。
Jeff Kaplan00:00

There’s three types of fun, fun for the player, fun for the designer, and fun for the computer.

乐趣分为三种类型:玩家的乐趣、设计师的乐趣和计算机的乐趣。

Lex Fridman00:06

Is it PvP?

是 PvP 吗?

Jeff Kaplan00:07

It’s all PvP.

都是 PvP。

00:07 In fact, Rust is the most PvP thing in all of PvP.

事实上,Rust 是所有 PvP 中最 PvP 的东西。

Lex Fridman00:16

Well, I don’t know what that means, but-

好吧,我不知道这意味着什么,但是——

Jeff Kaplan00:19

Rust players know what that means.

Rust 玩家知道这意味着什么。

00:19 My whole career and my family are thanks to EverQuest, so I think I won the game.

我的整个职业生涯和我的家庭都感谢《无尽的任务》,所以我认为我赢得了这场比赛。

And we’re idiots.

我们是白痴。

We’re reading the forums, and the forums are just flaming us all the time.

我们正在阅读论坛,而论坛一直在攻击我们。

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.

比如,“这台服务器有延迟”,“无法登录该服务器——”这就是我们对所发生事情的看法。

And when I showed up at that show, it…

当我出现在那个节目中时,它......

One of the most emotional things in my life.

我一生中最感人的事情之一。

It was nothing but an outpouring of love.

这只不过是爱的倾注。

I had believed I would never work any place but Blizzard.

我曾相信除了暴雪我永远不会在任何地方工作。

I loved it.

我喜欢它。

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.

这是我的一部分,我觉得我是其中的一部分,我真的以为我会从这个地方退休。

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

我从未想过这一天会到来,仅此而已。

Lex Fridman01:11

How painful was it to say goodbye?

说再见有多痛苦?

Jeff Kaplan01:14

It broke me.

这让我心碎。

Lex Fridman01:16

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.

与此同时,对于外界来说,你已经从地球表面消失了,但你实际上正在开发一款游戏。

01:16 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.

以下是与《魔兽世界》和《守望先锋》这两款有史以来最大、最有影响力的游戏的传奇游戏设计师杰夫·卡普兰的对话。

He is genuinely one of the most amazing human beings I’ve ever met.

他确实是我见过的最了不起的人之一。

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.

在我有幸与他进行的多次对话中,包括在玩电子游戏时,他总是很友善、体贴、搞笑,并且始终是一个真正的游戏玩家。

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.

当然,他总是很快地庆祝这些年来他有机会与那些令人难以置信的创意团队合作,他们确实令人难以置信。

02:10 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.

暴雪创造了一些有史以来最伟大的游戏,对我个人来说,这些游戏给我带来了数千个小时的乐趣、意义和幸福,从《魔兽争霸》到《星际争霸》,再到《暗黑破坏神》、《魔兽世界》、《守望先锋》等等。

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.

因此,非常感谢杰夫、整个暴雪团队以及视频游戏行业中的每一位创意人士,他们全心全意地构建了我们粉丝有机会享受的视频游戏世界。

This was a super fun, inspiring, whirlwind conversation, pun intended, with one of the most beloved gamers and game designers ever.

这是一次超级有趣、鼓舞人心、旋风般的对话,双关语,对话对象是有史以来最受欢迎的游戏玩家和游戏设计师之一。

Full of memes, lulz, wisdom, emotional rollercoaster moments, and of course, Blizzard video game lore.

充满了模因、lulz、智慧、情绪过山车般的时刻,当然还有暴雪的视频游戏传说。

02:59 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.

Jeff 于 2021 年离开暴雪,一直在秘密开发一款名为《加州传奇》的新视频游戏,我有机会和 Jeff 一起玩这款游戏。

It is incredibly beautiful.

它非常美丽。

Set in the 1800s Gold Rush era of California, it’s an open world online multiplayer game, part adventure and action, part survival.

这是一款以 1800 年代加州淘金热时代为背景的开放世界在线多人游戏,一半是冒险和动作,一半是生存。

Sometimes creating a feeling of loneliness and desperation, and sometimes just awe watching the sun rise over a beautiful landscape.

有时会产生一种孤独和绝望的感觉,有时只是敬畏地看着太阳从美丽的风景中升起。

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.

这与杰夫曾经制作过的任何游戏都不同,这是一款我真的迫不及待想与大家一起玩的游戏。

You can wishlist it on Steam.

您可以在 Steam 上将其列入愿望清单。

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

我认为,在三月晚些时候加入 Alpha 版,抢先体验即将到来。

03:53 This is the Lex Fridman Podcast.

这是莱克斯·弗里德曼播客。

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.

为了支持它,请在描述中查看我们的赞助商,您还可以在其中找到联系我、提出问题、提供反馈等的链接。

And now, dear friends, here’s Jeff Kaplan.

现在,亲爱的朋友们,这是杰夫·卡普兰。

04:07 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.

在你成为《魔兽世界》和《守望先锋》的传奇视频游戏设计师之前,你首先是一名传奇视频游戏玩家,尤其是《无尽的任务》,我认为这是从玩家到设计师的一段疯狂旅程。

But first, let’s go way back.

但首先,让我们回到过去。

When did you first fall in love with video games?

您什么时候第一次爱上电子游戏?

Jeff Kaplan04:32

I was lucky.

我很幸运。

04:32 I was born in that golden era of coin-op.

我出生在那个投币式黄金时代。

So, I literally remember the first time seeing Pac-Man.

所以,我确实记得第一次看到吃豆人的情景。

I was with my Uncle Ronnie, and he just kept feeding me quarters.

我和罗尼叔叔在一起,他一直给我吃宿舍。

I think he wanted to play, but was too scared to, so he, you know, his little nephew, he was just giving him quarters to play Pac-Man.

我认为他想玩,但太害怕了,所以他,你知道,他的小侄子,他只是给他宿舍来玩吃豆人。

I remember being at my brother’s graduation in Philadelphia, and they had an Asteroids machine in the lobby.

我记得在费城参加我哥哥的毕业典礼时,他们的大厅里有一台小行星机器。

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

那也是我玩的第一批投币机之一。

And my brother and I would…

我和我的兄弟会……

we would try to get the high score, and we’d finally get it.

我们会努力得到高分,最终我们得到了。

But we had to go to bed early ’cause we were little kids.

但我们必须早点睡觉,因为我们还是小孩子。

And then in the morning somebody else had like beat our high score.

然后早上,其他人想打破我们的最高分。

And then, you know, I grew up in Southern California in the ’80s.

然后,你知道,我在 80 年代在南加州长大。

I was born in ’72.

我出生于72年。

05:27 So, you know, I was a kid with that skateboard BMX culture where we’d ride two towns over.

所以,你知道,我小时候就有滑板小轮车文化,我们会骑着自行车穿越两个城镇。

We knew all the pizza parlors and liquor stores and arcades, and we just lived in that coin-op phase.

我们熟悉所有的披萨店、酒类商店和商场,而且我们只是生活在投币式的阶段。

That was, that was where the love started.

那就是,那就是爱情开始的地方。

And then you started to see things like Pong.

然后你开始看到像 Pong 这样的东西。

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.

你会去朋友家,他们会打乒乓球,这真是令人兴奋,就像我们在电视上玩这个东西一样,非常有趣。

Atari was a big thing at that time as well.

雅达利(Atari)在当时也是一件大事。

But the big one for me was actually Intellivision, because my dad was an executive recruiter, and one of his clients was Mattel.

但对我来说最重要的实际上是 Intellivision,因为我父亲是一名高管招聘人员,他的客户之一是美泰 (Mattel)。

And he said, “Hey, I…

他说:“嘿,我……

They gave me this thing,” and he would get discounts or free games.

他们给了我这个东西,”他会得到折扣或免费游戏。

And my brothers and I just loved Intellivision.

我和我的兄弟们都很喜欢 Intellivision。

Like, we would just play it endlessly.

就像,我们会无休止地玩它。

06:27 And the comparison was always like, “Is this game close to what’s in the arcades?” And it was just such a golden era.

比较总是这样的,“这款游戏接近街机游戏吗?”那正是这样一个黄金时代。

And I think the, the big moment where it really blew open and kind of hit the next level was when the NES came out.

我认为,它真正爆发并达到新水平的重要时刻是 NES 推出的时候。

And that, like, NES with Super Mario- …

就像 NES 上的《超级马里奥》一样——……

Was kind of gaming at the next level at that point.

那时的游戏水平已经达到了一个新的水平。

And I have, like, warm, fuzzy memories even thinking about it to this day.

直到今天,我仍然有温暖、模糊的回忆。

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-

我记得我和我的兄弟们玩了几个星期的超级马里奥,然后我有一个朋友过来,他向我展示了所有秘密的东西 -

07:10 …

……

in Super that I didn’t know existed at the time.

在《超级》中,我当时并不知道存在。

And it’s…

这是……

it was like suddenly, the world opened up more and games could be more.

就好像突然之间,世界变得更加开放,游戏也变得更加丰富。

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

然后,一场大型电脑游戏的推动令我震惊。

My parents ran their own business.

我的父母经营自己的生意。

Like I said, my dad was an executive recruiter, and they bought an IBM.

就像我说的,我父亲是一名高管招聘人员,他们买了一家 IBM。

And this is, like, when it was DOS before MS-DOS existed.

这就像 MS-DOS 出现之前的 DOS 一样。

And I was so disappointed, because, like, other kids had the Amiga or the Commodore- …

我非常失望,因为,就像其他孩子拥有 Amiga 或 Commodore一样——……

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

你知道,他们在游戏方面比当时的 IBM 更好。

And my mom, she really encouraged my brother and I.

我的妈妈,她真的鼓励我和我的兄弟。

She bought Zork.

她买了佐克。

You know, it was just Infocom word games, and where your imagination would take you.

你知道,这只是 Infocom 文字游戏,你的想象力会带你去哪里。

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

就像《Zork》在我心中占有一席之地,我认为很少有游戏能够触及。

Lex Fridman08:13

It’s a text-based game?

这是一款文字游戏?

Jeff Kaplan08:14

Text-based game.

基于文本的游戏。

08:14 You know, you just type in, “Go west.

你知道,你只需输入:“向西走。

Open mailbox.” You know?

打开邮箱。”你知道?

And…

还有……

But it’s that power of imagination.

但这就是想象力的力量。

It’s why the book is always better than the movie, you know?

这就是为什么书总是比电影更好,你知道吗?

Lex Fridman08:29

Yeah.

是的。

08:29 So, you’re starting to see these creations of worlds that you can navigate.

所以,你开始看到这些你可以导航的世界的创造。

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

你可以走进这个世界,也可以在那个世界迷失自我。

Jeff Kaplan08:38

Yeah.

是的。

08:38 You’re transported.

你被传送了。

You’re living there.

你住在那里。

Lex Fridman08:41

Was Zork popular?

Zork很受欢迎吗?

Jeff Kaplan08:43

Zork was insanely popular.

Zork 非常受欢迎。

08:43 And then there was Zork II and Zork III.

然后是 Zork II 和 Zork III。

Lex Fridman08:48

A trilogy.

三部曲。

08:48 Zork trilogy.

佐克三部曲。

I see it.

我看到了。

Okay.

好的。

Jeff Kaplan08:51

And it was weird, and, like, the…

这很奇怪,而且,就像……

08:51 Sometime in the ’90s, there was this, there was this era of what they called CD-ROM games.

在 90 年代的某个时候,有一个他们称之为 CD-ROM 游戏的时代。

That’s how they branded them.

这就是他们品牌的方式。

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

他们又回到了 Zork,但它现在有了图形。

And somehow, that just shattered everything, because the Zork you knew in your head didn’t exist anymore.

不知何故,这粉碎了一切,因为你脑海中所认识的佐克已经不存在了。

Yeah, Zork was fantastic.

是的,佐克太棒了。

I think it might be open source now, which I think is fabulous.

我认为它现在可能是开源的,我认为这非常棒。

But I highly recommend Zork.

但我强烈推荐Zork。

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

那时,在我们 IBM 上运行的 PC 上还有 Ultima-

09:32 …

……

which was the Richard Garriott series.

这是理查德·加里奥特系列。

And he was Lord British.

他是英国勋爵。

We knew him as Lord British.

我们知道他是英国勋爵。

He put himself in the game.

他把自己投入到了游戏中。

And you want to talk about world-building.

你想谈论世界建设。

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

你知道,那里有紫杉林,那里有所有的人物。

And the first Ultima I played was Ultima II, ’cause Ultima I was before my time.

我玩的第一款《Ultima》是《Ultima II》,因为《Ultima》比我所处的时代还早。

And that series, it was this RPG group-based PC game, and the worlds were just so rich.

而那个系列,是一款RPG团战端游,世界观实在是太丰富了。

Like, you could get on a rocket ship.

就像,你可以登上一艘火箭飞船。

You’re playing in this fantasy world, fighting demons, and yet somehow you could get on a rocket ship.

你在这个奇幻世界中玩耍,与恶魔战斗,但不知何故你可以登上一艘火箭飞船。

And then there was just all of this sort of crazy stuff that would happen in games that are based in the world.

然后,所有这些疯狂的事情都会发生在基于世界的游戏中。

10:22 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?

比如,城镇里有保镖和商人,但如果你真的想,你可以尝试抢劫这些人,或者杀死英国勋爵,你知道吗?

That was something that was super hard.

那是一件非常困难的事情。

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.

当你只是个傻孩子时,你会花时间无休止地一遍又一遍地尝试做这些事情,《Ultima》对我来说确实是一次深刻的经历。

Lex Fridman10:48

And, of course, that led to Ultima Online, which is a legendary game in itself, perhaps connected to EverQuest.

当然,这也催生了《网络创世纪》,它本身就是一款传奇游戏,或许与《无尽的任务》有关。

10:48 Sort of starting to build these worlds that are massively multiplayer online video games.

有点开始构建这些大型多人在线视频游戏的世界。

Can you take me to that journey?

你能带我去那段旅程吗?

Like, as you started to get online, the MMO world.

就像当你开始上网时,MMO 世界一样。

What were influential?

有哪些影响?

What were fun for you?

你觉得什么有趣?

Jeff Kaplan11:11

Well, the big one for me was EverQuest.

嗯,对我来说最重要的是《无尽的任务》。

11:11 But like you mentioned, Ultima Online sort of was the predecessor.

但就像你提到的,《网络创世纪》可以说是它的前身。

It came before EverQuest.

它出现在《无尽的任务》之前。

And it was, like, one of those unfortunate times in my life where I was actually at grad school.

那是我一生中不幸的时刻之一,当时我正在读研究生。

Lex Fridman11:28

You were busy.

你很忙。

Jeff Kaplan11:29

I was busy, and I missed Ultima Online.

我很忙,错过了《网络创世纪》。

11:29 Like, I would have had that experience.

就像,我会有这样的经历。

And when you hear the Ultima Online stories, they’re some of the craziest, funniest…

当您听到《网络创世纪》的故事时,您会发现它们是最疯狂、最有趣的……

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.

你知道,我认识一个人,他们学会了如何在游戏中下毒,然后他们会在苹果中下毒,然后将它们留在地上,其他人会冒险,然后将苹果喂给他们的马并杀死他们的马。

Then they’d steal all their stuff and…

然后他们会偷走他们所有的东西然后……

You know, Ultima Online was kind of…

你知道,《网络创世纪》有点……

It was the earliest grief-based experiment.

这是最早的基于悲伤的实验。

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

真的,就像,当你像对待蚂蚁农场里的蚂蚁一样对待人类时。

That was kind of Ultima Online.

这有点像《网络创世纪》。

Lex Fridman12:11

So-

所以——

Jeff Kaplan12:12

…

……

12:12 my first, like, what online gaming, what defined online gaming for me was Quake and Doom and Duke Nukem.

我的第一个在线游戏,对我来说定义在线游戏的是《雷神之锤》、《毁灭战士》和《毁灭公爵》。

You know, it started with Doom and they had a…

你知道,它始于《毁灭战士》,他们有一个……

You could basically LAN.

基本上你可以通过局域网。

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

您可以与朋友联网,也可以通过调制解调器连接并与某人联系。

And that was like a mind-blowing…

这就像一个令人兴奋的......

Just seeing another entity in a video game and saying, “That’s a person on the other side of that.”

只是在电子游戏中看到另一个实体并说:“那是另一边的一个人。”

12:44 That was magical, like, that that moment happened and that person could be in another room or across town from you.

这真是神奇,就像那一刻发生了一样,那个人可能在另一个房间里,或者在你对面的城镇里。

And Quake kind of took it to the next level.

《雷神之锤》将其提升到了一个新的水平。

Like, that’s where everybody knew what they were doing.

就像,那就是每个人都知道自己在做什么的地方。

The systems were more refined.

系统更加完善。

And this Quake community formed with all of these, you know, great websites, mods.

这个雷神之锤社区由所有这些优秀的网站和模组组成。

The community was divided into …

社区被分为……

There were two castes of players.

玩家有两种等级。

The low ping bastards, the LPBs …

那些低 ping 值的混蛋,LPB……

and then the rest of us, you know.

然后是我们其他人,你知道。

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.

我记得我在 300 ping 连接的拨号调制解调器上玩《雷神之锤》比赛,我认为这是有史以来最棒的事情。

And just, just connecting with people.

只是,只是与人联系。

Like I said, the, the websites.

就像我说的,网站。

13:40 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.

直到今天,我阅读的唯一的游戏网站——我不再阅读任何新闻网站,但我阅读了 Blue’s News。

Which was like, like …

就像,就像……

Someone actually teased me recently.

最近确实有人取笑我。

I linked him a story.

我给他讲了一个故事。

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.

我想,“哦,你听说这个新东西要出来了吗?”我发送了链接,他们说:“伙计,这是来自 Blue's News 的。

Like, what time machine did you just step out of?” And a guy named Stephen Heaslip…

比如,你刚刚走出什么时间机器?”还有一个叫斯蒂芬·希斯利普的人……

I’m probably pronouncing his name wrong.

我可能把他的名字念错了。

I apologize, but it was actually through that site that I learned about EverQuest.

我很抱歉,但实际上我是通过那个网站了解到《无尽的任务》的。

14:16 They had those programmer .plan updates, the .plan files.

他们有那些程序员的 .plan 更新,即 .plan 文件。

And guys like Carmack would …

像卡马克这样的人会……

You know, they’d post about what code they were writing or how they had optimized something, or just their personal life.

你知道,他们会发布他们正在编写的代码或他们如何优化某些内容,或者只是他们的个人生活。

Like, you know, the Ferrari talk would always happen …

就像,你知道,法拉利的谈话总是会发生……

once they had achieved success.

一旦他们取得了成功。

And there was an id programmer named Brian Hook, and he said, “I’m leaving id to go work at Verant,” which became Sony Online, “to work on this game called EverQuest.” And I was like, “How does anybody leave id, the greatest institution in all of gaming ever, to work on any other game?” I’m like, “This guy must be crazy.

还有一位名叫 Brian Hook 的 id 程序员,他说,“我要离开 id 去 Verant(后来的索尼在线)工作,“去开发这款名为《无尽的任务》的游戏。”我当时想,“怎么会有人离开 id 这个有史以来最伟大的游戏机构去开发其他游戏呢?”我想,“这家伙一定是疯了。

Or whatever this EverQuest thing is, I need to see it.

或者无论《无尽的任务》是什么,我都需要看看。

I need to know what’s going on.” And if he hadn’t have made that post, I never would have checked out EverQuest.

我需要知道发生了什么事。”如果他没有发表那篇文章,我永远不会查看《无尽的任务》。

Lex Fridman15:22

We’ll talk about EverQuest, but since you mentioned Carmack and Quake, what can we say about the genius of John Carmack?

我们会谈论《无尽的任务》,但既然你提到了卡马克和雷神之锤,那么我们对约翰·卡马克的天才能说些什么呢?

15:22 Why was he such an important and influential human in the history of gaming?

为什么他在游戏史上如此重要且有影响力?

Jeff Kaplan15:34

Those early geniuses at id …

id 的那些早期天才……

15:34 Like, I wouldn’t be sitting here talking to you right now if they hadn’t had the breakthroughs that they had at the time.

就像,如果他们当时没有取得突破,我现在就不会坐在这里和你说话。

Gaming engines were evolving, but the level of breakthrough that they achieved with Wolf 3D, that was the first …

游戏引擎在不断发展,但他们通过 Wolf 3D 实现的突破水平是第一个……

I remember playing Wolfenstein when it was a 2D game.

我记得玩《德军总部》时,它还是一款 2D 游戏。

You’d run around.

你会到处乱跑。

You’d dress up as a German.

你会打扮成德国人。

You’d throw a grenade.

你会扔一颗手榴弹。

16:08 To see it in 3D…

以 3D 形式观看它...

And it’s funny.

这很有趣。

You look back at the screenshots or videos of it now, and it seems almost childish.

你现在回头看看它的截图或视频,你会发现它几乎是幼稚的。

Like, “Oh, why were you so excited about that?” And you were transported.

就像,“哦,你为什么对此如此兴奋?”你被传送了。

There…

那里……

It was the intimacy of first person.

这是第一人称的亲密。

You know, putting the hands in front of you, holding the gun, being transported to Nazi Germany, but you’re the hero fighting the Nazis.

你知道,把手放在你面前,拿着枪,被运送到纳粹德国,但你是与纳粹作战的英雄。

And then the evolution.

然后是进化。

Like, when Doom came out, I’m a huge Army of Darkness fan.

就像,当《毁灭战士》问世时,我是《黑暗军团》的忠实粉丝。

Like, one of my favorite movies of all time.

就像,我一直以来最喜欢的电影之一。

And I was like, “This is Army of Darkness, the video game.” You know?

我当时想,“这就是电子游戏《黑暗军团》。”你知道?

Like, “Give me the boom stick.

就像,“把吊杆给我。

Here we go.” And the graphical advances…

我们走吧。”图形的进步......

But it wasn’t just how the game looked, it was how it played.

但这不仅仅是游戏的外观,更是游戏的玩法。

17:01 The smoothness kept getting better.

平滑度不断变好。

The responsiveness, the sharpness of the gameplay.

反应灵敏,游戏的清晰度。

You have to credit id in those days and Carmack and Romero.

你必须归功于那个时代的id、卡马克和罗梅罗。

I …

我……

As somebody who worked on an FPS, I …

作为一名从事 FPS 工作的人,我……

That wouldn’t have existed without them.

没有他们,这一切就不会存在。

Credit where credit’s due.

应得的信用。

Lex Fridman17:22

And by the way, we should say you’re …

顺便说一句,我们应该说你是……

17:22 As a gamer, your range is incredible.

作为一名游戏玩家,您的范围令人难以置信。

You are a legit first-person shooter gamer, but you also obviously love the more MMO world, rich, exploratory kinda game.

您是一名正宗的第一人称射击游戏玩家,但您显然也喜欢 MMO 世界、丰富的、探索性的游戏。

So it’s fascinating.

所以这很有趣。

But yeah, there is …

但是,是的,有……

On the technology stack that brought something like Quake or Wolfenstein 3D to life, there’s a threshold which you pass of realism where you can immerse yourself into that world.

在使《Quake》或《德军总部 3D》等游戏栩栩如生的技术堆栈中,有一个现实主义的门槛,你可以将自己沉浸在那个世界中。

I had the same exact experience with Wolfenstein 2D taking a step to 3D, and it was like tears in my eyes.

我在《德军总部 2D》向 3D 迈进时也有过同样的经历,我的眼里充满了泪水。

Like, “This is incredible.” Like, my memories of Wolfenstein 3D is it was like ultra realistic.

就像,“这太不可思议了。”就像我对德军总部 3D 的记忆一样,它就像是超现实的。

It’s silly to say now.

现在说起来很傻。

18:14 It was the feeling like you were there.

那种感觉就像你就在那里一样。

Yeah, what an incredible age.

是啊,多么不可思议的年纪啊。

And some of that, the storytelling, a lot of that is the technology that brings that kind of 3D world to life.

其中一些,讲故事,很多都是将这种 3D 世界变成现实的技术。

It’s incredible.

太不可思议了。

But before we get too far on that tangent, you mentioned grad school.

但在我们离题太远之前,你提到了研究生院。

We should mention that you have a master’s degree in creative writing from NYU, and you wanted to be a writer.

我们应该提到,您拥有纽约大学创意写作硕士学位,并且您想成为一名作家。

You told me your main influences were Kerouac, but also Hemingway, Salinger, Bukowski, Orwell.

你告诉我你的主要影响是凯鲁亚克,还有海明威、塞林格、布考斯基、奥威尔。

What drew you to storytelling in that medium of writing?

是什么吸引你用这种写作媒介讲故事?

What aspect of the human experience were you trying to put down on paper?

您试图将人类经验的哪些方面写在纸上?

Jeff Kaplan18:59

Well, it started with being a fan first and being inspired and reading, and it’s the, not only being transported to a different world or into a different person, but also, you know, the way that stories can touch emotions in you and trigger feelings sometimes you didn’t even know you had.

嗯,首先是成为粉丝,受到启发和阅读,这不仅是被传送到一个不同的世界或不同的人,而且,你知道,故事可以触动你的情感,触发有时你甚至不知道自己有过的感觉。

18:59 And that was very appealing for me.

这对我来说非常有吸引力。

And the big challenge with it is, and I think this is for anybody who creates anything, is putting yourself out there.

最大的挑战是,我认为这对于任何创造任何东西的人来说,就是把自己展现出来。

To some degree, there’s a lot of ego that goes into that moment where you say, “Well, I’ve been reading, you know, 1984 or Green Hills of Stranglethorn, and I think it’s amazing.

在某种程度上,当你说:“嗯,我一直在读《1984》或《荆棘谷的青山》,我觉得这太棒了。

And now I’m gonna try to write something that somebody is gonna read.”

现在我要尝试写一些有人会读的东西。”

20:05 That’s a giant leap of faith.

这是信仰的巨大飞跃。

You know, that’s a moment of putting yourself out there completely, and there’s gotta be some part of that that’s ego.

你知道,那是一个让自己完全投入的时刻,其中一定有一部分是自我。

There’s some part of it that’s masochistic.

其中有一部分是受虐狂。

And I think for people who want to create and build stuff, they can’t help but to do it.

我认为对于那些想要创造和构建东西的人来说,他们会情不自禁地这样做。

You don’t really have an option.

你真的没有选择。

That’s just how you’re wired, and you’re gonna do it anyway.

这就是你的性格,无论如何你都会这么做。

And, you know, I admire people like Dickinson who can just write all the poems and leave them in a drawer to be discovered by somebody else.

而且,你知道,我很钦佩像狄金森这样的人,他们可以写下所有的诗,然后把它们放在抽屉里,等待其他人发现。

You know, that’s one way to go about it.

你知道,这是解决问题的一种方法。

Lex Fridman20:46

Yeah, Franz Kafka, you know, a lot of the stories he wrote, never published, and he asked for all of them to be destroyed.

是的,弗朗茨·卡夫卡,你知道,他写的很多故事从未出版过,他要求将它们全部销毁。

20:46 And then it’s only because of his friend that ignored his request that we even have many of his stories.

只是因为他的朋友无视了他的要求,我们才得到了他的许多故事。

It’s like to be that kinda…

好像是这样的……

I mean, clearly, there’s some masochism there, some tortured soul.

我的意思是,很明显,那里有一些受虐狂,一些受折磨的灵魂。

But then there’s also the ego like you mentioned.

但还有你提到的自我。

I was entertained by this story of James Joyce when he was a young man, 18, 19 declared that he’s going to be the greatest writer of the 20th century.

我对詹姆斯·乔伊斯的这个故事很感兴趣,当时他还是个年轻人,18、19 岁,宣称他将成为 20 世纪最伟大的作家。

And he turned out in many, in the eyes of many to be one of the greatest writers of the 20th century.

在许多人眼中,他成为 20 世纪最伟大的作家之一。

But there’s, like, millions of kids just like James Joyce, writers, they’re declaring exactly that, that turn out not to be.

但是,有数百万像詹姆斯·乔伊斯(James Joyce)一样的孩子,作家,他们宣称的正是这一点,但事实证明并非如此。

21:37 But that is in some cases, in many cases, maybe most cases, you have to have that ego- …

但在某些情况下,在很多情况下,也许在大多数情况下,你必须有那种自我——……

to say, “I’m gonna…” Yeah, right.

说,“我要……”是的,对。

“I read 1984,” “and I’m going to write the next 1984.”

“我读了《1984》,”“我要写下一本《1984》。”

Jeff Kaplan21:50

Yeah.

是的。

21:50 And I do think ego is a big part of it.

我确实认为自我是其中很重要的一部分。

It’s one of the many lessons I’ve learned.

这是我学到的众多教训之一。

Hearing your Kafka story is funny, because fast-forwarding to how my writing career ended- …

听到你的卡夫卡故事很有趣,因为快进到我的写作生涯是如何结束的——……

I literally threw away everything, I mean, in a dumpster.

我真的把所有东西都扔进了垃圾箱。

I used to keep copious notes, like journals, my writing journals, everything I ever read, every story idea.

我曾经保存了大量的笔记,比如日记,我的写作日记,我读过的所有内容,每个故事的想法。

I probably had 20 volumes of just handwritten notes.

我大概有20卷纯手写笔记。

And then I also kept personal journals of just, you know, to keep the writing habit up of just, you know, what happened in my day, how I was feeling, all of that.

然后我还写个人日记,记录我这一天发生的事情、我的感受等等,以保持写作习惯。

And then either digitally or typed, I had all of my manuscripts, and I threw it all in the dumpster.

然后,无论是数字还是打字,我都有了所有的手稿,然后我把它们都扔进了垃圾箱。

Lex Fridman22:40

What was that decision?

那是什么决定?

22:40 Do you remember that decision?

你还记得那个决定吗?

What was that like to just take that part of your life and just put it in a dumpster?

把你生活的一部分扔进垃圾箱是什么感觉?

Jeff Kaplan22:50

Yeah.

是的。

22:50 It was—I think it was necessary.

这是——我认为这是必要的。

It was necessary.

这是必要的。

This is like rationalizing it after the fact, you know, which is easy to do.

这就像事后合理化它,你知道,这很容易做到。

You know?

你知道?

But at the time, I think I was so broken and so defeated with failure that I needed the moment.

但当时,我认为我是如此破碎,如此失败,所以我需要这一刻。

It was like throwing in the towel for a boxer, you know?

这就像为拳击手认输一样,你知道吗?

It’s that moment of like, “I’m not gonna win this fight, and you need to move on from it.” And if there was any element of that sitting around, I’d be tempted to try again or bring it out of the drawer 10 years later.

就在那一刻,“我不会赢得这场战斗,你需要继续前进。”如果其中有任何元素存在,我会很想再试一次,或者在 10 年后把它从抽屉里拿出来。

Lex Fridman23:34

We should mention that you did give it a real try.

我们应该提到,您确实进行了真正的尝试。

23:34 You’ve mentioned receiving over 170 rejection letters in one year when submitting your stories.

您提到在提交故事时一年内收到了 170 多封拒绝信。

So there’s a lot of rejection.

所以有很多拒绝的情况。

So it was a long chain of rejection.

所以这是一个很长的拒绝链。

And then what was that like, the rejection?

那么被拒绝是什么样子的呢?

Jeff Kaplan23:54

It was hard.

这很难。

23:54 I had moved from New York.

我是从纽约搬来的。

I did the most terrible dumb thing that I knew I was doing at the time.

我做了我当时知道自己正在做的最可怕的愚蠢的事情。

I had a really great group of writer friends from grad school in New York, and I think writing is a very lonely, solitary thing.

我在纽约读研究生时有一群很棒的作家朋友,我认为写作是一件非常孤独的事情。

But weirdly, writers kind of support each other and just, “Who do you give the story to?” You know, you don’t wanna give it to your mom or dad, you know.

但奇怪的是,作家们互相支持,只是问:“你把这个故事交给谁?”你知道,你不想把它给你的妈妈或爸爸,你知道。

You kinda wanna give it to somebody who’s gonna really punch you in the nose and tell you what’s wrong with it.

你有点想把它交给一个会真正打你鼻子并告诉你它出了什么问题的人。

And I had left that writing circle to move back to California.

我离开了写作圈搬回了加利福尼亚。

Lex Fridman24:30

Did you take a bunch of drugs, take your typewriter and drove across, uh-

你是不是吸了一堆毒品,拿着你的打字机开车过去,呃-

Jeff Kaplan24:35

No.

不。

Lex Fridman24:35

…

……

24:35 acro- Across the United States and then wrote a book about it?

acro- 穿越美国然后写一本关于它的书?

Or just to take Kerouac as an example.

或者仅以凯鲁亚克为例。

Anyway, sorry.

无论如何,抱歉。

You went just-

你刚刚去了——

Jeff Kaplan24:44

I might have been more successful had- …

我可能会更成功——……

24:44 I done that.

我做到了。

Lex Fridman24:47

So sorry.

很抱歉。

24:47 So you went back.

于是你就回去了。

Jeff Kaplan24:48

So I moved back to California, and I did it for a girl.

所以我搬回加利福尼亚,我为一个女孩做这件事。

24:48 And I think within two months of moving back, we were broken up.

我认为搬回来后两个月内,我们就分手了。

So…

所以……

And I knew it when I was standing in my studio apartment when it was empty in New York and I was about to close the door for the last time.

当我站在纽约的单间公寓里时,我就知道了这一点,当时公寓空无一人,我正要最后一次关上门。

I had that, like, you know, little me on the shoulder saying, “Dude, what are you doing?”

我有这样的感觉,你知道,小我在肩膀上说,“伙计,你在做什么?”

25:13 “This…

“这……

You’re making one of those epic life mistakes that is gonna come back to haunt you.” And I ended up alone in California, and I think it was a good three years that I structured my life where I was gonna write for eight hours a day, because it’s that writer’s habit.

你正在犯下那些史诗般的人生错误之一,这些错误将会再次困扰你。”我最终独自一人来到加利福尼亚,我认为这是美好的三年,我安排了自己的生活,每天写作八小时,因为这是作家的习惯。

Like, you have to just force yourself: “This is a job.

就像,你必须强迫自己:“这是一份工作。

This isn’t a hobby.

这不是爱好。

Whether I like it or not, rain or shine, sick or healthy, I’m gonna write for eight hours a day.” And I did.

无论我喜欢与否,风雨无阻,生病还是健康,我都会每天写作八个小时。”我做到了。

I was fortunate.

我很幸运。

Like I said, my dad had his company and he hired me as a research associate.

就像我说的,我父亲有他的公司,他聘请我作为研究员。

So I was calling up, generating name lists for a recruiting company, and I would take…

所以我打电话给一家招聘公司生成名单,我会接受……

Whenever there was East Coast assignments, I would take those so I could start at like 5:00 in the morning.

每当有东海岸的任务时,我都会接受这些任务,这样我就可以在早上 5:00 左右开始工作。

26:04 And I created all this space for me to write, and I just…

我创造了所有这些空间供我写作,我只是……

I had a dog named Jack- …

我有一只名叫杰克的狗-...

who was…

谁是……

He was a Jack Russell Terrier.

他是一只杰克罗素梗犬。

And so everybody’s like, “You’re a writer, you named your Jack Russell Terrier Jack.” I’m like, “Because I named him after Jack Kerouac.” “It’s poetic and epic,” and-

所以每个人都会说,“你是一名作家,你给你的杰克罗素梗犬取名为杰克。”我想,“因为我以杰克·凯鲁亚克的名字给他命名。” “这是诗意而史诗般的,”并且-

Lex Fridman26:21

Yeah, of course.

是的,当然。

Jeff Kaplan26:22

…

……

26:22 I just looked like a dumbass, but- …

我只是看上去像个傻瓜,但是——……

it was just me and this dog.

只有我和这只狗。

And I was writing, you know, all that time intensely.

你知道,我一直在紧张地写作。

And this was mid to late ’90s, so even though the internet existed, email was very primitive and you had to send a manuscript off, like printed paper- …

那是 90 年代中后期,所以即使存在互联网,电子邮件也非常原始,你必须发送手稿,就像印刷纸一样 - ......

to all…

对所有人……

Like, I was trying to get short stories published in literary magazines, and you had to send an envelope with a return self-addressed stamp.

比如,我试图在文学杂志上发表短篇小说,而你必须寄出一个带有回邮邮票的信封。

So it was expensive, too.

所以它也很贵。

Like if you didn’t have money, you were just…

就像如果你没有钱,你就……

There was a cost to it- …

这是有代价的——……

to every single one of them.

给他们每一位。

Lex Fridman27:02

You had to pay for the rejection letter that you would eventually receive.

您必须支付最终收到的拒绝信的费用。

Jeff Kaplan27:07

Yeah.

是的。

27:07 And the, like, big thing that you were hoping for was that the editor would write you a note with the rejection letter.

你所希望的最重要的事情是编辑会给你写一张带有拒绝信的便条。

Like, um-

就像,嗯-

Lex Fridman27:17

Keep going.

继续。

Jeff Kaplan27:18

Yeah.

是的。

27:18 And you’d like cling onto this.

你想坚持这一点。

Like, it was like, “Oh, Glimmer Train said, you know, showing promise.” You know, and you just hang onto that for like a week, you know, pretending like that was…

就像,就像,“哦,微光火车说,你知道,表现出了希望。”你知道,你就这样坚持了大约一个星期,你知道,假装那是……

But it was just soul-crushing.

但这只是心灵的摧残。

And I really stuck…

而我真的被困住了……

And I became more and more isolated.

我变得越来越孤立。

Part of that was leaving that group of writing friends in New York.

其中一部分原因是离开了纽约的一群写作朋友。

I’m prone to just introversion anyway.

无论如何,我很内向。

The type of person I am.

我就是这样的人。

Breaking up with the girlfriend at the time.

和当时的女朋友分手了。

I just sort of fell into that world of, like, all I was doing was writing.

我有点陷入了那个世界,我所做的一切就是写作。

And it broke me.

这让我心碎。

Like, I went into very deep and heavy depression.

就像,我陷入了非常严重的抑郁症。

I drank too much.

我喝太多了。

I really had a problem with alcohol.

我确实有酒精问题。

And all those things compounded into just deep, deep depression.

所有这些事情加剧了深深的抑郁。

And I don’t…

而我不……

There wasn’t like a magic rejection that broke me.

并没有像魔法般的拒绝让我崩溃。

28:31 That would have been epic if like- …

如果像这样的话,那将是史诗般的……

someone out there is like, “The dude who…” “I’m the dude who broke Jeff that one day.” But I just had a moment where I said, “This is gonna destroy me.” And…

有人会说,“这个家伙……”“我就是那个有一天让杰夫受伤的家伙。”但我只是有那么一刻说:“这会毁了我。”还有……

Like, I don’t want to be discouraging to anybody, because I really do believe, like you hear it so much, like, “You have to work for your dreams, never give up.” Like, we’re trained this way.

就像,我不想让任何人感到沮丧,因为我真的相信,就像你经常听到的那样,“你必须为你的梦想而努力,永不放弃。”就像,我们就是这样训练的。

Like, “Never give up.” The universe…

就像“永不放弃”。宇宙……

Actually, maybe not the universe.

事实上,也许不是宇宙。

A group of editors at literary magazines across the United States was telling me it was time to give up as a writer, like I wasn’t cut out for it.

美国各地文学杂志的一群编辑告诉我,是时候放弃作家的身份了,就好像我不适合这样做一样。

And I stopped.

我停了下来。

Lex Fridman29:24

Sometimes, you know, closing a door is required for another door to open.

你知道,有时候,关上一扇门才能打开另一扇门。

Jeff Kaplan29:30

Yes.

是的。

Lex Fridman29:30

That’s one of the hardest things to do, is to walk away.

这是最难做的事情之一,就是走开。

Jeff Kaplan29:33

Yeah.

是的。

29:33 And I think, rightly so, our parents, our coaches, our mentors train us not to give up.

我认为,我们的父母、教练、导师训练我们不要放弃,这是正确的。

And I think a lot of us take pride in that, “I’m never gonna give up.

我想我们很多人都为此感到自豪,“我永远不会放弃。

I’m gonna do this come hell or high water.” And sometimes there’s that reality, especially when you’re now in your mid-20s, where you have that moment of like, “Am I really gonna be this?

无论天高地厚,我都会这么做。”有时现实是这样的,尤其是当你现在 20 多岁的时候,你会有这样的时刻:“我真的会成为这样吗?

Like, am I ever gonna sort of find the light here?” And, maybe, and it’s so hard, it’s so hard to have this moment, “Maybe this isn’t my calling in life,” especially when you don’t know what the next calling is gonna be.

比如,我能在这里找到光明吗?”也许,这太难了,很难拥有这一刻,“也许这不是我生命中的使命,”尤其是当你不知道下一个使命是什么时。

Lex Fridman30:15

That’s so painful.

那太痛苦了。

30:15 It’s ’cause you’ve invested so much of yourself, of who you are, of the dreams you’ve had, of this just whole conception of yourself, and you’re watching yourself slide down in terms of becoming isolated, suffering more and more.

这是因为你为自己、你是谁、你的梦想、你自己的整个概念投入了太多,而你却看着自己在变得孤立、越来越痛苦的过程中滑落。

And then you just have to somehow figure out how to get out of that.

然后你只需要想办法摆脱这种情况。

And it is true.

这是真的。

In that situation, the way to get out is the dumpster.

在这种情况下,摆脱困境的方法就是垃圾箱。

Is to cut it off.

就是把它剪掉。

Is there advice you can extract from that?

您可以从中提取什么建议吗?

There’s a lot of young folks who are in that same situation.

有很多年轻人处于同样的情况。

Jeff Kaplan30:54

Yeah.

是的。

30:54 I, this is one of those hindsight things where, you know, having gone through it and ended up okay on the other side, which you don’t know at the time, you know?

我,这是事后诸葛亮的事情之一,你知道,经历过它并最终在另一边得到了好的结果,而你当时不知道,你知道吗?

When you’re a young person in your late teens or early 20s, there’s so much pressure on you.

当你是一个十几岁或二十岁出头的年轻人时,你的压力很大。

And I really think adults don’t help.

我真的认为成年人没有帮助。

You know?

你知道?

Every time you run into the younger nephew or whoever and you start to say things like, “Oh, what’s your major?

每次你遇到年轻的侄子或其他人,你就会开始说这样的话:“哦,你的专业是什么?

What are you gonna do with that?” “What do you wanna be?” It’s such bullshit to do to a human being.

你打算用它做什么? “你想成为什么?”对人类做这样的事情真是太扯了。

You know?

你知道?

Lex Fridman31:29

You’re so lost in the world.

你在这个世界上迷失了。

31:29 I mean, most of us are lost our entire lives, but especially in your 20s, you know, like, you’re lost.

我的意思是,我们大多数人都迷失了一生,但尤其是在你 20 多岁的时候,你知道,你迷失了。

So the questions like, yeah, “What are you doing?

所以问题就像,是的,“你在做什么?

What’s your major?

你的专业是什么?

What’s the career?” And so on, that’s not the point, man.

职业是什么?”等等,这不是重点,伙计。

I’m trying to move through the world, I’m trying to run through the world to find the thing that sparks my heart, to find the passion, to find what I’m meant to be on this earth for.

我试图穿越这个世界,我试图穿越这个世界,去寻找激发我内心的东西,寻找激情,寻找我来到这个地球上的目的。

And there are really, I mean, that is a real hero’s journey of searching as a young person.

我的意思是,这确实是一个真正的英雄青年时期的探索之旅。

That’s a real, like, you know, all the adults, with their wisdom, they’ve stopped searching often.

这是真的,就像,你知道,所有成年人,凭借他们的智慧,他们已经不再经常寻找。

They’ve done the lazy, the comfortable thing.

他们做了一些懒惰、舒适的事情。

They found their thing.

他们找到了他们的东西。

32:18 And so now they look back, they don’t remember how much suffering and how much uncertainty that young people have to deal with.

所以现在他们回想起来,他们不记得年轻人要面对多少痛苦和多少不确定性。

Jeff Kaplan32:28

It’s, there’s confusion, there’s pressure.

是的,有困惑,有压力。

32:28 Like, the pressure we exert on younger people for having it figured out is insane.

就像,我们对年轻人施加的压力是疯狂的。

So the advice that I always give, and it sounds so stupid, like this sounds really trite, but focus on what you wanna do, not what you wanna be.

所以我总是给出的建议,听起来很愚蠢,听起来很老套,但专注于你想做的事,而不是你想成为的人。

The pressure that society kind of puts on us is, you know, “Oh, do you wanna be an astronaut?

社会给我们施加的压力是,你知道,“哦,你想成为一名宇航员吗?

Do you wanna be a firefighter?

你想成为一名消防员吗?

Do you wanna be a writer?

你想成为一名作家吗?

Do you wanna be a game maker?” And I think we get lost in the trappings of, like a vision of what that role is- …

你想成为一名游戏制作人吗?”我认为我们迷失在这样的陷阱中,比如对这个角色的想象——……

and how to perform as a fake actor in that role.

以及如何扮演那个角色的假演员。

Versus when you’re off the clock and no one’s asking you any questions-

与当你下班后没有人问你任何问题时-

33:29 …

……

you, you know, you’re not at Thanksgiving dinner and your uncle’s pressuring you into, you know, what your future’s gonna be for the rest of your life.

你,你知道,你没有参加感恩节晚餐,而你的叔叔正在向你施加压力,你知道,你的余生未来会是什么样子。

When you go home, how do you spend your time?

当你回家的时候,你会怎样度过你的时间呢?

Like, what makes you happy?

比如,什么让你快乐?

What brings you fulfillment?

是什么给你带来满足感?

And through those paths, you’re gonna find out what you’re gonna become, not what you wanna be.

通过这些路径,你会发现你将成为什么,而不是你想成为什么。

It’s, “What do you wanna do?”

就是“你想做什么?”

Lex Fridman33:55

What do you wanna do?

你想做什么?

33:55 The thing that brings you joy on a moment by moment basis.

时时刻刻给你带来快乐的事情。

Yeah.

是的。

That’s brilliantly put.

说得非常精彩。

And speaking of which, that’s where you took the pivot.

说到这里,这就是你采取的关键点。

You switched to video games.

你转而玩电子游戏。

How did that happen?

这是怎么发生的?

Gradually?

逐步地?

Suddenly?

突然?

Jeff Kaplan34:13

Gradually and suddenly.

逐渐地、突然地。

34:13 So when I had that fateful moment where I just sort of gave up with writing, I had these days where I’d structure eight-hour chunks of just, this was writing time, you know?

所以,当我经历了那个决定性的时刻,我有点放弃写作时,我在这些日子里,我会组织八个小时的时间段,这就是写作时间,你知道吗?

I’d sit solitary typing.

我会独自坐着打字。

All that was gone.

一切都消失了。

And, you know, I could still support myself, which was nice.

而且,你知道,我仍然可以养活自己,这很好。

And then I had this free time and I wasn’t spending it with anybody, I was just alone.

然后我就有了空闲时间,我没有和任何人一起度过,我只是一个人。

Me and the dog, Jack.

我和狗,杰克。

And I just poured it all into EverQuest.

我把这一切都倾注到了《无尽的任务》中。

You know, I, it was 1999 when that game came out.

你知道,那是 1999 年那款游戏问世的时候。

And I had a friend, Victor, like kind of a lifelong friend.

我有一个朋友,维克多,就像是一生的朋友。

One of the few friends I had who played computer games, ’cause there was a stigma to that.

我有几个玩电脑游戏的朋友之一,因为这是一种耻辱。

35:06 You know?

你知道?

It wasn’t, you didn’t walk around telling people you played games.

事实并非如此,你没有到处告诉人们你玩游戏。

They thought you wasted your time.

他们认为你浪费了时间。

And my friend, Vic, had bought EverQuest.

我的朋友维克购买了《无尽的任务》。

I’m like, “That’s that game that that guy Brian Hook went to work on.

我想,“这就是布莱恩·胡克(Brian Hook)那个人去做的那个游戏。

Is it good?” And he’s like, “Yeah, you gotta play it.” And the moment I logged in, I was just transported.

好不好?他说:“是的,你必须玩它。”当我登录的那一刻,我就被迷住了。

It was the world of Norrath.

那是诺拉斯的世界。

And it wasn’t just the world itself and how it looked, I thought the game was gorgeous, it was the mechanics, you know, that I was this halfling rogue that, you know, had to go out and adventure in the world, and when I killed stuff, I got experience, and I needed better loot to kill more stuff to get more experience.

这不仅仅是世界本身和它的外观,我认为游戏很华丽,它的机制,你知道,我是一个半身人盗贼,你知道,必须出去冒险在世界上,当我杀死东西时,我获得了经验,我需要更好的战利品来杀死更多东西以获得更多经验。

And the sort of draw of progression in the game was amazing.

游戏中的进展情况令人惊叹。

36:01 I, and I just lived my life of, “I can’t wait ’til the next time I log in.” There was a lot of escapism going.

我,我只是过着“我等不及下次登录”的生活。有很多逃避现实的事情发生。

It wasn’t all healthy.

这并不都是健康的。

When all was said and done, when I finally had quit EverQuest three days later, you could type in the command /played to see how much played time you had.

当一切都说完了,三天后我终于退出《无尽的任务》时,你可以输入命令 /played 来查看你玩了多少时间。

I had, I think it was like 272 played days in three years.

我想三年内大概有 272 天的比赛时间。

So you start to do the math on like, how much time- …

所以你开始计算一下,需要多少时间——……

in those three years I was living in that world.

那三年我就生活在那个世界里。

It was…

这是……

it was kind of insane.

这有点疯狂。

Lex Fridman36:42

Well, that’s over 6,000 hours- …

嗯,已经超过 6,000 小时了——……

36:42 of gameplay.

游戏玩法。

Wow.

哇。

So here going to Perplexity, EverQuest is a long-running 3D fantasy, massively multiplayer online role-playing game, MMORPG, set in the world of Norrath, as you were saying.

那么说到 Perplexity,《无尽的任务》是一款长期运行的 3D 奇幻大型多人在线角色扮演游戏,MMORPG,正如你所说,以 Norrath 世界为背景。

First released in March 1999, it is an online role-playing game where thousands of players create characters, group up, and explore a persistent shared world.

它于 1999 年 3 月首次发布,是一款在线角色扮演游戏,成千上万的玩家可以创建角色、组队并探索持久的共享世界。

It’s widely regarded as one of the foundational MMORPGs, helping define raid content, guild systems and 3D online worlds.

它被广泛认为是基础 MMORPG 之一,有助于定义团队副本内容、公会系统和 3D 在线世界。

That’s the other component of it.

这是它的另一个组成部分。

There’s…

有……

It’s all humans and they group up- …

都是人类,他们聚集在一起——……

and they raid together in the game.

他们在游戏中一起袭击。

Jeff Kaplan37:28

Yep.

是的。

37:28 In the context of EverQuest, raiding is usually around 30 people or more getting together to conquer something that you couldn’t beat otherwise.

在《无尽的任务》中,突袭通常是 30 人左右或更多的人聚集在一起去征服一些你无法击败的东西。

And to do successful raiding, you usually needed to join what in EverQuest everyone referred to as an Uber Guild.

为了成功进行突袭,你通常需要加入《无尽的任务》中每个人都称为“Uber 公会”的组织。

So I had this great pride in my EverQuest journey that I…

所以我对我的《无尽的任务》之旅感到非常自豪,我……

Most of the time leveling up I was unguilded or I was in like a role-playing guild with rogues only.

大多数时候我升级的时候都是没有公会的,或者我就像一个只有盗贼的角色扮演公会。

And it was when I got to Level 50 in EverQuest, which was the top level, I got invited into this guild called Legacy of Steel, which on our server was the top.

当我在《无尽的任务》中达到最高等级 50 级时,我被邀请加入这个名为“钢铁之遗”的公会,该公会在我们的服务器上是最高等级。

Every server had a top guild.

每个服务器都有一个顶级公会。

38:18 And I was on a server called The Nameless Server, and the top guild was Legacy of Steel.

我在一个叫做无名服务器的服务器上,顶级公会是钢铁之遗。

And that, the thrill of getting 30 people together to go see if you could beat, you know, Nagafen, who was the fire dragon, or Vox, who was the frost dragon, and needing perfect coordination to pull it off, it was insane how fun.

而且,让 30 个人一起去看看你是否可以击败 Nagafen(火龙)或 Vox(霜龙),并且需要完美的协调才能完成任务,这真是太有趣了。

Like, you would literally scream out.

就像,你真的会尖叫出来。

You’re alone in your room at home- …

你独自一人待在家里的房间里——……

but you felt like you were there with these people and you would audibly cheer out when you won, and you’d feel depressed when you lost, and it was a game of high highs and low lows, and it did everything right.

但你感觉就像你和这些人在一起,当你获胜时,你会大声欢呼,而当你失败时,你会感到沮丧,这是一场高高低低的游戏,它做的一切都是对的。

It was amazing.

太棒了。

Lex Fridman39:05

So that was a big leap for you to go from the proud lone warrior to a member of a guild, an Uber Guild.

因此,从骄傲的孤独战士变成工会(Uber 工会)的成员,这对你来说是一个巨大的飞跃。

39:05 And then there’s that epic story of you rising to the top to become the leader of this Uber Guild.

然后就是你登上优步公会领导者的史诗故事。

Jeff Kaplan39:22

The leader…

领导者…

39:22 Yeah.

是的。

So organizing people in an online game like EverQuest is like herding cats- …

因此,在《无尽的任务》这样的在线游戏中组织人们就像放牧猫一样——……

’cause, you know, everyone has their own will.

因为,你知道,每个人都有自己的意愿。

Some people are loot motivated, some people want the guild to do well, some people are just lonely and want people to hang out with.

有些人有掠夺动机,有些人希望公会做得好,有些人只是孤独,希望有人一起出去玩。

And there was also a lot of depression in the EverQuest community.

《无尽的任务》社区中也存在很多抑郁情绪。

It was something I suffered with, but a lot of people, you know, anytime you’re feeling sad or down, you’re looking for escape.

这是我所遭受的痛苦,但很多人,你知道,每当你感到悲伤或沮丧时,你就会寻求逃避。

And one of the great things video games brings us is escapism.

电子游戏给我们带来的伟大的事情之一就是逃避现实。

And escapism isn’t always bad or negative- …

逃避现实并不总是坏事或消极的——……

but when you sort of abuse it to escape your real life problems, it’s bad and negative.

但当你滥用它来逃避现实生活中的问题时,这是不好的和消极的。

Lex Fridman40:18

So there’s a mix of pain and darkness that pain can manifest as- …

所以,痛苦和黑暗混合在一起,痛苦可以表现为——……

40:18 all part of this community.

这个社区的所有部分。

Jeff Kaplan40:27

Yeah.

是的。

40:27 And what’s weird is you enter the cycle where being with other people gives you comradery and relief and makes you feel like you’re not doing so bad in life, but you can quickly enter a cycle of…

奇怪的是,你进入了一个循环,与其他人在一起会给你带来友情和解脱,让你感觉自己在生活中做得还不错,但你很快就会进入一个循环……

But then you’re withdrawing from life and it makes you feel that way more to where you can only get the fix from the game at that point.

但随后你就会从生活中退出,这会让你有这样的感觉,此时你只能从游戏中获得解决方案。

So it’s…

所以这是……

Psychologically, there’s a lot going on there.

从心理上来说,那里发生了很多事情。

Lex Fridman40:57

And so you had to work with all of that.

所以你必须处理所有这些。

40:57 You have to get a bunch of people together to do a raid, who are all human beings going through complicated psychological journeys of their own.

你必须召集一群人一起进行突袭,他们都是正在经历自己复杂的心理旅程的人。

Some are talking shit, some are just quietly lonely, just looking for some loot.

有些人在胡言乱语,有些人只是安静地孤独,只是在寻找一些战利品。

Jeff Kaplan41:16

In the late ’90s, everyone was talking shit.

20世纪90年代末,每个人都在说废话。

41:16 You know what I mean?

你知道我的意思?

Like, the gaming culture was just a different thing back then.

就像,当时的游戏文化是完全不同的。

But it was a great group.

但这是一个很棒的团体。

It was super fun.

非常有趣。

It was people from all walks of life.

他们来自各行各业。

And to coordinate these people, like you just had to repeat everything like 200 times.

为了协调这些人,你只需将所有事情重复 200 遍就可以了。

Like, “Okay, we’re gonna port from North Ro.

就像,“好吧,我们将从北罗港口出发。

Everybody get to North Ro.” And then you’d have to repeat that for like six hours-

每个人都去北罗。”然后你必须重复这个动作大约六个小时——

41:47 …

……

to have any chance of like 20% of the people showing up in North Ro.

大约 20% 的人有机会出现在北罗。

And I sort of like…

我有点喜欢……

At first I joined the guild, I was just like the bright-eyed, bushy-tailed.

刚开始加入公会的时候,我就是一个眼睛亮、尾巴粗的人。

Like, I was like one of the few rogues in the guild.

就像,我就像公会里为数不多的盗贼之一。

I just wanted to be helpful.

我只是想帮忙。

I really admired the people running the guild.

我真的很佩服管理公会的人。

Like, we had a great guild leader.

就像,我们有一位伟大的公会领袖。

And it was just a really fun experience.

这真是一次非常有趣的经历。

And, you know, the guild leader one day just disappeared.

而且,你知道,公会会长有一天就失踪了。

Like, he quit and he was going through, you know, his own thing, and that’s what would happen in EverQuest.

就像,他退出了,他正在经历,你知道,他自己的事情,这就是《无尽的任务》中会发生的事情。

Like, people would just kinda disappear all of a sudden.

就像,人们会突然消失。

There wasn’t a, “Hey, in about a month, I’m gonna stop playing because I’m starting this new job.”

没有人会说,“嘿,大约一个月后,我就会停止打球,因为我要开始这份新工作了。”

42:34 People had to quit in some dramatic way, where they just disappear, and basically, our guild leader stopped playing.

人们不得不以某种戏剧性的方式退出,他们就消失了,基本上,我们的公会领袖不再玩了。

Lex Fridman42:43

Did you miss them when they disappeared?

当他们消失的时候,你想念他们吗?

42:43 Like, we, we should say that most of the people, maybe all of them, were anonymous.

就像,我们应该说,大多数人,也许所有人,都是匿名的。

So you just- …have a username, and you don’t really say who you are in real life.

所以你只是——……有一个用户名,而你并没有真正说出你在现实生活中是谁。

Jeff Kaplan42:53

Absolutely.

绝对地。

42:53 In those days, there was a great stigma to mentioning your, any real-life info.

在那些日子里,提及你的任何现实生活信息都是一种极大的耻辱。

You just kind of kept it all really close to your chest, and you never knew who was male or female.

你只是把这一切都藏在心里,你永远不知道谁是男性或女性。

You kind of assumed everybody was male.

你有点假设每个人都是男性。

Lex Fridman43:11

Safe assumption.

安全假设。

Jeff Kaplan43:11

And then it was a surprise if they were actually female.

如果他们实际上是女性,那就令人惊讶了。

43:11 Like my wife, for example, that’s how I met her.

例如,就像我的妻子一样,我就是这样认识她的。

Lex Fridman43:19

You met her in EverQuest?

你在《无尽的任务》中见过她吗?

Jeff Kaplan43:20

I met her in EverQuest.

我在《无尽的任务》中认识了她。

Lex Fridman43:21

That is a true love story, right there.

那是一个真实的爱情故事,就在那里。

Jeff Kaplan43:23

Yeah.

是的。

43:23 Yeah.

是的。

The funny part for me with EverQuest is, you know, you play a game as much as I played EverQuest, and people are like, “You threw years of your life away.” Like, “You can’t win a game like that.” And I’m like, “I don’t know, like, sitting here today, my whole career and my family are thanks to EverQuest, so I think I won the game.”

对我来说《无尽的任务》中有趣的部分是,你知道,你玩游戏的次数和我玩《无尽的任务》的次数一样多,而人们会说,“你浪费了生命中的岁月。”就像,“你不可能赢得这样的比赛。”我想,“我不知道,就像,今天坐在这里,我的整个职业生涯和我的家人都感谢《无尽的任务》,所以我认为我赢得了比赛。”

Lex Fridman43:49

Yeah, yeah.

是啊是啊。

43:49 You’re like the “Well, actually…” guy.

你就像一个“嗯,实际上……”的人。

Jeff Kaplan43:52

Well, yeah, exactly.

嗯,是的,完全正确。

Lex Fridman43:54

Your life will be on the Wikipedia page somewhere that says, “Well, here’s an example of somebody-” “…

你的生活将会出现在维基百科页面上的某个地方,上面写着:“嗯,这是某人的一个例子——”“……

43:54 why video games are awesome.” Yeah, I mean, some of it…

为什么电子游戏很棒。”是的,我的意思是,其中一些……

I should mention this as an aside.

我应该顺便提一下这一点。

For me and many people I know, yes, it’s hundreds of hours, but some of the happiest hours and days of my life.

对于我和我认识的许多人来说,是的,这是数百个小时,但却是我一生中最快乐的时光和日子。

Like, looking back, it all worked out.

就像,回头看,一切都解决了。

During it, you are pretty low, and you think, “What am I doing with my life?” All that kind of stuff.

在此期间,你的情绪非常低落,你会想:“我这辈子在做什么?”所有这些东西。

44:23 But, like, looking back, just the all-nighters you pull playing a particular video game, allowing yourself to really fully be immersed, seeing the sun come up—and by the way, many of those games, for me, were Blizzard games.

但是,回想起来,你通宵达旦地玩一款特定的电子游戏,让自己完全沉浸其中,看着太阳升起——顺便说一句,对我来说,其中许多游戏都是暴雪的游戏。

It’s just an incredible thing that video games have been able to do.

电子游戏能够做到这一点真是令人难以置信。

I think, you know, it used to be, and still is somewhat the case, that books do that same kind of thing.

我认为,你知道,书籍曾经也有同样的作用,现在仍然如此。

They- …they take you on a journey.

他们——……他们带你踏上旅程。

But video games, for a long time, you’re right, they had a stigma.

但电子游戏,在很长一段时间里,你是对的,它们有一种耻辱。

Like, I couldn’t tell people.

就像,我不能告诉别人。

I felt like I was doing, like, heroin or something.

我觉得我正在吸食海洛因之类的东西。

Like, I felt like I was doing this secret, dark thing.

就像,我觉得我正在做一件秘密的、黑暗的事情。

It usually is in the dark.

通常是在黑暗中。

There’s just a secretive nature to it, like I’m doing something really dark and shady.

这有一种神秘的性质,就像我正在做一些非常黑暗和阴暗的事情。

Jeff Kaplan45:10

It wasn’t mainstream.

这不是主流。

Lex Fridman45:12

It wasn’t.

事实并非如此。

Jeff Kaplan45:12

It wasn’t accept-…

不被接受——...

45:12 There was a stigma to it.

这是一种耻辱。

And one of the weirdest parts of that is, you know, I mentioned, like, you could type in the /played in EverQuest.

其中最奇怪的部分之一是,你知道,我提到过,你可以在《无尽的任务》中输入 /played。

Well, if you did the /played on how much TV people watch, what would that look like?

好吧,如果你对人们看电视的次数进行/播放,那会是什么样子?

It would blow- …6,000 hours out of the water, easily.

它会轻易地从水中吹出……6,000小时。

Well, it…

嗯,它……

20 years ago it would have, you know?

20年前就会有,你知道吗?

Not today.

不是今天。

Lex Fridman45:39

Now it’s the phone, yeah.

现在是电话,是的。

45:39 Yeah.

是的。

But then, it is hard to say goodbye to that world.

但那时,很难告别那个世界。

Those are also really painful times.

这些也是非常痛苦的时刻。

How hard was it to say goodbye for you?

跟你说再见有多难?

Jeff Kaplan45:52

To EverQuest?

去无尽的任务?

45:52 It was really hard.

真的很难。

And there were times where you try to quit.

有时你会尝试放弃。

Lex Fridman45:58

Oh, you took a break sometimes?

哦,你有时休息一下吗?

Jeff Kaplan45:59

Yeah.

是的。

45:59 You think you’re quitting for good.

你认为你会永远戒烟。

You’d have those moments of, like, “I’m doing this too much.

你可能会有这样的时刻,比如,“我做得太多了。

I need to move on in life.

我需要继续生活。

I’m gonna put it down and walk away, and hopefully not come back.” And there were times where you did come back.

我会把它放下然后走开,希望不会再回来。”有时候你确实回来了。

When I finally did leave EverQuest, it was actually extremely easy, because I was psychologically done with the game at the time.

当我最终离开《无尽的任务》时,这实际上非常容易,因为当时我在心理上已经厌倦了这个游戏。

It was not shortly, but not too long after a new expansion had come out.

新资料片发布后不久,但也没有太久。

At the time, it was Shadows of Luclin.

当时是《卢克林之影》。

46:34 Which didn’t speak to me like the expansions before.

这并没有像之前的扩展那样对我说话。

Like, the one before that was called Scars of Velious, which was an amazing expansion.

比如,之前的那个叫做《Scars of Velious》,这是一个令人惊叹的扩展包。

And I had gotten the job at Blizzard, and I guess I’m just an obsessive person.

我已经得到了暴雪的工作,我想我只是一个痴迷的人。

So all the time and energy that I had put into EverQuest, the second, you know, the second, my first minute started at Blizzard, that was my new obsession.

所以我在《无尽的任务》中投入的所有时间和精力,第二分钟,你知道,第二分钟,我在暴雪开始的第一分钟,那是我新的痴迷。

Lex Fridman47:04

So speaking of which, you have to tell the epic origin story of how you got the job at Blizzard.

说到这里,你必须讲述一下你是如何在暴雪得到这份工作的史诗般的起源故事。

47:04 As we said, you were this legendary gamer, and now legendary troll, on EverQuest.

正如我们所说,你是《无尽的任务》中的传奇玩家,现在是传奇巨魔。

Username, Tigole.

用户名,蒂戈莱。

You gave a lot of edgy feedback to the devs, telling them in now famous…

你给了开发者很多尖锐的反馈,告诉他们现在著名的……

There’s several rants.

有几句咆哮。

There’s a famous one where you tell many of them to do a bunch of things, including to pull their heads out of their asses.

有一个著名的例子,你告诉他们中的许多人做很多事情,包括把他们的头脑从屁股里拿出来。

You were loved and respected because you gave a lot of specific ways that the game could be improved.

你受到爱戴和尊重,因为你提出了很多可以改进游戏的具体方法。

And that’s an important thing to say.

这是一件很重要的事情。

You weren’t just talking shit.

你不只是在说废话。

You actually really loved and cared for the game, and you gave them, in the language of the time, advice on how to improve their game.

你实际上真的很喜欢并关心这个游戏,并且用当时的语言向他们提供了如何改进他们的游戏的建议。

47:56 And it’s funny, because, like, you look back to those messages, it’s inspiring to me.

这很有趣,因为,就像,你回顾这些信息,这对我来说是鼓舞人心的。

It should be informative and inspiring to a lot of people, because you’re really, legit, full-time talking shit.

它应该对很多人来说都是信息丰富且鼓舞人心的,因为你真的是,合法的,全职说废话。

And now, and you always have been, like, one of the kindest, most loved human beings in the entire gaming industry.

现在,你一直是整个游戏行业中最善良、最受爱戴的人之一。

Anyway, how did that lead to you getting a job at Blizzard?

不管怎样,你是如何在暴雪找到工作的?

Jeff Kaplan48:21

So when the first guild leader left, Legacy of Steel, the founder…

所以当第一任公会会长离开后,钢铁之遗的创始人……

48:21 He, he was a guy named…

他、他是一个名叫……的男人。

His online name was Dread.

他的网名是“恐惧”。

That was his name.

那是他的名字。

He left, and our guild was kind of in this listless spin for a while.

他离开了,我们公会有一段时间陷入了这种无精打采的状态。

And eventually, somebody stepped up and took his position as guild leader, and that person’s name was Ariel-

最终,有人挺身而出,接替了他的公会会长位置,那个人的名字叫艾莉尔——

48:45 …

……

who was this blonde wood elf warrior female, who always refused to wear a helmet because she thought their character was so pretty, wanted to show their face all the time.

这个金发碧眼的木精灵女战士是谁,总是拒绝戴头盔,因为她觉得自己的角色很漂亮,一直想露出自己的脸。

So Ariel was a great guild leader for us, and made me like an assistant guild leader, raid leader, officer type in the guild.

所以艾瑞尔对我们来说是一位伟大的公会领袖,让我成为公会里的助理公会领袖、团队副本领袖、军官类型。

And over time, Ariel got busier and busier, and, you know, would send me messages like, “Hey, I’m not gonna be online, you know, tomorrow,” or, “I’m not gonna be online tonight.

随着时间的推移,阿里尔变得越来越忙,而且,你知道,他会给我发消息,比如,“嘿,我明天不会上线,”或者,“我今晚不会上线。

Can you run the raid?

你能进行突袭吗?

Can you run the raid?” And running the raids was very natural for me.

你能组织这次突袭吗?”进行突袭对我来说是很自然的事情。

And it was my first experience with leadership in my life, of like how do you motivate people?

这是我一生中第一次体验领导力,比如如何激励人们?

Like, what does motivation look like?

比如,动机是什么样的?

What does discipline look like?

纪律是什么样的?

How do you inspire people?

你如何激励人们?

49:43 When do you force people versus encourage them, you know?

你什么时候强迫别人而不是鼓励他们,你知道吗?

So it was a learning experience for me on the fly, and I had the safety net of the real guild leader would log in eventually.

所以这对我来说是一次动态的学习经历,而且我拥有真正的公会领袖最终会登录的安全网。

Lex Fridman49:57

I should mention, I’m just now reading about, doing a bunch of research on Justinian of the Roman Empire, and he rose from being a peasant to being emperor, so I see a lot of parallels in your life journey, from peasant to emperor, but go ahead, I’m sorry.

我应该提一下,我刚刚读到,对罗马帝国的查士丁尼做了很多研究,他从农民变成了皇帝,所以我在你的人生旅程中看到了很多相似之处,从农民到皇帝,但是请继续,我很抱歉。

Jeff Kaplan50:14

At- at least EverQuest guild leader, that’s- that’s as much-

至少——至少是无尽的任务公会会长,就——就这样——

Lex Fridman50:17

Uber guilded-

Uber 引导-

Jeff Kaplan50:17

…

……

50:17 as I could say.

我可以说。

Lex Fridman50:18

Uber guild leader.

Uber 公会领袖。

Jeff Kaplan50:18

Uber guild leader.

Uber 公会领袖。

50:18 Best guild on the Nameless server.

无名服务器上最好的公会。

So as time went on, Ariel became busier and busier, and then one day, they contacted me and we were having this like whisper back and forth, and they said, “You’re gonna have to take over the guild.

随着时间的推移,阿里尔变得越来越忙,然后有一天,他们联系了我,我们来来回回地窃窃私语,他们说,“你必须接管公会。

I’m just too busy.” And then it came out later …

我只是太忙了。”然后后来就出来了……

Well, let me back up a second.

好吧,让我退一步。

I started fooling around …

我开始胡闹……

Like around this time Half-Life 1 had come out, and with both Duke Nukem and Half-Life 1, one of the incredible things that those companies did back in the day was when they shipped the game, they shipped the editor on the CD.

就像《半条命 1》大约在这个时候问世一样,对于《毁灭公爵》和《半条命 1》来说,这些公司当时所做的一件令人难以置信的事情就是,当他们发布游戏时,他们将编辑器放在 CD 上。

51:02 And if you were curious enough, you could like fire up that editor and fool around with it.

如果您足够好奇,您可以启动该编辑器并使用它。

So I made a- a Duke Nukem level, and you’d send it off to like those UK programming magazines, and you know, you’d get excited because your level was in, you know, some random magazine.

所以我做了一个《毁灭公爵》关卡,你会把它发送给那些英国编程杂志,你知道,你会很兴奋,因为你的关卡出现在,你知道,一些随机杂志上。

And then I started making like Half-Life levels.

然后我开始制作类似半条命的关卡。

And Ariel had stepped down as guild leader.

而爱丽儿也辞去了公会会长的职务。

I had become guild leader.

我已经成为公会会长了。

51:30 And then at one point, Ariel contacts me and says, “Hey, you know, you were talking about those Half-Life levels you made.

然后有一次,Ariel 联系我说:“嘿,你知道,你正在谈论你制作的《半条命》关卡。

I want to see those.” I’m like, “Oh, that’s cool.” Like, “I didn’t know you played Half-Life.” Like, “Yeah, maybe we can get a server up and I can play them.” And Ariel tells me, “No, mail them to this address in Irvine.” And- because I- again, to rewind in the time machine for a second, to send something like a Half-Life level over the internet would have- …

我想看看那些。”我想,“哦,那太酷了。”就像,“我不知道你玩过《半条命》。”就像,“是的,也许我们可以搭建一个服务器,我可以玩它们。”艾瑞尔告诉我,“不,请将它们邮寄到尔湾的这个地址。”而且 - 因为我 - 再次,在时间机器中倒回一秒钟,通过互联网发送类似半条命关卡的东西会 - ......

taken like 12 hours.

花了大约12个小时。

So you actually like burned it onto a CD and stuck it in the mail.

所以你实际上喜欢将它刻录到 CD 上并贴在邮件中。

So I put my Half-Life levels, I sent them to Ariel, and he says, “You know, my name’s Rob.

所以我把我的《半衰期》关卡发给了 Ariel,他说:“你知道,我叫 Rob。

I’m a designer at Blizzard Entertainment.”

我是暴雪娱乐的设计师。”

52:24 “I hear you’re in Pasadena ’cause you mentioned it.” You know, I would write about, you know, the Rose Parade and all these things on our website.

“我听说你在帕萨迪纳,因为你提到过。”你知道,我会在我们的网站上写下玫瑰花车游行和所有这些事情。

You know, I kind of …

你知道,我有点……

It was blogging before blogging existed, so he knew I lived in Pasadena, and he’s like, “Irvine’s only an hour away.

在博客出现之前就已经是博客了,所以他知道我住在帕萨迪纳,他说,“距离欧文只有一个小时的路程。

Why don’t you come down, see Blizzard, and you can also meet …” and he names like four people in the guild.

要不你下来看看暴雪吧,还可以见面……”他说出了公会里四个人的名字。

And I’m like, “They all work at Blizzard too?” He’s like, “Yeah, we’re all Blizzard.” And it was so weird because during that era, I didn’t have a lot of money.

我想,“他们也都在暴雪工作吗?”他说:“是的,我们都是暴雪。”这很奇怪,因为在那个时代,我没有很多钱。

It was not like …

这不像……

Kind of nowadays it feels like everybody plays every game, but you had to be selective.

现在感觉好像每个人都玩每场比赛,但你必须有所选择。

So like I never bought StarCraft or Diablo or Warcraft.

就像我从来没有买过《星际争霸》、《暗黑破坏神》或《魔兽争霸》一样。

53:13 I was much more of the Half-Life, Quake, Quake III guy around that time, and I’d never played a Blizzard game, and I just got invited to go to Blizzard Entertainment.

那时我更喜欢玩《半条命》、《雷神之锤》和《雷神之锤 III》,而且我从未玩过暴雪游戏,只是受邀去暴雪娱乐。

Lex Fridman53:25

Was Blizzard already legendary, you know, with the Warcraft and StarCraft?

暴雪凭借《魔兽争霸》和《星际争霸》已经成为传奇了吗?

53:25 Is there …

有没有……

Was it building this like great legend of this game company that seemingly doesn’t miss?

是不是就像这家看似不会错过的游戏公司的伟大传奇一样?

Jeff Kaplan53:37

It was very much on its way to enshrining itself as being one of the legendary game …

它正在努力将自己奉为传奇游戏之一……

53:37 Like, it was beloved- …

就像,它是心爱的——……

by gamers, but there were still ignorant people like me who hadn’t played, you know, War II or Diablo II or StarCraft, which was shocking to people.

但仍然有像我这样无知的人没有玩过《二战》、《暗黑破坏神2》或《星际争霸》,这对人们来说是令人震惊的。

Lex Fridman53:56

So you weren’t like freaking out, freaking out?

所以你并没有吓坏了,吓坏了?

Jeff Kaplan53:59

No, I was freaking out in a different sense.

不,我在另一种意义上感到害怕。

53:59 I’m like, “Am I gonna get mugged when I-” Like, “Who are …

我想,“当我——”比如,“谁是……时,我会被抢劫吗?”

Is this a scam?” Because you didn’t meet people off the internet.

这是骗局吗?”因为你没有在网上认识人。

So I drove down there.

于是我就开车去了那里。

I ended up …

我最终……

There was Rob Pardo- …

有罗布·帕多——……

who at that time was the lead designer on Warcraft III, and he was Ariel.

当时是《魔兽争霸III》的首席设计师,他就是Ariel。

You know, so okay, it wasn’t a woman after all.

你知道,好吧,这毕竟不是一个女人。

It wasn’t this blonde wood elf.

不是这个金发木精灵。

You know, I don’t know what you expect at that point.

你知道,我不知道你当时的期望是什么。

54:34 It was Rob Pardo.

这是罗布·帕多。

To this day, a great friend of mine named Scott Mercer was the enchanter in our EverQuest guild, a guy named Dalomin.

直到今天,我的一个好朋友斯科特·默瑟(Scott Mercer)是我们《无尽的任务》公会的魔法师,他的名字叫达洛明(Dalomin)。

There was a guy named Roman Kenney who was like this totally psychotic wizard who played in our guild.

有一个叫罗曼·肯尼的家伙,他就像一个在我们行会玩的完全精神病的巫师。

And I had lunch with these guys, you know, we just went out to Irvine to like a restaurant.

我和这些人共进午餐,你知道,我们只是去尔湾喜欢一家餐馆。

And, you know, forgive me for the misuse of the phrase, but it was like my coming out moment.

而且,你知道,请原谅我误用了这个词,但这就像我出柜的时刻。

And we talked about games having that stigma and being embarrassed about who you are and what you like.

我们谈到了游戏有这样的耻辱,让你对自己是谁、喜欢什么感到尴尬。

Like I, up until that point, I would never tell friends, family, like, “I love games.

就像我一样,在那之前,我永远不会告诉朋友、家人,“我喜欢游戏。

I’m playing this game EverQuest.

我正在玩《无尽的任务》这个游戏。

It’s so cool, we just killed a dragon.” And so you were hiding this part of your identity.

太酷了,我们刚刚杀死了一条龙。”所以你隐藏了你身份的这一部分。

55:28 And I’m out to lunch with these guys in Irvine, and we’re talking about dragons and swords and, you know, raid tactics and talking shit on all the people in the guild.

我和欧文的这些人出去吃午饭,我们谈论龙和剑,你知道,袭击战术,谈论公会里所有的人。

And I literally had this moment where I felt like myself for the first time.

我真的经历了这一刻,我第一次感觉到自己是我自己。

I just felt so comfortable, and that was an eye-opening moment.

我感觉很舒服,那是一个大开眼界的时刻。

And after that, after that lunch happened, he invited me for a couple more lunches down, you know, just…

之后,在那次午餐之后,他邀请我再吃几次午餐,你知道,只是……

I just saw it as like, “Oh, now, I’m…” You know, I made friends with these people online.

我只是觉得,“哦,现在,我……”你知道,我在网上和这些人交了朋友。

Now we know each other in real life, and they happen to work for this game company.

现在我们在现实生活中认识了,而且他们恰好在这家游戏公司工作。

And at another one of the lunches, they invite this troll warrior to have lunch with us, whose name in the game was Barfa, the Troll Warrior.

在另一次午餐中,他们邀请了一位巨魔战士与我们共进午餐,他在游戏中的名字是巴法,巨魔战士。

56:25 And Barfa wasn’t somebody who played with us all the time, but kind of like Ariel got into the guild kind of on the side.

巴尔法并不是一直和我们一起玩的人,但有点像阿里尔加入公会的方式。

You know, it was one of those like inside invites of like, “Who’s Barfa?” “I don’t know, but Barfa is in the guild now.” And there was at the time, it was a new dungeon called The Hole, and we had never done it before.

你知道,这是类似内部邀请之一,“谁是巴尔法?” “我不知道,但巴法现在在公会里。”当时有一个新的地下城,叫做“The Hole”,我们以前从未这样做过。

And we jumped down in this hole, and we’re doing this whole dungeon, and everything goes wrong, as it’s prone to do in EverQuest.

我们跳进了这个洞,我们正在做整个地下城,一切都出了问题,就像《无尽的任务》中很容易发生的那样。

And the whole guild escapes except for Barfa, whose troll character’s so big, he can’t jump out of the exit.

整个公会都逃走了,除了巴法,他的巨魔角色太大了,他无法从出口跳出去。

57:13 And I hand the potion to Barfa, and I say, “Here, use this.

我把药剂递给巴法,然后说:“给,用这个。

It’ll teleport you out.” And I’m a rogue, I can just stealth and get out of the dungeon on my own.

它会把你传送出去。”而我是一个盗贼,我可以自己潜行并离开地牢。

So I saved Barfa, not really knowing who Barfa was, and I did it with a very expensive potion.

所以我救了巴法,虽然我并不知道巴法是谁,但我用了一种非常昂贵的药剂。

Mm-hmm.

嗯嗯。

Having lunch, Rob introduced me, “This is Allen Adham.

吃午饭时,罗布向我介绍道:“我是艾伦·阿德姆。

He plays Barfa.” Mm-hmm.

他扮演巴尔法。”嗯嗯。

I’m like, “Oh, Barfa!” And we, you know, he has a…

我想,“哦,巴法!”我们,你知道,他有一个……

“You saved me in The Hole that time.” Well, it turns out Allen was the founder of Blizzard, and he was the head…

“那次你在洞里救了我。”原来艾伦是暴雪的创始人,而且是掌门人……

He was sort of the head of everything at that time.

他是当时一切事情的负责人。

It was Allen, Mike Morhaime, and Frank Pearce.

他们是艾伦、迈克·莫海姆和弗兰克·皮尔斯。

And what I didn’t realize what these lunches were, like I just loved them because I felt like I was myself.

我没有意识到这些午餐是什么,就像我只是喜欢它们,因为我觉得我就是我自己。

58:03 I felt true happiness being surrounded by these, you know, people who were talkin’ about video games and I felt comfortable around.

被这些谈论电子游戏的人包围着,我感到真正的幸福,我感觉很舒服。

And one day, Rob logs into EverQuest.

有一天,罗布登录了《无尽的任务》。

He wasn’t playing much at the time, and he said, “I want you tomorrow to check the Blizzard job site.” Mm-hmm.

当时他玩的不多,他说:“我希望你明天去看看暴雪的招聘网站。”嗯嗯。

I’m like, “Okay, like, I’ll check the Blizzard job site.” And they had announced World of Warcraft, and posted on the job site—mm-hmm—was the job for an associate quest designer.

我说,“好吧,我去看看暴雪的招聘网站。”他们宣布了《魔兽世界》,并在招聘网站上发布了——嗯——是一名副任务设计师的职位。

And the funniest part of it was, I forget if it was a requirement or a plus in the job description, but they’re like, “We really want somebody with a creative writing degree.” Hmm.

最有趣的是,我忘记了这是职位描述中的要求还是加分,但他们说,“我们真的想要一个拥有创意写作学位的人。”唔。

And I’m like, “You guys set this up for me.” Like, they were just looking…

我说,“你们为我安排了这个。”就像,他们只是在寻找……

58:56 And it was that hindsight moment of like, actually, these guys were just interviewing me for six months.

事后看来,实际上,这些人只是采访了我六个月。

And they were actually friends, and they were really cool about it too.

他们实际上是朋友,而且他们对此也很酷。

And I just had the fuck it moment like that, that job opened up.

我刚刚经历了这样的时刻,那份工作就空缺了。

I applied with all my heart, you know?

我全心全意地申请,你知道吗?

Like, they had a bunch of quest writing on it.

就像,他们在上面写了一堆任务。

And then I went through like a pretty hardcore six-month recruiting process because they never hired designers from out of the company.

然后我经历了一个相当核心的六个月招聘过程,因为他们从未从公司外部聘请设计师。

Traditionally, designers were promoted from within Blizzard.

传统上,设计师是从暴雪内部晋升的。

Either they would like transfer out of other disciplines, or they would come from quality assurance, tech support.

他们要么想从其他学科转出,要么来自质量保证、技术支持。

So hiring somebody off the street was kind of a big deal for them, and they really put me through a grilling.

因此,在街头雇人对他们来说是一件大事,他们真的让我经受了拷问。

59:52 I met with…

我遇到了……

It was the first time I met Chris Metzen who is maybe the most inspirational, creative person on the planet.

这是我第一次见到克里斯·梅森(Chris Metzen),他可能是这个星球上最有灵感、最有创造力的人。

And you instantly…

而你立刻……

They paired me…

他们给我配对...

They did this interview pairing.

他们进行了这次采访配对。

There were these two guys.

有这两个人。

It was Kevin Jordan who was one of the original designers on WoW.

凯文·乔丹是《魔兽世界》的最初设计师之一。

Really, he doesn’t get enough credit for his contributions.

确实,他的贡献并没有得到足够的认可。

He was one of the earliest class designers, PvP designers.

他是最早的职业设计师、PvP设计师之一。

But he’s a really quiet guy.

但他是一个非常安静的人。

And they paired him with Chris, and Chris just owns the room, you know?

他们把他和克里斯配对,克里斯就拥有这个房间,你知道吗?

Chris, you could just sit and listen to him.

克里斯,你可以坐下来听他说话。

He’s so creative.

他很有创意。

He’s so passionate.

他是如此热情。

And the way he articulates things, like you just instantly become a fan of Chris when you’re around Chris.

他表达事物的方式,就像当你在克里斯身边时,你会立即成为克里斯的粉丝。

1:00:48 And Chris, Kevin, and I go to lunch at this Italian place that was across the street from Blizzard, and I remember…

克里斯、凯文和我去暴雪街对面的一家意大利餐厅吃午饭,我记得……

Chris made a stop to buy cigarettes, you know, on the way to the interview.

你知道,克里斯在去面试的路上停下来买了香烟。

And then every other word out of Chris’s mouth was like, “Fuck,” and, “Shit.” And I’d come from this whole, like, corporate culture from my dad’s recruiting business, where I’d never imagined somebody would curse in an interview, or stop to buy smokes.

然后克里斯嘴里说的每一个字都是“操”和“妈的”。我来自于我父亲的招聘业务的整个企业文化,我从来没有想象过有人会在面试中咒骂,或者停下来买烟。

And again, it was like, “I’m around my people.” Like, I never smoked, but just, you know, being around people who didn’t care about-

再次,这就像,“我在我的人民身边。”就像,我从不吸烟,但只是,你知道,周围的人并不关心-

1:01:31 …

……

what the corporate norms were was so inspiring.

公司规范是如此鼓舞人心。

And then my last interview was with Allen and Rob, and a great programmer named Bob Fitch.

然后我的最后一次采访是艾伦和罗布,以及一位名叫鲍勃·菲奇的伟大程序员。

Like, I think he’s one of the first five developers at Blizzard.

就像,我认为他是暴雪的前五名开发人员之一。

And they took me to an ARCO station that had a Jack in the Box.

他们带我去了 ARCO 车站,那里有一个 Jack in the Box。

You know, how, like- …

你知道,如何,就像——……

sometimes they’ll combo?

有时他们会组合?

It was like ARCO Jack in the Box.

就像盒子里的 ARCO 杰克一样。

And that was my final interview at Blizzard, was at the ARCO Jack in the Box.

那是我在暴雪的最后一次面试,地点是 ARCO Jack in the Box。

And I remember thinking to myself, “These guys just brought me to a Jack in the Box that’s in an ARCO station.

我记得自己心里想:“这些人刚刚带我去了 ARCO 站里的 Jack in the Box。

I need to work here.” Like, this is…

我需要在这里工作。”就像,这是……

“These are my people.” “This is where I belong.” Like, it was the greatest thing ever.

“这些是我的人。” “这就是我所属的地方。”就像,这是有史以来最伟大的事情。

And so, yeah, that’s my crazy journey to Blizzard.

所以,是的,这就是我的暴雪疯狂之旅。

Lex Fridman1:02:28

Started at the bottom and end up at the top in a Jack in the Box.

在 Jack in the Box 中,从底部开始,到顶部结束。

1:02:28 Can you speak to…

你能和……说话吗?

‘Cause you mentioned some of the low points in the…

因为你提到了......中的一些低点

in depression.

处于抑郁状态。

Through that journey, how did you find your way out?

在那段旅程中,你是如何找到出路的?

So, can you just…

那么,你能不能……

A lot of people are sitting in those low points right now listening to this.

现在很多人都处于低谷,正在听这个。

What kind of wisdom can you draw about finding your way out, finding your people?

在寻找出路、寻找员工方面,你能汲取什么样的智慧?

Jeff Kaplan1:02:55

There were a lot of really low points.

有很多非常低的点。

1:02:55 I started drinking a lot, and alcohol was something that I really wrestled with until my early 30s.

我开始大量饮酒,直到 30 岁出头,我一直在与酒精作斗争。

And one of the things I’m most proud of today is sobriety and having been sober for such a long time now.

今天我最自豪的事情之一就是清醒,并且已经清醒了这么长时间。

And I remember I would like buy a bottle of Old Grand-Dad and- …

我记得我想买一瓶老爷爷酒,然后——……

like, drink the whole thing by myself, and then watch the Oscars.

就像,一个人喝完所有酒,然后看奥斯卡颁奖典礼。

I remember I was …

我记得我当时是……

Of all things, I’m watching the Oscars, which is just such a fake, bullshit environment.

最重要的是,我正在观看奥斯卡颁奖典礼,这就是一个虚假、狗屎的环境。

1:03:35 But I was like…

但我就像……

You know, I was really drunk and all those people seemed so together and successful and polished, and I just…

你知道,我真的喝醉了,所有这些人看起来都那么团结、成功、优雅,而我只是……

It made me…

这让我……

It was that contrast that made me feel like such a failure.

正是这种对比让我觉得自己很失败。

And it all seems so stupid and unimportant to me now.

现在这一切对我来说似乎都是那么愚蠢和不重要。

Um, I became…

嗯,我变成了……

You know, I got in that constant struggle of try not to drink, but drink to make it feel better.

你知道,我一直在努力不喝酒,但喝酒是为了让自己感觉更好。

I was lucky my parents were very supportive of me, even in my 20s, even after I, you know, quote-unquote left the house.

我很幸运,我的父母非常支持我,即使在我 20 多岁的时候,甚至在我离开家之后。

I went into therapy and that was very helpful.

我接受了治疗,这非常有帮助。

You know, extremely helpful.

你知道,非常有帮助。

And one thing I learned is that you have to find the right therapist for you.

我学到的一件事是,你必须找到适合你的治疗师。

1:04:31 It’s not just checking a checkbox of, “I went to therapy.” It’s about finding somebody who sort of helps you get out of whatever rut you’re in, in a way that’s healthy for you.

这不仅仅是勾选“我去接受治疗”的复选框。这是关于找到一个可以帮助你摆脱困境的人,以一种对你健康的方式。

And I tried antidepressants, but I hated…

我尝试过抗抑郁药,但我讨厌……

I just hated taking pills and feeling like something was in me, and making me feel different.

我只是讨厌吃药,讨厌感觉体内有什么东西,让我感觉不一样。

I- I never responded to it.

我-我从来没有回应过。

And then the hardest thing, you know, which I’ve never mentioned to anyone, and is- is hard for me to talk about, but eventually I went through ECT, which is electroconvulsive therapy, shock therapy.

然后最难的事情,你知道,我从来没有向任何人提到过,对我来说很难谈论,但最终我接受了 ECT,即电休克疗法、休克疗法。

And that broke me out.

这让我崩溃了。

And I would never endorse that as a miracle.

我永远不会认为这是一个奇迹。

That was…

那是……

I was at such a low point that people were very worried about me and my wellbeing-

我当时的情绪很低落,人们非常担心我和我的健康——

1:05:37 …

……

and what was gonna happen, and that was sort of an extreme pull-the-rip-cord, like there’s-nothing-else-to-lose moment.

以及即将发生的事情,那是一种极端的拉扯绳索,就像没有什么可以失去的时刻一样。

And I think that was the difference maker.

我认为这就是差异所在。

That, and starting at Blizzard.

那,就从暴雪开始吧。

Lex Fridman1:05:56

To find…

为了找到……

1:05:56 I mean, there is a- there is a deep loneliness there when before you met those guys at lunch, you’re alone, like in a really deep fundamental way.

我的意思是,当你在午餐时遇到那些人之前,你会感到一种深深的孤独,就像一种非常深刻的基本方式一样。

Like, in the way you weren’t in New York with the writing- with the writer’s group, right?

就像,你不在纽约与作家团队一起写作,对吧?

And so tha- that must’ve been an incredible experience just to see the guild.

所以——光是看到公会就一定是一次令人难以置信的经历。

Jeff Kaplan1:06:16

Yes.

是的。

1:06:16 It was everything I…

这就是我的一切……

As such an introvert, you think that there are extroverts and introverts, and introverts don’t need anybody, but weirdly, I think introverts almost need people more.

作为一个内向的人,你认为有外向的人和内向的人,内向的人不需要任何人,但奇怪的是,我认为内向的人几乎更需要人。

And we don’t always know how to engage-

我们并不总是知道如何参与-

1:06:38 …

……

in the right, healthy ways, and how to find people and how to connect with people.

以正确、健康的方式,以及如何找到人以及如何与人联系。

And it was- it was great.

真是——太棒了。

One…

一个…

The thing that had attracted me to creative writing was the solitude of it, and the fact that you didn’t have to collaborate, and you could just write what you wanted to write and it was all you.

创意写作吸引我的地方在于它的孤独性,以及你不需要合作的事实,你可以写你想写的东西,一切都是你自己的。

You would succeed on your own or you would fail on your own, and that was very attractive to me.

你要么靠自己成功,要么靠自己失败,这对我来说非常有吸引力。

And the thought of creative collaboration was actually off-putting.

创造性合作的想法实际上令人反感。

I’d spent all four years of undergrad interning at Universal Pictures, ’cause I thought I wanted to be in film, and it was such an unhealthy creative collaboration in the film industry.

我本科四年都在环球影业实习,因为我想从事电影行业,而这在电影行业是一种不健康的创意合作。

1:07:27 It’s a very, you know, I look up unhealthily to the film industry and admire it and, you know, grew up with all these legends who had come from there.

这是一种非常,你知道的,我对电影业的不健康的仰视和钦佩,你知道,我和所有这些来自那里的传奇人物一起长大。

But it’s like a caste system.

但这就像种姓制度。

And I was on the bottom of the caste system as an intern, and I was seeing how the other people who were low caste in the film industry were treated, and it was just horrible, you know.

作为一名实习生,我处于种姓制度的最底层,我看到电影行业中其他低种姓的人是如何对待的,这太可怕了,你知道。

But games was different.

但游戏不同。

Games was very flat.

比赛非常平淡。

It didn’t matter if you were the CEO or the boss, like, the way Mike and Allen carried themselves with, you know, me, who was an associate game designer, you felt like an equal.

无论你是首席执行官还是老板,就像迈克和艾伦的行事方式一样,你知道,我是一名副游戏设计师,你感觉自己是平等的。

And I think it…

我认为……

Not just the camaraderie, but the part that shouldn’t be overlooked is the work itself and the work ethic.

不仅仅是友情,更不应该忽视的是工作本身和职业道德。

That’s what really pulled me out.

这才是真正把我拉出来的原因。

Lex Fridman1:08:33

Hard work on a thing you love.

努力做自己喜欢的事情。

1:08:33 I have to, if you may allow me, read the prophetic “one of us” quote, “one of us” post you made on April 18th, 2002.

如果您允许的话,我必须阅读您在 2002 年 4 月 18 日发表的“我们中的一个”引言,以及您在 2002 年 4 月 18 日发表的“我们中的一个”的帖子。

Because in some deep sense, you, I think, remained one of us.

因为在某种深层意义上,我认为你仍然是我们中的一员。

The…

该…

I apologize to bring up Justinian the emperor, but remained a kind of peasant gamer, a true, true gamer, who happens to be also be designing the games.

我很抱歉提到查士丁尼皇帝,但我仍然是一个农民游戏玩家,一个真正的游戏玩家,他碰巧也在设计游戏。

And so this post kind of speaks to that.

所以这篇文章就说明了这一点。

It’s fascinating to read, because that was at the very beginning, right?

读起来很有趣,因为那是从一开始的,对吧?

You didn’t know anything.

你什么都不知道。

You didn’t know the games you would end up creating.

你不知道你最终会创造出什么游戏。

Title of the post, “If you want something done right.” He wrote, “This week, I accepted a position as associate game designer with Blizzard Entertainment.

帖子的标题是“如果你想把事情做好”。他写道:“本周,我接受了暴雪娱乐的副游戏设计师职位。

1:09:26 Specifically, I will be designing quests for World of Warcraft, Blizzard’s MMORPG based on the popular Warcraft series.

具体来说,我将为《魔兽世界》设计任务,这是暴雪基于流行的《魔兽争霸》系列打造的 MMORPG。

In addition to my duties as quest designer, I will also be expected to contribute to helping design the end game content for World of Warcraft.

除了作为任务设计师的职责外,我还需要为帮助设计《魔兽世界》的最终游戏内容做出贡献。

The reason I’m sharing this information, besides the fact that I have a masochistic love of reading rants and flames about myself, is because I know that the fans of this site are hardcore MMORPG players.

我之所以分享这些信息,除了因为我对阅读有关自己的咆哮和火焰有着一种受虐般的喜爱之外,还因为我知道这个网站的粉丝都是 MMORPG 的铁杆玩家。

The readers of the site have also come to know my personal opinions on what constitutes a fun gaming experience versus what feels like a complete waste of time or poorly designed encounter.” Wow, you’re very eloquent in this post and without too much shit talking.

该网站的读者也开始了解我个人的看法,即什么是有趣的游戏体验,什么是完全浪费时间或设计糟糕的游戏体验。”哇,你在这篇文章中非常雄辩,没有太多废话。

1:10:11 “You’ve all read my opinions on such things as tedious key camps, obvious time sinks devoid of any story or linear narrative, quests which reward the lucky over the skilled, and quest rewards which are out of sync with the amount of time and effort required to complete them.

“你们都读过我对诸如乏味的关键营地、缺乏任何故事或线性叙述的明显时间浪费、奖励幸运者而非熟练者的任务以及与完成任务所需的时间和精力不同步的任务奖励等问题的看法。

I hope that my association with World of Warcraft will serve to comfort MMORPG fans that one of us is on the other side of the fence, looking out for the interest of the player.” And you go on to describe some of the high hopes you have for World of Warcraft, which is really fun to read because you don’t realize-

我希望我与《魔兽世界》的合作能够让 MMORPG 粉丝感到安心,因为我们中的一个人站在栅栏的另一边,关心玩家的兴趣。”你接着描述了你对《魔兽世界》的一些厚望,读起来真的很有趣,因为你没有意识到——

Jeff Kaplan1:10:50

Now-

现在——

Lex Fridman1:10:50

…

……

1:10:50 it’s gonna be, like, one of the greatest games of all time played by millions of human beings, just where those millions of human beings are playing for hundreds of hours, thousands of hours.

这将是数百万人玩的有史以来最伟大的游戏之一,数百万人在其中玩了数百小时,数千小时。

It’s crazy.

太疯狂了。

It’s funny that this…

有趣的是,这……

one of us is writing at the dawn of a new age.

我们中的一个人正在新时代的黎明之际写作。

The final paragraph is, “So with all that is going on with me, you’ll have to excuse any lapse in updates to the site here.

最后一段是:“因此,鉴于我所发生的一切,您必须原谅此处网站更新的任何失误。

I will try my hardest to give you slack or something to read while you should be working.

我会尽力在你应该工作的时候让你有空闲时间或者读点东西。

But in the meantime, there’s a whole world of NPCs.

但与此同时,整个世界都充满了 NPC。

They need to learn the words kaksagur and mo’fucker, and the like.

他们需要学习“kaksagur”和“mo'fucker”等词。

Although something tells me I’m already in trouble with the boss.” “One of us,” Jeff, “one of us.” That was a beautiful, beautiful post.

虽然有迹象表明我已经和老板有麻烦了。” “我们中的一个,”杰夫,“我们中的一个。”那是一个美丽的、美丽的帖子。

Did you in fact get in trouble with the boss?

你真的跟老板闹矛盾了吗?

Jeff Kaplan1:11:44

No.

不。

1:11:44 No.

不。

My boss was Allen.

我的老板是艾伦。

And Allen was very understanding and he…

艾伦非常理解,他……

they kind of knew what they were getting into- …

他们有点知道自己将面临什么——……

when they hired me.

当他们雇用我时。

And that post actually embarrasses me when I hear it now.

当我现在听到那篇文章时,我真的感到很尴尬。

There’s so much ego in it- …

这里面有太多的自我——……

and I think that’s…

我认为那是……

it’s got that 20 year old- …

那个20岁的人——……

you know, “I don’t know what I don’t know.”

你知道,“我不知道我不知道什么。”

Lex Fridman1:12:11

“I know exactly how to fix this video game and all video games and-” But there’s brilliance behind that.

“我确切地知道如何修复这个视频游戏和所有视频游戏,而且——”但这背后有才华。

1:12:11 There’s a passion behind that.

这背后有一种热情。

Like, when you’re a gamer and you really put in the hours in a game like EverQuest, you understand what makes for a compelling experience.

就像,当你是一名游戏玩家并真正投入了《无尽的任务》这样的游戏时,你就会明白是什么造就了引人入胜的体验。

You don’t, at that time, understand how much hard work is required to create that experience and how much uncertainty there is, how difficult it is, how many trade-offs there are.

那时你不明白创造这种体验需要付出多少努力,有多少不确定性,有多么困难,有多少权衡。

How your designs, when they actually are brought to the world and are experienced by thousands of people, millions of people, they are different from the vision you had for it.

当你的设计真正被带到世界上并被成千上万的人、数百万人体验时,它们与你的愿景是如何不同的。

So all those elements you don’t know, but you have to have that ego in the beginning, right?

所以所有这些元素你都不知道,但你一开始就必须有自我,对吗?

1:12:51 Do you even have the guts to try?

你还有勇气去尝试吗?

Do you have the guts to put in all that work?

你有勇气投入所有这些工作吗?

So what were the…

那么什么是……

what was it like?

那是什么样子的?

What were the vibes of early Blizzard like?

暴雪早期的氛围是什么样的?

They’ve…

他们已经……

at this point, Warcraft I and II, Warcraft III is in production.

至此,魔兽争霸I、魔兽争霸II、魔兽争霸III正在制作中。

StarCraft.

星际争霸。

These are legendary games.

这些都是传奇游戏。

I don’t…

我不……

I spent probably over 1,000 hours in these games combined.

我在这些游戏中总共花费了 1,000 多个小时。

I played Warcraft I, II, III.

我玩过魔兽争霸I、II、III。

I played StarCraft I and II.

我玩过星际争霸 I 和 II。

I played WoW, of course.

当然,我玩过魔兽世界。

Diablo I, II, III, IV.

暗黑破坏神 I、II、III、IV。

I played Diablo II with “Stay a while and listen,” with Deckard Cain.

我和 Deckard Cain 一起玩了《暗黑破坏神 II》,《呆一会儿,听听》。

Jeff Kaplan1:13:27

“Stay a while and listen.”

“呆一会儿,听听。”

Lex Fridman1:13:29

I mean, some of these characters, some of these experiences just, they’ll stay with me forever.

我的意思是,其中一些角色,一些经历,他们将永远伴随着我。

1:13:29 Anyway, so big thank you to those early Blizzard folks.

不管怎样,非常感谢那些早期的暴雪人。

What was it like?

是什么样子的?

What was the team like?

团队是什么样的?

What were the developers like?

开发商是什么样的?

What was the vibes like in those early days?

早期的氛围是什么样的?

Jeff Kaplan1:13:46

It was the dream.

这是梦想。

1:13:46 When I showed up at Blizzard on my first day, the office was on the University of California Irvine campus at the time.

当我第一天来到暴雪时,办公室当时位于加州大学欧文分校校园。

They have this research and development park where, if you’re like a tech company, you can get office space there, and Blizzard took up…

他们有一个研发园区,如果你像一家科技公司,你可以在那里获得办公空间,暴雪占据了……

When I joined, it was three-fourths of the building was Blizzard, and there were…

当我加入时,四分之三的建筑都是暴雪,而且还有……

There was like a building right next to it that had like Cisco and, you know, it was like all kind of techy places.

旁边有一栋大楼,里面有思科之类的东西,你知道,它就像各种高科技的地方。

1:14:20 And it was so funny because you drive up and, like, everything was very serious and corporate, and then outside of the Blizzard offices, it’s everybody is wearing black T-shirt and shorts and throwing frisbees and playing Hacky Sack and on scooters and skateboards, and you’re like, “Okay, that’s where, that’s where Blizzard is.” So it was that environment.

这很有趣,因为你开车过来,就像,一切都非常严肃和公司化,然后在暴雪办公室外面,每个人都穿着黑色 T 恤和短裤,扔飞盘,玩 Hacky Sack,玩踏板车和滑板,你会说,“好吧,那就是暴雪的地方。”所以就是那个环境。

I remember walking in the door and thinking like, “It feels like I’m walking into a dorm room-“

我记得走进门时心里想,“感觉就像我走进了一间宿舍——”

1:14:48 “…

“……

’cause it was just posters on the wall.” And there were actually, like people would have futons because they’d be sleeping because we would work so much back then.

因为那只是墙上的海报。”实际上,就像人们会铺蒲团一样,因为他们会睡觉,因为我们当时工作量很大。

But the vibe was…

但当时的氛围是……

It was very small.

它很小。

Like Blizzard, the day I joined in May of 2002, was fewer than 200 people, and that included…

就像暴雪一样,我在 2002 年 5 月加入那天,人数还不到 200 人,其中包括……

There was a whole group up in San Mateo called Blizzard North.

在圣马特奥有一个名为“暴雪北方”的团体。

So Blizzard South, the Irvine group, was responsible for StarCraft and Warcraft, and there were two development teams at Blizzard.

所以暴雪南方,尔湾集团,负责星际争霸和魔兽争霸,暴雪有两个开发团队。

It was called Team One and Team Two at Blizzard South.

在暴雪南方,它被称为第一队和第二队。

Team One was revered.

第一队受到尊敬。

These are the RTS guys.

这些都是 RTS 人。

They made, you know, StarCraft, Warcraft II, and they were, at that time, they were working on Warcraft III.

他们制作了《星际争霸》、《魔兽争霸 II》,当时他们正在制作《魔兽争霸 III》。

1:15:45 Team Two was kind of the red-headed stepchild.

第二队有点像红头发的继子。

Like apparently, before I joined, they had tried to spin off a second team multiple times and failed, and then they finally decided they were gonna make World of Warcraft.

显然,在我加入之前,他们曾多次尝试分拆第二个团队,但都失败了,然后他们最终决定制作《魔兽世界》。

There was a game called Nomad.

有一款游戏叫Nomad。

I don’t know what that game was exactly, but that was what Team Two was working on at first.

我不知道那个游戏到底是什么,但这就是第二团队最初正在做的事情。

That got scrapped, and Allen steered the team towards World of Warcraft.

后来这个计划被取消了,艾伦带领团队走向了魔兽世界。

And there’s an amazing designer named Eric Dodds.

还有一位了不起的设计师,名叫埃里克·多兹(Eric Dodds)。

He’d go on later in his career to be the game director of Hearthstone.

在他的职业生涯后期,他继续担任《炉石传说》的游戏总监。

Him and Ben Brode basically were the core designers behind that.

他和本·布罗德基本上是背后的核心设计师。

But Eric and Kevin Jordan were these two key designers working on World of Warcraft for Team Two, and then you had this tech group that was headed up by John Cash.

但埃里克和凯文·乔丹是第二团队的《魔兽世界》的两位关键设计师,然后就有了由约翰·卡什领导的技术小组。

1:16:49 And John Cash, the, the first day that I showed up to work on Team Two, they said, “You have to go get your login from John Cash.” I’m like, “John…

约翰·卡什,我第一天到第二队工作,他们说,“你必须从约翰·卡什那里获取登录信息。”我想,“约翰……

The John Cash from id?”

id 里的约翰·卡什?”

1:17:03 And you know, John Cash has a skin.

你知道,约翰·卡什有一张皮肤。

You could be John Cash in Quake III.

你可能是《雷神之锤 III》中的约翰·卡什 (John Cash)。

So, and then he saw me, and he was a huge EverQuest player, and he was like, “You’re the guy who runs Legacy of Steel.” I’m like, “You’re John Cash.” We had that moment where we kind of fanboyed out on each other.

所以,然后他看到了我,他是《无尽的任务》的大玩家,他说,“你是《钢铁之躯》的运营者。”我说,“你是约翰·卡什。”我们有过这样的时刻,我们互相崇拜对方。

And it was just…

这只是……

The vibe was so cool there.

那里的气氛很酷。

Like, there were very few producers.

就像,生产者很少。

So a game team, there are five core disciplines that make a video game.

因此,一个游戏团队有五个核心学科来制作视频游戏。

You’ve got engineers or programmers who are writing the code.

您有正在编写代码的工程师或程序员。

You’ve got the art team that’s making all the visuals for the game, and that spans everything from like 3D modeling, characters, environments, to also animation, tech art, you know, making it all work.

艺术团队负责制作游戏的所有视觉效果,涵盖从 3D 建模、角色、环境到动画、技术艺术等所有内容,让一切顺利进行。

1:18:00 You’ve got game design, which some companies don’t have design.

你有游戏设计,而有些公司没有设计。

The artists and the engineers do it.

艺术家和工程师都这样做。

Valve famously has very few designers because everybody there is a designer.

众所周知,Valve 的设计师很少,因为那里每个人都是设计师。

But in companies where design is a discipline, which it very much is so at Blizzard, game designers are sort of the creating the game experience people, you know, setting up all the systems and content in a way that gets the player to navigate through the game.

但在设计是一门学科的公司中(暴雪尤其如此),游戏设计师就是创造游戏体验的人,你知道,以让玩家在游戏中导航的方式设置所有系统和内容。

Lex Fridman1:18:33

So that’s part of a story, part of this quest design, part of it is like how you move through the game world.

所以这是故事的一部分,任务设计的一部分,就像你如何在游戏世界中移动一样。

Jeff Kaplan1:18:38

Yes.

是的。

1:18:38 So game designers, there’s a spectrum, like same with art, same with engineering, of roles within game design.

因此,游戏设计师在游戏设计中的角色多种多样,就像艺术、工程一样。

Some are more heavy on the systems side.

有些在系统方面更重。

So like any game that you’ve played where loot drops- …

所以就像你玩过的任何会掉落战利品的游戏一样——……

you know, Diablo IV, World of Warcraft, you know, Escape from Tarkov, whatever.

你知道,《暗黑破坏神 IV》、《魔兽世界》、《逃离塔科夫》等等。

If there’s loot dropping, a designer has planned out very carefully what drops where and at what percentages.

如果有战利品掉落,设计师会非常仔细地计划好掉落的物品以及掉落的百分比。

That would be like a systems designer.

这就像一个系统设计师。

A content designer is somebody who’s gonna make quests or write storylines, or there might even be a narrative designer, which is even more focused on a story.

内容设计师是负责制作任务或编写故事情节的人,甚至可能是叙事设计师,更专注于故事。

But designers, you know, run the gamut, and then you’ve got these jack-of-all-trade designers that can do it all.

但是,你知道,设计师涵盖了所有领域,然后你就拥有了这些全能设计师,他们可以做到这一切。

1:19:33 So that’s the design group.

这就是设计组。

There’s production, which is project management, and production is different at every game company you go to.

有制作,也就是项目管理,而你去的每家游戏公司的制作都是不同的。

So if you talk to someone from EA or Blizzard, production might be very different.

因此,如果你与 EA 或暴雪的人交谈,制作可能会非常不同。

They might be the boss.

他们可能是老板。

They might actually be a designer or they might be more of a project manager.

他们实际上可能是一名设计师,也可能更多的是一名项目经理。

And then one of my favorite disciplines on a game team that’s often overlooked is sound and-

然后,我在游戏团队中最喜欢但经常被忽视的纪律之一就是健全和-

1:20:03 …

……

you know, audio, which is comprised of the sound designers and composers.

你知道,音频是由声音设计师和作曲家组成的。

And there are two things, I think there are two things that no one realizes how much they bring to a game until they’re missing, and that’s audio and lighting.

有两件事,我认为有两件事没人意识到它们给游戏带来了多大的影响,直到它们消失了,那就是音频和灯光。

Because most of the time, we’re playing without these things, and it just feels a little off and wrong.

因为大多数时候,我们在没有这些东西的情况下玩耍,感觉有点不对劲。

And when you have a great lighting artist or you have a great composer or sound designer, like, it…

当你有一个伟大的灯光艺术家或者你有一个伟大的作曲家或声音设计师时,就像,它......

the experience.

经验。

You’re just tapping into these senses that you wouldn’t otherwise.

你只是在利用这些你原本不会利用的感官。

But that’s who comprises the game team.

但这就是游戏团队的组成人员。

Lex Fridman1:20:46

Is the lighting, you know, all the different kinds of graphics, would that be under the art team?

灯光,你知道,所有不同类型的图形,都是在艺术​​团队的领导下吗?

Jeff Kaplan1:20:56

Yeah.

是的。

1:20:56 Lighting, you’re gonna have lighting under the art team, but they’re gonna be best friends with the graphics programmer.

灯光,你将在艺术团队的领导下拥有灯光,但他们将成为图形程序员最好的朋友。

And, you know, like I mentioned with design, there’s this wide spectrum on the engineering team.

而且,你知道,就像我在设计方面提到的那样,工程团队的范围很广。

You have some guys who are like architectural geniuses who are coming up with, you know, the server client model or the networking or whatever.

有些人就像建筑天才,他们提出了服务器客户端模型或网络或其他什么。

Others are more, like, gameplay focus.

其他人则更多地关注游戏玩法。

On Overwatch, we had an audio programmer just doing nothing but audio hooks for the audio team.

在《守望先锋》中,我们有一名音频程序员,除了为音频团队提供音频挂钩之外什么也不做。

And on every game team, you’re gonna have graphics programmers who will work with people like the lighting artists or the environmental artists, character artists on shaders, and basically any way to make the game.

在每个游戏团队中,都会有图形程序员,他们将与灯光艺术家或环境艺术家、着色器上的角色艺术家以及基本上任何制作游戏的方式等人一起工作。

They’ll always ask, “What’s your vision?”

他们总是会问:“你的愿景是什么?”

1:21:48 What are you trying to get it to look like?” They’ll want an illustration of what should the world look like, and they’ll be the ones who say, “I know how to write code that will let you do that.” So you partner a great graphics programmer with a great lighting artist, and that’s…

你想把它弄成什么样子?”他们想要一个关于世界应该是什么样子的例证,他们会说:“我知道如何编写代码来让你做到这一点。”因此,您将一位出色的图形程序员与一位出色的灯光艺术家合作,那就是……

That’s actually the creative tension behind games and what makes game teams so unique, is if we were to line them up on some crazy spectrum on one end, you’re gonna have the artists who…

这实际上是游戏背后的创造性张力,也是游戏团队如此独特的原因,如果我们将它们排列在一端的一些疯狂的范围内,你就会拥有这样的艺术家……

They’re creative, dare I say emotional- …

他们很有创造力,我敢说他们很情绪化——……

you know, they are artistes on that end.

你知道,他们是这方面的艺术家。

And on the other end, you have the most logical, brilliant programmers who their minds just work very differently from the most creative art-

另一方面,你拥有最有逻辑、最聪明的程序员,他们的思维方式与最有创意的艺术截然不同——

1:22:38 Like artists could be sitting, you have a meeting with them and they’ll just sit illustrating.

就像艺术家可以坐着一样,你和他们开会,他们只会坐着画画。

If there’s any piece of paper, they’re drawing on it.

如果有一张纸,他们就会在上面画画。

And programmers, you know, they’re just so brilliant and organized in their thinking and everything is so logical.

程序员,你知道,他们的思维非常聪明、井然有序,一切都那么合乎逻辑。

And then in the middle are people like the sound designers, the game designers, and the producers.

中间是声音设计师、游戏设计师和制作人等人。

They’re kind of a little bit in all those fields, but it’s the brilliance of taking people who are so vastly different in their interests and talents, but aiming them at that shared goal or that shared vision of the game that, like, really makes something special.

他们在所有这些领域都有所涉足,但真正聪明的是,让那些兴趣和才能截然不同的人,把他们瞄准共同的目标或共同的游戏愿景,就像真正创造出一些特别的东西。

Lex Fridman1:23:21

And there, I mean, you showed me the size of the team for World of Warcraft, but you also are well known for working on quite small teams to create these incredibly huge games.

我的意思是,你向我展示了《魔兽世界》团队的规模,但你也因在相当小的团队中开发这些令人难以置信的大型游戏而闻名。

1:23:21 What is the power of a small team in this kind of context where a lot…

在这种有很多人的背景下,一个小团队的力量是什么?

there’s that creative tension?

有那种创造性的张力吗?

Is it because a small team avoids maybe the compartmentalization, like the modular where the artists now have their own wing building where they never talk to the engineers, that kind of thing?

是不是因为小团队可能会避免划分,比如模块化,艺术家现在拥有自己的侧翼建筑,他们从不与工程师交谈,诸如此类的事情?

Jeff Kaplan1:23:54

Absolutely.

绝对的。

1:23:54 I mean, you hit the nail on the head.

我的意思是,你击中了要害。

The bigger the team, the more you become a cog in the machine.

团队越大,你就越成为机器中的一个齿轮。

And on a small team, the way I like to describe it is you get to have a loud voice.

在一个小团队中,我喜欢描述它的方式是你可以发出响亮的声音。

If we’re a small team, let’s say we’re gonna make a game and it’s at sort of the incubation period of a game and there’s only 10 of us, all 10 of us are in the room for every decision.

如果我们是一个小团队,假设我们要制作一款游戏,现在正处于游戏的潜伏期,我们只有 10 个人,我们所有 10 个人都在房间里做每一个决定。

You know, I’m not a server networking guy, but I’m in the room for that discussion.

你知道,我不是服务器网络人员,但我在房间里进行讨论。

I’m not an illustrator, but I’m gonna sit in the room when we decide what the art style looks like.

我不是插画家,但当我们决定艺术风格时我会坐在房间里。

As soon as the team starts to grow, we become compartmentalized.

一旦团队开始成长,我们就会变得分裂。

1:24:36 It’s exactly like you said.

确实像你说的那样。

And there’s a weird thing that happens that’s just kind of a human nature thing.

发生了一件奇怪的事情,这只是人性的事情。

The less you interact with somebody, the more you sort of become alienated from them and vilify their point of view.

你与某人互动越少,你就越会疏远他们并诽谤他们的观点。

You tend to look at what they do and say with skepticism- …

你倾向于以怀疑的态度看待他们的所作所为——……

rather than trust and belief in them.

而不是对他们的信任和信仰。

And I find on smaller teams where we all know each other’s names, I know what everybody’s working on every day, they know what I’m working on, everybody can talk to each other, there’s none of that stereotyping of a discipline.

我发现在较小的团队中,我们都知道彼此的名字,我知道每个人每天在做什么,他们知道我在做什么,每个人都可以互相交谈,不存在任何纪律的刻板印象。

On big unhealthy teams, you start to say things like, “Well, the artists just don’t get it.”

在不健康的大型团队中,你会开始说这样的话:“好吧,艺术家们就是不明白。”

1:25:28 “They don’t understand what we’re trying to make.” And when you back up and you think about the statement that you just said, it’s like…

“他们不明白我们想要做什么。”当你回过头来思考你刚才所说的那句话时,就像……

such an asshole statement.

这样的混蛋声明。

Like, really, all the artists don’t get it?

就像,真的,所有艺术家都没有明白吗?

Like, that’s…

就像,那是……

A, that’s not true.

答,这不是真的。

B, that’s sort of demeaning to them.

B,这对他们来说有点侮辱。

Like, they signed up for the…

就像,他们报名参加了……

This is their life’s work, too.

这也是他们一生的工作。

This game is gonna be as much theirs as it is mine.

这场比赛将是他们的,也是我的。

So who am I to say a statement like that?

那么我是谁才能说出这样的话呢?

Lex Fridman1:25:55

Yeah.

是的。

1:25:55 It’s harmful to a discipline to think that you understand the world.

认为自己了解世界对一门学科来说是有害的。

Most other folks don’t, and you have nothing to learn from them, really, and they’re deluded in some kind of way.

大多数其他人都没有,而且你真的没有什么可以向他们学习的,而且他们在某种程度上被欺骗了。

That’s so powerful.

太强大了。

Jeff Kaplan1:26:12

Fast-forwarding a little bit, when we formed Team 4 and…

时间快进一点,当我们组建第 4 队时……

1:26:12 Which went on to make Titan and ultimately fail, and then that got rebooted as the Overwatch team, the idea that I tried to get through to the team was to make an assumption.

这导致了《泰坦》最终失败,然后《守望先锋》团队重新启动,我试图向团队传达的想法是做出一个假设。

And really, like, Blizzard is one of the top game developers in the world, and we were very fortunate when I was there, and I imagine it’s this way today, that we could recruit whatever talent we wanted.

事实上,暴雪是世界上顶级的游戏开发商之一,当我在那里时我们非常幸运,我想今天也是这样,我们可以招募任何我们想要的人才。

The best of the best wanted to come work at Blizzard.

最优秀的人都想来暴雪工作。

And if you sort of go through the paces of that and say, “Okay, when we recruit somebody…” Let’s say we’re recruiting an artist to make props.

如果你按照这个步骤说,“好吧,当我们招募某人时……”假设我们正在招募一名艺术家来制作道具。

1:27:06 Boxes, chairs, whatever.

盒子、椅子什么的。

That is the best prop artist in the industry.

那是业内最好的道具艺术家。

That’s who’s gonna show up on our doorstep, so when they show up here, we should treat them like the best prop artist in the industry instead of starting from a place of doubt and cynicism.

他们会出现在我们的家门口,所以当他们出现在这里时,我们应该像对待业内最好的道具艺术家一样对待他们,而不是从怀疑和愤世嫉俗的地方开始。

So, when that person speaks up and says, “I think…” Like, with Overwatch, for example, “I think we should do this.” You know, “We should do X instead of Y.” Instead of saying, “Well, I’m a believer in Y, why are you against my idea X?” You should take a moment, have a deep breath, and say, “Man, the best prop artist in the industry is suggesting something.” Why don’t I listen to it?”

因此,当那个人大声说:“我认为……”就像《守望先锋》中的那样,“我认为我们应该这样做。”你知道,“我们应该做 X 而不是 Y。”而不是说:“好吧,我是 Y 的信徒,你为什么反对我的 X 想法?”你应该花点时间,深呼吸,然后说:“伙计,业内最好的道具艺术家正在提出一些建议。”我为什么不听呢?”

Lex Fridman1:27:57

I actually do it for myself, like this kinda thought framework or thought experiment.

我实际上是为自己做的,就像这种思想框架或思想实验。

1:27:57 Whenever I’m talking to a new person, especially if I feel, myself, a little bit tinge of that feeling.

每当我和一个新人交谈时,尤其是当我自己感受到一点这种感觉时。

Usually, it happens with, like, a really young person, like an undergraduate student or someone like this.

通常,这种情况发生在一个非常年轻的人身上,比如本科生或这样的人。

I pretend that they are the smartest person in the world in my head, and then not…

我假装他们是我心目中世界上最聪明的人,然后不是……

Like, it puts me in the mode of, like, assuming I have a lot to learn from them, and it helps.

就像,它让我处于一种假设我可以向他们学习很多东西的模式,这很有帮助。

You actually, like, really listen.

事实上,你真的很喜欢听。

I literally think they’re the smartest, wisest human on Earth.

我确实认为他们是地球上最聪明、最有智慧的人类。

It helps me.

它对我有帮助。

Jeff Kaplan1:28:36

I had that, like, I think…

我有这样的感觉,我想……

1:28:36 You know, I’m no expert.

你知道,我不是专家。

I’m a game designer, so, like, as much psychology as I know is how to manipulate people into having fun, hopefully.

我是一名游戏设计师,所以,据我所知,心理学就是如何操纵人们获得乐趣,希望如此。

Like, I don’t know, I don’t have an important job.

就像,我不知道,我没有重要的工作。

Lex Fridman1:28:51

Yeah, right.

是的,对。

Jeff Kaplan1:28:52

But psychologically speaking-

但从心理上来说——

Lex Fridman1:28:54

That’s fun.

这很有趣。

Jeff Kaplan1:28:55

…

……

1:28:55 I think a lot about is ego, and I think about insecurity.

我想的很多都是自我,我也想到了不安全感。

And insecurity, we all have.

不安全感,我们都有。

Like, all of us as human beings have insecurity.

就像,我们所有人都有不安全感。

It just manifests itself in different ways.

它只是以不同的方式表现出来。

1:29:11 And as we kind of go through our life journey, the insecurity also changes.

当我们经历人生旅程时,不安全感也会发生变化。

So, like, some people, for example, use their insecurity to rip other people apart.

例如,有些人利用自己的不安全感来分裂他人。

Some people destroy themselves through their own insecurity.

有些人因为自己的不安全感而毁掉了自己。

Some people destroy everybody with their insecurity.

有些人用他们的不安全感摧毁了所有人。

But I had that moment as a young lead, when I first was made a lead on, like, World of Warcraft, where I felt it was very important to be right and to, you know, be shepherding the correct idea.

但作为一名年轻的领导者,我有过这样的时刻,当我第一次担任《魔兽世界》等游戏的领导者时,我觉得保持正确以及引导正确的想法非常重要。

And I actually got pulled aside.

我实际上被拉到一边了。

Like, Pardo and I had a meeting with a couple people who weren’t game designers, and it’s always tricky as a game designer because constantly everybody is throwing ideas out on a game team.

就像,帕尔多和我会见了几个不是游戏设计师的人,作为游戏设计师总是很棘手,因为每个人都在不断地向游戏团队提出想法。

Like, there’s no shortage of ideas ever.

就像,从来不缺少想法。

1:30:04 And we were in some meeting about something, and these people kind of threw out these ideas.

我们正在开会讨论一些事情,而这些人似乎抛弃了这些想法。

And I wasn’t mean to them, but I very kind of systematically, like an insecure, you know, ego-driven new lead would do, I kind of, “Let me tell you why that’s wrong, and let me tell you what we’re gonna do instead.” And after the meeting, you know, Pardo pulled me aside, and he said, “You’re a very smart designer, but you shouldn’t do what you just did to those people.

我对他们并不刻薄,但我非常系统地,就像一个不安全的,你知道的,自我驱动的新领导会做的那样,我有点,“让我告诉你为什么这是错误的,让我告诉你我们要做什么。”会后,你知道,帕尔多把我拉到一边,他说:“你是一位非常聪明的设计师,但你不应该对那些人做那些事。

You should always listen to what people have to say and try to make their ideas work.” And I just…

你应该时刻倾听人们的意见,并努力让他们的想法发挥作用。”而我只是……

1:30:47 Over and over, I was like, “Okay, anytime an idea comes my way, let’s try to make it work.” And it went from this kind of thing that I didn’t believe into to actually, like, a core part of who I am today as a leader, as a game designer, as a game director.

我一遍又一遍地想,“好吧,每当我有一个想法时,让我们尽力让它发挥作用。”它从我不相信的事情变成了我今天作为领导者、游戏设计师、游戏总监的核心部分。

And some of the best ideas have come from developing other peoples’ ideas-

一些最好的想法来自于发展其他人的想法——

1:31:16 …

……

where your first reaction is like, “No, that’s wrong,” and then just kind of sticking with it and going, “But how could we make it work?” And the most gratifying part when it succeeds is they get all the credit, and you’ve sort of elevated this person whose idea wouldn’t have been championed, whose idea by the insecure, egotistical lead of, you know, early 2000s would have just said no.

你的第一反应是,“不,那是错误的”,然后就坚持下去,“但我们怎样才能让它发挥作用呢?”当它成功时,最令人欣慰的部分是他们得到了所有的荣誉,你在某种程度上提升了这个人的地位,他的想法不会受到拥护,他的想法在 2000 年代初期的不安全、自负的领导下只会说不。

Now their idea is the thing everybody in World of Warcraft or Overwatch is just loving, and they get all the credit.

现在他们的想法是《魔兽世界》或《守望先锋》中每个人都喜欢的东西,他们得到了所有的荣誉。

Lex Fridman1:31:59

I should give context to the listener who don’t know about the great Jeffrey Kaplan that you’re one of the most humble and always give credit to the team for everything and anything.

我应该向那些不了解伟大的杰弗里·卡普兰的听众介绍一下,你是最谦虚的人之一,并且总是将一切归功于团队。

1:31:59 And so everything we talk about today, I know you’re probably resisting constantly giving credit to the team on everything.

因此,我们今天谈论的所有内容,我知道您可能会抵制不断地在所有事情上都归功于团队。

So you’re the famous, “Hi, I’m Jeff from the Overwatch team,” right?

所以你就是那个著名的“嗨,我是《守望先锋》团队的杰夫”,对吧?

So just as a small aside, thank you for your humility through your career, and thank you for always celebrating the team.

顺便说一句,感谢您在职业生涯中表现出的谦逊,并感谢您始终为团队庆祝。

But let’s talk about WoW.

但我们来谈谈魔兽世界。

Let’s talk about World of Warcraft.

我们来谈谈魔兽世界。

Tell me what the early days of developing WoW was like.

告诉我开发魔兽世界的早期是什么样的。

Maybe we should talk about what World of Warcraft, WoW is, going to Perplexity here.

也许我们应该谈谈什么是《魔兽世界》、《魔兽世界》,这里转到《困惑》。

1:32:52 World of Warcraft is a massively multiplayer online RPG where you create a character, level it up doing quests and dungeons, and progress your gear and power in an open fantasy world called Azeroth.

《魔兽世界》是一款大型多人在线角色扮演游戏,您可以在其中创建角色,通过任务和地下城来升级角色,并在名为艾泽拉斯的开放奇幻世界中提升您的装备和力量。

At a basic level, you move, use abilities from your action bar, follow quests, and gradually learn a combat rotation that fits your class.

在基本级别上,您移动,使用操作栏上的能力,执行任务,并逐渐学习适合您班级的战斗轮换。

And there’s all kinds of characters and roles and classes.

还有各种各样的角色、角色和职业。

You pick a race, appearance, starting zone, small racial bonuses.

你可以选择种族、外观、起始区域、小种族奖励。

In a class, how you fight, what your role is in groups.

在课堂上,你如何战斗,你在团体中扮演什么角色。

Can you continue, fill in some of the gaps, what is World of Warcraft?

你能继续,填补一些空白吗,什么是魔兽世界?

Jeff Kaplan1:33:29

World of Warcraft, first of all, more than anything, is a world.

魔兽世界首先是一个世界。

1:33:29 Like, it’s a world that you can live in with real other people, and everybody’s kinda living out their fantasy.

就像,这是一个你可以与真实的其他人生活在一起的世界,每个人都在实现他们的幻想。

Chris Metzen, who was the creative director on World of Warcraft, and really, like, Allen Adham, who’s one of the founders of Blizzard, calls Chris “the heart and soul of Blizzard.” And it’s almost like when you’re making a Blizzard game, you’re making Chris’ imagination at some point.

《魔兽世界》的创意总监克里斯·梅森 (Chris Metzen) 和暴雪创始人之一艾伦·阿德姆 (Allen Adham) 一样,称克里斯为“暴雪的心脏和灵魂”。这几乎就像当你制作暴雪游戏时,你在某个时刻创造了克里斯的想象力。

And Chris famously said, “The lead character of World of Warcraft is the world.” And I always believed that.

克里斯有句名言:“魔兽世界的主角就是世界。”我一直相信这一点。

So you’re trying to create this place that’s exciting and dangerous, but comfortable, but uncomfortable and gorgeous, and, you know it should feel massive, and it really is.

所以你试图创造一个令人兴奋和危险的地方,但舒适,但不舒服和华丽,而且,你知道它应该感觉很大,而且确实如此。

1:34:23 It’s, you know, can take a half an hour to get from one end of the world to the other.

你知道,从世界的一端到达另一端可能需要半个小时。

But it’s this world you’re living in.

但这就是你生活的世界。

The world is divided into two warring factions.

世界分为两个交战派系。

There’s the Horde and the Alliance, and that was a very important, very controversial decision that was made by Allen Adham, was the champion of the Horde and Alliance.

有部落和联盟,这是一个非常重要、非常有争议的决定,是由部落和联盟的冠军艾伦·阿德汉姆做出的。

Lex Fridman1:34:51

And that in the early days, there was a really strong division.

在早期,存在着非常严重的分歧。

Jeff Kaplan1:34:54

Strong division.

强分。

Lex Fridman1:34:55

Like…

就像……

1:34:55 You pick a side and then you hang around with only people of your kind.

你选择了一边,然后你就只和你同类的人在一起。

Jeff Kaplan1:35:02

Yeah, and you get it tattooed in real life on you.

是的,你可以在现实生活中把它纹在身上。

1:35:02 Like, the amount of people who walk up to me and show me their Horde tattoo.

就像,有多少人走到我面前并向我展示他们的部落纹身。

Lex Fridman1:35:10

That’s awesome.

太棒了。

Jeff Kaplan1:35:11

Like, it’s epic.

就像,这是史诗般的。

1:35:11 It’s like it’s become who they are.

就好像他们已经成为了他们自己。

Like, if you were to say, like, “Hey, Lex, come play World of Warcraft with me.

就像,如果你说,“嘿,莱克斯,来和我一起玩魔兽世界吧。

We’re Alliance on Tichondrius,” you’d be like- …

我们是提克迪奥斯上的联盟,”你会这样——……

“Dude-“

“伙计——”

Lex Fridman1:35:22

Lose my number.

失去我的号码。

Jeff Kaplan1:35:23

“…

“……

1:35:23 Alliance?” Like, “Okay, I don’t think we can be friends anymore.” But the Horde-Alliance decision was really controversial because in EverQuest, it was mixed race.

联盟?”就像,“好吧,我认为我们不能再成为朋友了。”但部落与联盟的决定确实引起了争议,因为在《无尽的任务》中,这是混血。

They had all the races kind of like WoW did, but they could all group with each other.

他们的所有比赛有点像《魔兽世界》,但他们都可以互相组队。

And Pardo and I came from EverQuest, where we felt like this was a horrible decision Allen was making.

帕尔多和我来自《无尽的任务》,我们觉得这是艾伦做出的一个可怕的决定。

And we argued—Allen, Rob, Bob Fitch, and I would have lunch every single day, and we would just talk about WoW and the core design of WoW.

我们争论了——艾伦、罗布、鲍勃·菲奇和我每天都会吃午饭,我们只会谈论《魔兽世界》和《魔兽世界》的核心设计。

Rob wasn’t even on WoW at that time.

罗布当时甚至还没有上《魔兽世界》。

He was finishing Warcraft III.

他正在完成《魔兽争霸III》。

And we would fight over the Horde-Alliance split, if it was a good idea or not.

我们会为部落与联盟的分裂而战,不管这是个好主意还是坏主意。

And Allen had…

而艾伦有……

He came from more of the Dark Age of Camelot community, which was another massively multiplayer online game that was more PvP based.

他更多地来自《卡米洛特黑暗时代》社区,这是另一款更多基于 PvP 的大型多人在线游戏。

1:36:19 And he said the magic of that game was they had three factions, and he liked the fact that you were instantly on a team.

他说这款游戏的神奇之处在于他们有三个派系,他喜欢你立即成为一个团队的事实。

You weren’t a loner in the world.

你并不是世界上的孤独者。

And whether you liked it or not, you had people on your side.

不管你喜欢与否,总有人站在你这边。

And Rob and I just argued and argued against it, and then sometime before beta, Allen retired.

罗布和我只是不断争论反对它,然后在测试之前的某个时候,艾伦退休了。

He went on to run a hedge fund, of all things.

他后来经营了一家对冲基金。

Like, got super into poker, got super into finance, left, and retires, like, I think it was nine months to a year before WoW shipped, which is kinda nuts.

就像,超级喜欢扑克,超级喜欢金融,离开,然后退休,就像,我认为《魔兽世界》发布之前有九个月到一年的时间,这有点疯狂。

And Rob takes over as lead designer in Allen’s stead, and to Rob’s credit, the first thing he did was go…

罗布接替艾伦担任首席设计师,值得称赞的是,他做的第一件事就是……

Speaking to what we were speaking about earlier, he said, “Allen’s a smart guy.

谈到我们之前谈论的内容,他说:“艾伦是个聪明人。

The fact that he was fighting so hard for-“

事实上,他如此努力地奋斗是为了——”

1:37:16 “…

“……

Horde Alliance, we gotta do it.” And Rob and I sort of changed our point of view and got on board with Horde Alliance and went all in.

部落联盟,我们必须这么做。”罗布和我改变了我们的观点,加入了部落联盟并全力以赴。

And so, you know, the early days of WoW was…

所以,你知道,魔兽世界的早期是……

It was a great team.

这是一支很棒的团队。

It was a mix of these veterans that we all looked up to.

这是我们都尊敬的退伍军人的组合。

You know, we had Mark Kern running the team.

你知道,我们的团队由马克·科恩 (Mark Kern) 负责管理。

Shane Dabiri was, you know, a legendary Blizzard developer.

你知道,肖恩·达比里 (Shane Dabiri) 是一位传奇的暴雪开发者。

Bill Petras was the art director, and then we had Metzen, who was sort of like…

Bill Petras 是艺术总监,然后我们有 Metzen,他有点像……

Metzen was the cool big brother we all, you know, aspired to be.

梅森是我们所有人都渴望成为的酷老大哥。

1:37:59 I’m older than Metzen, but I looked up to him like a big brother.

我比梅森年长,但我像大哥哥一样尊敬他。

And then there were a lot of us who had never done it before, or they had also pulled a lot of people from other teams and other game types.

然后我们中有很多人以前从未做过,或者他们也从其他团队和其他游戏类型中拉了很多人。

Like, for example, the guys building the dungeons, they hired out of the Quake community.

例如,就像建造地下城的人一样,他们是从雷神之锤社区聘请来的。

And because they didn’t have any hardcore MMO designer on the staff at that time, it was, you know, Kevin and Eric and Alan were sort of the only designers, they started building Quake dungeons- …

因为当时他们的员工中没有任何硬核 MMO 设计师,所以,你知道,凯文、埃里克和艾伦是唯一的设计师,他们开始建造雷神之锤地下城——……

as, like, Quake levels as the dungeons.

就像《雷神之锤》中的地牢关卡一样。

At one point, WoW was even made in QeRadiant, which was the Quake engine.

曾经,《魔兽世界》甚至是用 QeRadiant(即 Quake 引擎)制作的。

And then they later, you know, retooled to where they were using a proprietary engine.

然后他们后来,你知道,重新装备到他们使用专有引擎的地方。

So we were like this hodgepodge, like the Bad News Bears-

所以我们就像这个大杂烩,就像坏消息熊一样——

1:38:56 …

……

is how I would describe the WoW team, of this mix of veterans and then people like me.

这就是我对《魔兽世界》团队的描述,这个团队由退伍军人和像我这样的人组成。

Like, I’m just some fucking idiot, you know- …

就像,我只是个该死的白痴,你知道的——……

who played a lot of EverQuest.

谁玩了很多《无尽的任务》。

And I end up at Blizzard.

我最终加入了暴雪。

Lex Fridman1:39:10

Designing quests.

设计任务。

Jeff Kaplan1:39:11

Yeah.

是的。

1:39:11 Like, okay, we’re gonna design World of Warcraft now.

就像,好吧,我们现在要设计《魔兽世界》。

And I’ve said this later with hindsight, I think a huge part of WoW’s success, especially with the early WoW team, Team Two in its earliest formation, was that we didn’t know what we were doing.

事后看来,我已经说过了,我认为《魔兽世界》的成功很大一部分是因为我们不知道自己在做什么,尤其是早期《魔兽世界》团队,即最早组建的第二队。

You kind of…

你有点……

Like, it’s that…

比如说,就是这样……

Titan was the example for me.

泰坦是我的榜样。

Titan was the attempt at making an MMO after World of Warcraft at Blizzard.

《泰坦》是暴雪继《魔兽世界》之后制作 MMO 的一次尝试。

And we failed horribly, and we had the best of the best on that team.

我们惨遭失败,但我们拥有那支球队中最优秀的球员。

And it’s because everybody was too much of an expert on how to make a groundbreaking phenomenon MMO.

这是因为每个人都非常了解如何制作一款开创性的现象级 MMO 游戏。

World of Warcraft was a bunch of people, like a very successful, sure-of-itself company who had made StarCraft, Diablo, Warcraft, with a bunch of yayhoos basically- …

魔兽世界是由一群人组成的,就像一家非常成功、自信的公司,制作了《星际争霸》、《暗黑破坏神》、《魔兽争霸》,基本上还有一群耶胡——……

Who was like, “Yeah, we can compete with Sony Online.”

谁说:“是的,我们可以与索尼在线竞争。”

1:40:21 At the time, they were making EverQuest II.

当时他们正在制作《无尽的任务 II》。

Like, if we go back in the time machine, EverQuest II had been announced.

就像,如果我们乘坐时光机回到过去,《无尽的任务 II》已经发布了。

And EverQuest fans, we were just drooling for EverQuest II.

《无尽的任务》的粉丝们,我们对《无尽的任务 II》垂涎欲滴。

It wasn’t, “Oh, cool, World of Warcraft.” It was EQ2 was gonna take, you know, the chalice and run with it.

它不是,“哦,酷,魔兽世界。”你知道,EQ2 会拿着圣杯并带着它奔跑。

And then, of all things, they announced Star Wars Galaxies, and they had a brilliant designer on that, a guy named Raph Koster, who had come from Ultima Online, and he’s just a really smart game designer.

然后,最重要的是,他们宣布了《星球大战星系》,他们有一位出色的设计师,一个名叫 Raph Koster 的人,他来自《网络创世纪》,他是一位非常聪明的游戏设计师。

If you ever watch one of his lectures, like, he lectured a lot at GDC, and, you know, we’re like, “Oh my God, they’re- they’re making EverQuest II and Star Wars Galaxies, and they have the Star Wars intellectual property.” “We’re fucked.”

如果你看过他的一场演讲,比如他在 GDC 上做了很多演讲,你知道,我们会说,“天啊,他们——他们正在制作《无尽的任务 II》和《星球大战星系》,而且他们拥有《星球大战》的知识产权。” “我们完了。”

1:41:15 Like, “How are we gonna compete?” And everybody had seen the success of EQ, EverQuest, and everybody was gonna make an MMO, and it was just a question of who was gonna win.

比如,“我们要如何竞争?”每个人都看到了《EQ》、《无尽的任务》的成功,每个人都想制作一款 MMO,这只是谁会获胜的问题。

Lex Fridman1:41:28

So you’re feeling this immense pressure.

所以你感受到了巨大的压力。

1:41:28 You have this small team of just this hodgepodge of this unlikely team that kind of looks fast forwarding to Overwatch, the heroes in Overwatch, but working extremely hard.

你有一支小团队,由这支不太可能的团队组成的大杂烩,看起来像是在快速推进《守望先锋》,《守望先锋》中的英雄们,但工作却非常努力。

Now, you- you told me about crazy, crazy work hours, and not because you were forced to, but because you wanted to, because your heart was in it, because you’re like, “This is everything.” Like, you loved it.

现在,你——你告诉我疯狂、疯狂的工作时间,不是因为你被迫这样做,而是因为你想要这样做,因为你的心在其中,因为你就像,“这就是一切。”就像,你喜欢它。

Jeff Kaplan1:42:01

Yeah.

是的。

1:42:01 The games industry has a terrible reputation for insane amounts of overtime.

游戏行业因大量加班而臭名昭著。

It’s just called crunch.

这就是所谓的紧缩。

Like, do you crunch or not?

比如,你嚼不嚼?

These days, crunch is not allowed, not permitted, heavily frowned upon.

如今,加班是不被允许的,不被允许的,而且是非常不受欢迎的。

If we were to work overtime, somebody’d write an article about it next week and say how horrible we are for working overtime.

如果我们要加班,下周就会有人写一篇文章,说我们加班是多么可怕。

Back then, we worked insane, and I mean insane hours.

那时,我们疯狂地工作,我的意思是疯狂的时间。

The longest shift I ever worked straight was 30 hours.

我最长的连续工作时间是 30 小时。

That’s when we were gold mastering Warcraft III.

那是我们玩《魔兽争霸III》的时候。

This was in my…

这是在我的…

I think War III shipped on July 3rd, 2002, so this would have been, like, late June, early July.

我认为 War III 于 2002 年 7 月 3 日发货,所以这应该是 6 月底、7 月初。

Probably late June.

应该是六月底吧

And I had nothing to do with War III.

我与第三次战争无关。

1:43:04 I should just say that.

我应该这么说。

Like, in the credits, I’m additional help or additional testing or something like that.

就像,在片尾字幕中,我提供额外的帮助或额外的测试或类似的东西。

When I showed up in May of 2002, it was all-hands-on-deck World of Warcraft for E3.

2002 年 5 月,当我出现在 E3 展会上时,大家都在全力以赴地观看《魔兽世界》。

We got through E3, and then all hands on deck, the whole company, get War III out the door.

我们完成了 E3,然后全公司全体人员齐心协力,将第三次战争带出去。

Lex Fridman1:43:26

For shipping Warcraft III.

用于运输《魔兽争霸 III》。

Jeff Kaplan1:43:27

For shipping Warcraft III, and because I had not been involved with the game at all, and I was a brand new wet-behind-the-ears game designer, they’re like, “You’re just gonna help test whatever we tell you to test.” So we’re trying to gold master, and there’s a crash that happens rarely.

对于《魔兽争霸 III》的发行,因为我根本没有参与过这款游戏,而且我是一个全新的新手游戏设计师,所以他们会说,“你只需帮助测试我们告诉你测试的任何东西。”所以我们正在努力成为黄金大师,并且很少发生崩溃。

1:43:27 If you run one of the cinematics, like you have to be watching the cinematic after one of the levels, and then there was a crash that happened.

如果您运行其中一部动画,就像您必须在其中一个关卡之后观看动画一样,然后就会发生崩溃。

And so a programmer put in some logging to catch it, and then they needed somebody to just over and over again, “I need the crash to happen so I can fix the bug.” And I sat there for 30 hours and just watched the cinematic for 30 hours-

因此,程序员添加了一些日志记录来捕获它,然后他们需要有人一遍又一遍地说:“我需要发生崩溃,这样我才能修复错误。”我在那里坐了30个小时,只看了30个小时的电影-

1:44:15 …

……

straight.

直。

And it was the funniest thing, like it was almost surreal watching everybody leave at the…

这是最有趣的事情,就像看着每个人离开......

which was a trickle out.

这是一条细流。

Like, everybody kind of trickles out, like, at- …

就像,每个人都像涓涓细流一样流出,就像……

different hours, you know?

不同的时间,你知道吗?

The family guys go much earlier than the single guys.

家庭男人比单身男人走得早得多。

And then watching everybody show up again in…

然后看着每个人再次出现在……

the next morning, and they’re all, like, dressed different, and they look all refreshed.

第二天早上,他们都穿着不同的衣服,看起来神清气爽。

And I’m just like in the same position.

我也处于同样的境地。

You know, like eyes are beet red.

你知道,就像眼睛是甜菜红的。

Lex Fridman1:44:45

To the soundtrack of the cinematic and yeah.

电影的配乐,是的。

Jeff Kaplan1:44:47

Yeah.

是的。

1:44:47 But we crunched World of Warcraft, we crunched…

但我们努力了《魔兽世界》,我们努力了……

The date slipped, so you do this thing.

日期已经过去了,所以你要做这件事。

I remember Mark Kern standing the team up and saying, “We’re gonna crunch early so we don’t have to crunch later in the project.” And I really believe he wasn’t manipulating us.

我记得马克·科恩(Mark Kern)让团队站起来说:“我们会尽早加紧工作,这样我们就不必在项目后期加紧工作。”我真的相信他没有操纵我们。

Like, I really genuinely believe that he believed in that.

就像,我真的相信他相信这一点。

But with games, anything can happen, and they’re just…

但对于游戏来说,任何事情都有可能发生,而且它们只是……

We slip uncontrollably all the time.

我们总是无法控制地滑倒。

And we slipped, and it sort of created just this death march, endless death march that…

然后我们滑倒了,它就创造了这个死亡行军,无尽的死亡行军......

Like to this day, members of the WoW team will remember, like, Newport Rib.

直到今天,《魔兽世界》团队的成员都会记得纽波特·里布。

If I say that, they’ll have, like, twitches because, like, they would cater the dinner.

如果我这么说,他们会抽搐,因为他们会准备晚餐。

They’d bring it in at, like, 6:00 or 7:00 at night.

他们会在晚上 6:00 或 7:00 送来。

1:45:43 And they’d…

他们会……

Everybody was eating Newport Rib or Panda Express.

每个人都在吃纽波特排骨或熊猫快餐。

It was like the worst diet ever.

这就像有史以来最糟糕的饮食习惯。

I actually like Newport Rib, no shade- …

我其实很喜欢纽波特肋骨,没有阴影-……

on them.

在他们身上。

But you can only eat so much of it.

但你只能吃这么多。

And the carpets are stained and, like, dudes are falling asleep on the couches.

地毯上有污渍,就像男人们在沙发上睡着了一样。

And it was an unhealthy work environment.

这是一个不健康的工作环境。

It gets pinned on…

它被固定在…

‘Cause at a lot of places it is executive driven.

因为在很多地方它是由行政人员驱动的。

And it is mandated from the top, but the hours that I worked, I never blamed on anyone but myself.

这是高层强制的,但我工作的时间里,除了我自己,我从来没有责怪过任何人。

I just wanted to.

我只是想这么做。

I remember, you know, coming in on Memorial Day, like, with sand from the beach on my feet because I really wanted to get some work done that day, and working through Christmas, and those were things I wanted to do.

我记得,你知道,在阵亡将士纪念日到来时,我的脚上踩着海滩上的沙子,因为我真的想在那天完成一些工作,并在圣诞节期间工作,这些都是我想做的事情。

I never felt like somebody, you know, held my feet to the coals.

你知道,我从来没有觉得有人把我的脚踩在炭火上。

Lex Fridman1:46:38

Yeah, it’s such a complicated thing because yeah, okay, you could say that’s unhealthy, but I know a large number of people, especially in their 20s, but actually throughout their career, that have been at companies that do crunch for a thing they believe in, for a thing they love, and it’s some of the most fulfilling years of their life, months and years of their life.

是的,这是一件很复杂的事情,因为是的,好吧,你可以说这是不健康的,但我认识很多人,尤其是 20 多岁的人,但实际上在他们的整个职业生涯中,他们一直在为他们相信的事情、他们热爱的事情而努力的公司,这是他们生命中最充实的几年、几个月和几年。

1:46:38 And they also…

而他们也……

it’s not just fulfilling, they grow from it, they learn from it, and it…

这不仅是一种满足,他们还从中成长,从中学习,而且……

You know, and when they…

你知道,当他们……

Especially when they talk back about it, about that time, they can see how incredible it was.

尤其是当他们回过头来,回忆起那段时光的时候,就可以看出那是多么的不可思议。

Of course, when you’re going through it, sometimes it’s extremely difficult, you don’t know.

当然,当你经历它的时候,有时会非常困难,你不知道。

1:47:22 And then the crunch, like you mentioned, it’s supposed to be a month or two, and then it, it turns out to be a half a year, and then maybe it turns out to be something like a Titan type game where you never actually ship it, and it’s heartbreaking and the pain, it’s all…

然后就是紧要关头,就像你提到的,本来应该是一两个月,然后,结果是半年,然后可能会变成类似泰坦类型的游戏,你从未真正发布过它,这是令人心碎和痛苦的,这一切......

But then you look back and you realize how incredible that journey was.

但当你回头看时,你会意识到那段旅程是多么不可思议。

Jeff Kaplan1:47:39

I think, like, my reflections on it many years later, and having gone through, like, pretty crazy levels of crunch to more controlled, I think where crunch is problematic and people are good to be vocal about being opposed to it, is when it’s forced and unnecessary.

我想,就像很多年后我对它的反思一样,在经历了相当疯狂的加班程度以更加受控制之后,我认为加班是有问题的,而人们可以大声反对它,那就是当它是被迫的和不必要的时候。

1:47:39 There’s a lot of like, “Hey, if anybody on the team stays, we all stay”-

有很多这样的说法,“嘿,如果团队中有人留下来,我们都会留下来”-

Lex Fridman1:48:10

Yeah

是啊

Jeff Kaplan1:48:10

…

……

1:48:10 kind of, which I think is not necessary.

有点,我认为没有必要。

I don’t think executives who take off and work 40-hour weeks should be telling anybody to stay late.

我认为每周休假并工作 40 小时的高管不应该告诉任何人熬夜。

I think that’s wrong and immoral.

我认为这是错误且不道德的。

But to me as an individual, as long as I’m not telling other people to do it, my life’s work is my passion and I want to do it as much as possible.

但对我个人来说,只要我不告诉别人这样做,我一生的工作就是我的热情,我想尽可能地去做。

I find myself, I don’t think I’ve ever worked less than 10 hours in a day.

我发现我自己,我认为我一天工作的时间从来没有少于 10 个小时。

Like that…

就这样……

10 hours is like a normal-ish day to me.

10个小时对我来说就像是正常的一天。

1:48:49 And I enjoy lots of weekends working because I enjoy it.

我喜欢很多周末工作,因为我喜欢它。

It brings me pleasure and fulfillment.

它给我带来快乐和满足。

And all of that said, from a place of caution, especially in this era when people are very touchy about it.

所有这些都是出于谨慎的考虑,尤其是在这个人们对此非常敏感的时代。

I don’t try to impose that on anybody else.

我不会试图将这一点强加给其他人。

I don’t want anybody to feel like they’re obligated to, but please understand it’s what makes me who I am, that work ethic.

我不想让任何人觉得他们有义务这样做,但请理解,正是这种职业道德造就了我。

I enjoy it.

我很享受。

I actually…

我其实……

Some of my fondest memories are from those WoW crunches.

我最美好的一些回忆来自那些《魔兽世界》的嘎吱声。

Lex Fridman1:49:25

And then looking back and reading some of these stories, it’s pretty cool because me, as a fan, on the receiving end of some of those video games, you bring joy to millions of people.

然后回顾并阅读其中的一些故事,这非常酷,因为我作为一名粉丝,作为其中一些视频游戏的接收端,你给数百万人带来了欢乐。

1:49:25 It’s awesome.

太棒了。

Let me ask you about quests, but first, quick bathroom break if it’s okay.

让我问你有关任务的事情,但首先,如果可以的话,先去趟厕所。

1:49:43 Quick 30-second thank you to our sponsors.

用 30 秒的时间快速感谢我们的赞助商。

Check them out in the description.

在描述中查看它们。

It really is the best way to support this podcast.

这确实是支持这个播客的最佳方式。

Go to lexfridman.com/sponsors.

请访问 lexfridman.com/sponsors。

We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration.

我们有用于客户服务人工智能代理的 Fin、用于在大型代码库中生成代码的 Blitzy、用于心理健康的 BetterHelp、用于在线销售商品的 Shopify、用于人工智能驱动的代码审查的 CodeRabbit 以及用于好奇心驱动的知识探索的 Perplexity。

Choose wisely, my friends.

明智地选择,我的朋友们。

And now, back to my conversation with Jeff Kaplan.

现在,回到我与杰夫·卡普兰的谈话。

Okay, we’re back.

好的,我们回来了。

So I think it’s fair to say that before WoW, MMO leveling, like in EverQuest, consisted of, maybe that’s simplifying it a bit, but standing in one spot and killing monsters for hours.

所以我认为可以公平地说,在《魔兽世界》之前,MMO 升级就像《无尽的任务》一样,包括,也许这有点简化,但站在一个地方杀死怪物几个小时。

1:50:32 You helped develop with WoW, I would say a revolutionary idea of quest-driven leveling, where there’s a story driven, quest driven guide through the world, and it so happens that as part of doing that, you’re also leveling the character.

你帮助《魔兽世界》的开发,我想说的是任务驱动升级的革命性想法,其中有一个故事驱动的、任务驱动的指南穿越世界,而碰巧,作为这样做的一部分,你也在升级角色。

So the leveling is both fun and is the engine that drives the story that then also immerses you into the world and pulls you in more and more and more and more.

因此,升级既有趣,又是推动故事发展的引擎,让你沉浸在这个世界中,让你越来越投入。

So take me through this process of developing that idea of quest driven design.

那么请带我经历一下开发任务驱动设计理念的过程。

Jeff Kaplan1:51:10

Sure.

当然。

1:51:10 Yeah, there were actually a lot of people involved in it, and they all kind of contributed in their own unique ways.

是的,实际上有很多人参与其中,他们都以自己独特的方式做出了贡献。

Alan Adham was the lead designer on WoW.

艾伦·阿德姆 (Alan Adham) 是《魔兽世界》的首席设计师。

When we first sort of decided we were gonna have a quest-based game, we used to joke that, like, EverQuest barely had any quests in it.

当我们第一次决定要制作一款基于任务的游戏时,我们常常开玩笑说,《无尽的任务》中几乎没有任何任务。

1:51:31 It did have quests, they just…

它确实有任务,他们只是……

They weren’t really in front of the player in an obvious way.

它们并没有以明显的方式真正出现在玩家面前。

You kind of had to seek them out on a website.

你必须在网站上寻找它们。

And Alan knew that he wanted quests to be a big part of World of Warcraft.

艾伦知道他希望任务成为魔兽世界的重要组成部分。

And so he hired me.

所以他雇用了我。

That was my entry level position at Blizzard.

那是我在暴雪的初级职位。

And on the same day, he hired a guy named Pat Nagle, which was hilarious to me, because Pat was the…

同一天,他雇佣了一个名叫帕特·内格尔的人,这对我来说很搞笑,因为帕特是……

He had this funny title of HR and Facilities at Blizzard, because it was such a small company.

他在暴雪有一个有趣的头衔“人力资源和设施”,因为那是一家小公司。

So, like, if you sent an application in, Pat would deal with the application, or if the toilet overflowed, Pat would have to deal with it.

所以,就像,如果你发送了一份申请,帕特会处理该申请,或者如果厕所溢出,帕特将不得不处理它。

1:52:18 And so the whole time I was applying at Blizzard, I was going through Pat, and then on my first day, they put Pat and I in an office together, and he’s like, “Yeah, they hired me also as the quest designer.” And so Pat…

所以在我在暴雪申请的整个过程中,我一直在通过帕特,然后在我的第一天,他们把帕特和我放在一个办公室里,他说,“是的,他们也聘请我作为任务设计师。”所以帕特……

And he was the most wonderful guy.

他是最棒的人。

We had so much fun.

我们玩得很开心。

So Pat and I kind of designed the quest system.

所以帕特和我设计了任务系统。

It was Alan’s idea to have it in the first place.

拥有它首先是艾伦的主意。

And then there was that great designer I mentioned, Eric Dodds, who helped a lot with the interface of it all.

然后是我提到的那位伟大的设计师,Eric Dodds,他在界面方面提供了很多帮助。

And the idea was…

这个想法是……

At first, we actually on a whiteboard in Alan’s office, we estimated how many quests we thought EverQuest had to date.

起初,我们实际上是在艾伦办公室的白板上估算了《无尽的任务》迄今为止有多少个任务。

1:53:03 And EverQuest had had, you know, I think four or three expansions at that point in time, and we’re like, “Wow, we have to make all of these quests like EverQuest has.” It’s gonna be a lot of quests, and it’s kind of up to me and Pat to do it all.

《无尽的任务》已经有,你知道,我想当时有四到三个扩展包,我们就像,“哇,我们必须像《无尽的任务》那样制作所有这些任务。”这将会有很多任务,这一切都取决于我和帕特来完成。

And we believed all we had to do was match that EverQuest number.

我们相信我们所要做的就是匹配《无尽的任务》的号码。

And Pat and I started working on, like, the design of the system and how it would interact, and Eric Dodds was really involved in how the interface…

帕特和我开始研究系统的设计及其交互方式,埃里克·多兹真正参与了界面的设计……

You know, like how you were going to interact with the NPCs and all of that.

你知道,比如你将如何与 NPC 互动等等。

And we split up the world into like two zones.

我们把世界分成两个区域。

He was gonna take Elwynn Forest, which was the starting area for the humans, and I was gonna take Westfall, which was the sophomore zone after Elwynn for the humans.

他要占领艾尔文森林,这是人类的起始区域,而我要占领西部荒野,这是人类在艾尔文之后的二年级区域。

1:53:56 Pat and I would meet with Chris Metzen, and those were the funnest meetings ever because Chris just has stories in his head and visions.

帕特和我会见克里斯·梅森,那是有史以来最有趣的会议,因为克里斯脑子里只有故事和愿景。

Chris is, like, artist, storyteller, world builder extraordinaire, and he sort of described what he wanted going on in those zones.

克里斯是一位艺术家、讲故事的人、非凡的世界建设者,他描述了他想要在这些区域发生的事情。

You know, you want the gameplay to follow the flow of what was going on with the stories of those areas.

您知道,您希望游戏玩法能够遵循这些区域的故事情节。

So we finished Elwynn and Westfall, and we did, like, a team play test.

所以我们完成了艾尔文和西部荒野,我们做了一个团队游戏测试。

And our assumption was because the way EverQuest worked, players just wanted to level up.

我们的假设是因为《无尽的任务》的运作方式是玩家只想升级。

It was a level based game.

这是一个基于关卡的游戏。

1:54:39 You go out.

你出去吧。

You kill a creature.

你杀死一个生物。

You get experience points.

您将获得经验值。

You level up a little bit.

你稍微提升一点点。

And so the way people played EverQuest is they’d find these areas where there were lots of creatures, and you’d usually find the best experience efficiency cycle you could find, so, like, fast respawn kind of easy things to kill, and that’s how you would progress through EverQuest.

所以人们玩《无尽的任务》的方式是他们会发现这些有很多生物的区域,你通常会找到你能找到的最佳体验效率循环,所以,就像快速重生一样容易杀死的东西,这就是你在《无尽的任务》中取得进展的方式。

And I remember Alan kind of telling us, like, “Hey, the quests…

我记得艾伦告诉我们,“嘿,任务......

When Pat and Jeff write quests, they’ll aim us to where the creatures are.” You’ll do a quest, and then you’ll spend a few hours killing creatures in that area afterwards, and that’s how he imagined it would work.

当帕特和杰夫写任务时,他们会把我们瞄准生物所在的地方。”你会做一个任务,然后你会花几个小时杀死该地区的生物,这就是他想象的工作方式。

So we kind of set up the world that way.

所以我们就是这样构建世界的。

You know, Pat probably did a dozen, maybe 20 quests in Elwynn.

你知道,帕特可能在艾尔文做了十几个,也许二十个任务。

1:55:33 I’d do a dozen, 20 quests in Westfall, and we’d do this team play test.

我会在西部荒野完成一打、二十个任务,然后我们会进行团队游戏测试。

And we had a bunch of people on the team who never played MMOs, like guys with shooter background, you know, StarCraft fans, et cetera.

我们团队中有很多人从未玩过 MMO,比如有射击背景的人,你知道,星际争霸粉丝等等。

And they’d play World of Warcraft.

他们会玩魔兽世界。

I think we played for, like, an hour or two, and we only did Elwynn Forest.

我想我们玩了大约一两个小时,而且我们只玩了艾尔文森林。

And the overwhelming feedback from our team…

我们团队的大量反馈......

And these are people who really didn’t play EverQuest, they’re like—My God, Pat, that was horrible.

这些人确实没有玩过《无尽的任务》,他们会说——天哪,帕特,这太可怕了。

I ran out of quests, like, right away.

我立刻就没有任务了。

And we’re like, wait a second.

我们就像,等一下。

You expect to just have quests just keep going?

你期望只是有任务继续下去吗?

And they’re like, yeah, we expect to have quests just keep going the whole way.

他们就像,是的,我们希望任务能够一直持续下去。

1:56:20 And we kinda had an oh shit moment right after that Elwynn Forest play test, where we realized, like, we had vastly underestimated the number of quests we were gonna need.

在艾尔文森林游戏测试之后,我们经历了一个糟糕的时刻,我们意识到,我们大大低估了我们需要的任务数量。

And we changed, we developed this philosophy that’s kind of a shared philosophy across Blizzard games in general at this point.

我们改变了,我们发展了这种理念,这是目前整个暴雪游戏的共同理念。

And I’ve heard it outside of Blizzard, other people in the industry, which is you design along the path of least resistance.

我在暴雪之外以及业内其他人那里听说过,那就是沿着阻力最小的道路进行设计。

So, basically what that means, like, in EverQuest, the path of least resistance if you wanted your character to hit max level is to find the easiest creatures and kill them over and over again in place, which to some people think is very boring.

所以,基本上这意味着,就像在《无尽的任务》中一样,如果你想让你的角色达到最高等级,阻力最小的路径就是找到最简单的生物并在原地一遍又一遍地杀死它们,对一些人来说这很无聊。

To me, I would do that for eight hours ’cause I think that’s fun.

对我来说,我会这样做八个小时,因为我认为这很有趣。

1:57:09 But we decided in World of Warcraft, we said, why don’t we make the path of least resistance, so in this case, the way to get the best experience the fastest not to be killing creatures in one place, but will overload the experience into the quests themselves, and then that will move you through the world, which will get you to see everything.

但我们决定在《魔兽世界》中,我们说,为什么我们不走阻力最小的道路,所以在这种情况下,最快获得最佳体验的方法不是在一个地方杀死生物,而是将超载的经验融入到任务本身中,然后这将带你穿越世界,这会让你看到一切。

It will enable us to tell these awesome storylines.

它将使我们能够讲述这些精彩的故事情节。

It sort of did a lot for the game, and I think it was like a fundamental change in the genre.

它为游戏做出了很多贡献,我认为这就像是游戏类型的根本性变化。

Like, if you look at the things that…

就像,如果你看看那些……

EverQuest was very popular and very successful, and it was hitting like hundreds of thousands of players.

《无尽的任务》非常受欢迎,也非常成功,吸引了数十万玩家。

And WoW blew the doors open and was tens of millions of players.

魔兽世界打开了大门,拥有数千万玩家。

1:57:57 And I think the fundamental difference there was that WoW allowed you to play as a single player.

我认为根本的区别在于《魔兽世界》允许你以单人模式玩游戏。

And what makes an MMO, massively multiplayer online game, massive is having the other people there.

MMO(大型多人在线游戏)的魅力在于拥有其他人。

And they’re so important or else the world feels kind of wrong and dead.

它们是如此重要,否则世界就会感觉有点错误和死亡。

But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people.

但我们必须强迫你与他们互动才能做任何事情的想法让很多人感到非常反感。

And the fact that people could come into WoW and just kind of the game design, the game design way of des- describing it is directed gameplay.

事实上,人们可以进入《魔兽世界》,这只是一种游戏设计,描述它的游戏设计方式是定向游戏玩法。

1:58:42 And some games have extremely tight directed gameplay.

有些游戏的玩法非常严格。

Like, for example, if you were to play a single player game like Last of Us, you know, you’ll have those moments where they’ll be like, you’ll come up to a log and then press triangle to duck or else, or whatever the duck button is-

举例来说,如果你要玩《最后生还者》这样的单人游戏,你知道,你会遇到这样的时刻,你会走到一根木头上,然后按三角形来躲避或其他,或者无论躲避按钮是什么——

1:59:01 …

……

left stick to duck to go under.

左棍子往鸭子下面走。

And that’s like the ultimate in directed gameplay.

这就像终极的定向游戏。

Like, they’re telling you exactly what to do.

就像,他们确切地告诉你该怎么做。

On the other end of the spectrum is a game like Minecraft, like vanilla Minecraft, where you’ll find it’s very divisive amongst gamers who love Minecraft or hate it.

另一方面,像《我的世界》这样的游戏,就像普通的《我的世界》一样,你会发现它在喜欢《我的世界》或讨厌它的玩家中存在很大分歧。

The ones who hate it are like, “I don’t know what I’m supposed to do.” Like, “You drop me in this world.

那些讨厌它的人会说,“我不知道我应该做什么。”就像,“你把我丢在这个世界上。

I’m supposed to dig or something.” And that’s the type of player that needs directed gameplay or they’re gonna cycle out.

我应该去挖东西什么的。”这种类型的玩家需要有指导的游戏玩法,否则他们就会退出。

Not all players need it.

并非所有玩家都需要它。

And what WoW did, that it doesn’t seem like an innovation, it doesn’t seem like revolutionary, but it sort of created this directed gameplay that felt optional, but really wasn’t.

《魔兽世界》所做的,它看起来不像是一项创新,也不像是革命性的,但它创造了这种感觉是可选的定向游戏玩法,但实际上并非如此。

Lex Fridman1:59:54

I mean, I think it’s absolutely revolutionary.

我的意思是,我认为这绝对是革命性的。

1:59:54 It basically changed gaming.

它基本上改变了游戏。

It changed the way we see games.

它改变了我们看待游戏的方式。

And it was so successful in part because it became a mechanism by which you could spend hundreds of hours, thousands of hours in the game.

它如此成功的部分原因是它成为一种机制,通过它你可以在游戏中花费数百小时、数千小时。

I mean, it’s kind of a, like, obviously…

我的意思是,这有点像,显然……

It’s one of those…

这是其中之一……

All these great ideas are always like this, right?

所有这些伟大的想法总是这样,对吗?

In retrospect, you’re like, “Well, obviously if you make the path of least resistance quest-driven gameplay, then it’s gonna be the reason that most people play.” But it is true that…

回想起来,你会想,“好吧,显然,如果你选择了阻力最小的任务驱动游戏方式,那么这将成为大多数人玩游戏的原因。”但事实是……

I’m with you on…

我和你在一起……

I both like the quests and Cow Level.

我都喜欢任务和奶牛等级。

2:00:39 I guess you have to design for everybody.

我想你必须为每个人设计。

That’s the tricky thing.

这就是棘手的事情。

Like, how do you fine-tune this?

比如,你如何对此进行微调?

If you think of it as a loop of like accept quest, kill 10 rats, turn in quest, ding, level up—that loop.

如果你把它想象成一个循环,比如接受任务、杀死 10 只老鼠、交任务、叮叮、升级——就是这个循环。

Like, how do you fine-tune that so it’s maximum fun or fun for the maximum number of people?

比如,你如何对其进行微调,以便为最多的人带来最大的乐趣或乐趣?

Is it…

难道是……

How- how difficult is that?

这有多难?

Jeff Kaplan2:01:03

It’s extremely difficult.

这是非常困难的。

2:01:03 And not everybody’s good at doing that.

并不是每个人都擅长这样做。

We all, to some degree, lack the self-awareness of how we tick.

在某种程度上,我们所有人都缺乏对自己如何行事的自我意识。

So we’re all different types of gamers, but if you ask me to describe the type of gamer I am, I might actually be giving more of a picture of the type of gamer I wish I was or the type of gamer I want you to think I am versus the type of gamer I actually am.

所以我们都是不同类型的游戏玩家,但如果你让我描述一下我属于哪种类型的游戏玩家,我实际上可能会更多地描述我希望自己是哪种类型的游戏玩家,或者我希望你认为我是哪种类型的游戏玩家,而不是我实际上是什么类型的游戏玩家。

2:01:34 By playing lots of games, you cannot be an exceptional game designer without playing the shit out of as much as you can and understanding on a deep level.

通过玩大量游戏,如果不尽可能多地玩游戏并深入理解,你就不可能成为一名出色的游戏设计师。

And the weirdest part about it is you’re not just looking for the greatest hits.

最奇怪的是你不只是在寻找最热门的歌曲。

You learn just as much from a shitty game that you do from an amazing game.

你从一个糟糕的游戏中学到的东西和你从一个很棒的游戏中学到的东西一样多。

And also—like, a lousy game can have a great system that was tuned wrong, or lacked the correct interface, or they didn’t put the right visceral polish on it.

而且,一款糟糕的游戏可能有一个出色的系统,但调校错误,或者缺乏正确的界面,或者他们没有对其进行正确的内在打磨。

There’s an executional aspect to all of it.

所有这一切都涉及到执行方面。

When I’m playing, I’m not only, like, thinking about what makes this fun, I’m thinking about what makes this not fun.

当我玩的时候,我不仅在思考是什么让这件事变得有趣,我也在思考是什么让这件事变得不有趣。

But I’m also watching everyone around me.

但我也在观察我周围的每个人。

My wife plays games, my kids play games.

我的妻子玩游戏,我的孩子也玩游戏。

2:02:35 And understanding, like, well, what do they do and how are they different to me?

并理解,比如,他们是做什么的,他们与我有什么不同?

Why are they finding enjoyment in this?

为什么他们能从中找到乐趣呢?

Why are they not?

为什么他们不呢?

What’s frustrating?

有什么令人沮丧的?

What did they miss?

他们错过了什么?

Lex Fridman2:02:46

And being raw honest with exactly what you’re saying.

并且诚实地表达你所说的话。

2:02:46 I mean, if I were to analyze the kind of gamer I am, why do I enjoy Cow Level?

我的意思是,如果我要分析一下我是哪类游戏玩家,为什么我喜欢 Cow Level?

And why, above that, why do I enjoy loot?

除此之外,为什么我喜欢战利品?

Why is loot so fun?

为什么掠夺如此有趣?

Like, what is it about opening a chest and getting a bunch of stuff?

就像,打开箱子并得到一堆东西是什么意思?

I mean, that might be like at the core of what I enjoy about gaming.

我的意思是,这可能是我喜欢游戏的核心。

That, and walking around a beautiful world with nice music.

那,伴随着美妙的音乐漫步在美丽的世界里。

Jeff Kaplan2:03:16

As a game designer, I am, at best, a quack psychologist.

作为一名游戏设计师,我充其量只是一名庸医心理学家。

2:03:16 You know?

你知道?

We can motivate you to do some weird things.

我们可以激励你做一些奇怪的事情。

The two driving motivators are extrinsic and intrinsic.

两种驱动因素是外在的和内在的。

And all of us, at different times in our lives, in our gaming careers, whatever, we can shift from being intrinsically motivated to being extrinsically motivated.

我们所有人,在我们生命中的不同时期,在我们的游戏职业生涯中,无论如何,我们都可以从内在动机转变为外在动机。

Obviously, loot is a big extrinsic motivation, but even saying that is too simplistic.

显然,掠夺是一个很大的外在动机,但即使这么说也太简单了。

Like, for example, on the loot boxes of Overwatch, there’s a masterfully designed system that was designed by a game designer, not by a businessperson or whatever.

例如,在《守望先锋》的战利品箱上,有一个精心设计的系统,是由游戏设计师设计的,而不是由商人或其他什么人设计的。

Like, not a commercial person.

就像,不是一个商业人士。

But beyond that, we also had a really good team who said the visceral opening of the box, the sound it makes-

但除此之外,我们还有一支非常优秀的团队,他们说盒子的发自内心的打开,它发出的声音——

2:04:19 …

……

the graphics, like the way things spill out and animate, all of that is as satisfying as well.

图形,比如事物溢出和动画的方式,所有这些也同样令人满意。

And you’re trying to…

而你正在尝试……

Like, there’s the lizard brain part of it.

就像,其中有蜥蜴脑的一部分。

Of like, how does it…

比如,它是如何...

Like, I see chest.

就像,我看到胸部。

I know I’m gonna…

我知道我会……

It’s gonna feel good.

感觉会很好。

It’s gonna feel good.

感觉会很好。

And then there’s the spreadsheety part of it.

然后是电子表格部分。

Of, what does it have?

其中,它有什么?

Is it an upgrade?

是升级版吗?

And I think great game designers know how to tap into both of those things.

我认为优秀的游戏设计师知道如何利用这两点。

2:04:49 You know, tap into the intrinsic and extrinsic.

你知道,挖掘内在和外在。

There’s…

有……

Like, when I was studying writing, you would study the elements of fiction.

就像,当我学习写作时,你会研究小说的元素。

And, you know, these are just like basic things like plot and character development and setting and theme and whatever.

而且,你知道,这些就像情节、角色发展、背景、主题等等基本的东西。

And there’s no, like, textbook that exists for game design, at least none that has been introduced to me yet.

而且还没有关于游戏设计的教科书,至少还没有向我介绍过。

But I think about, like, elements of fun.

但我会考虑一些有趣的元素。

2:05:19 What are the things that create fun for players?

哪些东西可以给玩家带来乐趣?

And they’re not the same.

而且它们不一样。

Like, it really…

比如说,它真的……

Every human being is different.

每个人都是不同的。

Like, progression is fun.

就像,进步很有趣。

Sense of progression that I’m investing.

我正在投资的进步感。

I’m putting an investment into this game, and then the game is recognizing my investment.

我在这个游戏中投入了投资,然后游戏就会认可我的投资。

That things like leveling, things like the amount of gold you have, those are all investment based.

像升级,像你拥有的金币数量之类的东西,这些都是基于投资的。

There’s mastery.

有精通。

There’s just pure raw skill.

只有纯粹的原始技能。

Creativity is one.

创造力就是其中之一。

And hand-in-hand with creativity is customization.

与创造力齐头并进的是定制。

And some of those can be aesthetic.

其中一些可能是美观的。

Like, look at my customized character, and I have the black curly hair, and I put an earring in my character and I’m customizing in that way.

就像,看看我定制的角色,我有一头黑色的卷发,我在我的角色中戴上了耳环,我就是以这种方式定制的。

The other is customizing my build.

另一个是定制我的构建。

2:06:13 I’m gonna come up with a whirlwind barbarian and I’m the first to do it.

我要拿出一个旋风野蛮人,而且我是第一个这么做的。

These are all elements of fun that designers can tap into, and in fact are frequently tapping into.

这些都是设计师可以利用并且实际上经常利用的有趣元素。

But they’re never defined anywhere, and I find that players drift.

但它们从来没有在任何地方被定义过,而且我发现玩家会漂移。

Like, I’m the type of player who’s not really loot motivated.

就像,我是那种没有真正的战利品动机的玩家。

I’m more motivated by seeing the content the world has to offer.

看到世界提供的内容会让我更有动力。

And often that takes me on a detour of being loot motivated, because there might be a dragon or a demon somewhere that I can’t beat without this level of armor and sword.

这常常会让我陷入战利品动机的绕道,因为如果没有这种级别的盔甲和剑,我可能无法击败某处的龙或恶魔。

So now I’m loot motivated for some period of time, to get back to being content motivated.

所以现在我有一段时间有战利品的动机,想重新回到满足的动机。

2:07:05 Or if I’m having trouble defeating a boss, I might have to go back and look at the skills and abilities that my character’s using, and I have to go into creativity mode.

或者,如果我在击败老板时遇到困难,我可能必须回去查看我的角色使用的技能和能力,并且我必须进入创造力模式。

“Oh, he has that one AE where he…” Area of effect.

“哦,他有一个 AE,他……”效果范围。

“…where he puts a curse on me.” And, you know, “If I had this counterability to the curse, I could beat the boss to get the loot, to get to the next boss.” These are all cycles that are tapping into all those different elements of fun.

“……他对我下了咒语。”而且,你知道,“如果我对诅咒有这种抵抗力,我就可以击败老板以获得战利品,到达下一个老板。”这些都是利用所有不同乐趣元素的周期。

Lex Fridman2:07:36

And ultimately enjoying and discovering what the world gives you.

最终享受并发现世界给你的东西。

2:07:36 Has to offer to you.

必须提供给你。

And you’re…

而你是……

You have a lot of hats as a gamer, so you love the RPG/MMORPG world, but you’re also a big shooter guy.

作为一名游戏玩家,你身兼数职,所以你热爱 RPG/MMORPG 世界,但你也是一名射击游戏大佬。

Can you explain to me what fun in a shooter context is?

你能向我解释一下射击游戏的乐趣是什么吗?

And we’ll talk about Overwatch as a specific kind of fun.

我们将把《守望先锋》视为一种特殊的乐趣。

Maybe…

也许……

But you’re also a huge fan of the ultra-realistic shooters.

但您也是超现实射击游戏的忠实粉丝。

Call of Duty.

使命召唤。

What is the definition of fun there?

那里的乐趣的定义是什么?

Jeff Kaplan2:08:09

There’s a lot of skill and mastery.

有很多技巧和掌握。

2:08:09 Off the cuff, flippant comment would be clicking heads, you know?

即兴发表的轻率评论会引起轰动,你知道吗?

I’m just trying to click heads.

我只是想点击一下头像。

Lex Fridman2:08:18

Okay.

好的。

Jeff Kaplan2:08:19

There’s an intimacy also to the first person camera.

第一人称镜头也有一种亲密感。

2:08:19 And now, not all shooters are first person.

现在,并非所有射击游戏都是第一人称。

There is a large trend these days to third person.

现在有一个很大的趋势是第三人称。

I really think PUBG and Fortnite sort of opened that third person shooter door.

我真的认为《PUBG》和《堡垒之夜》打开了第三人称射击游戏的大门。

And you’re seeing games like ARC Raiders are third person.

你会看到像 ARC Raiders 这样的游戏是第三人称的。

But to me, nothing is as pure as first person.

但对我来说,没有什么比第一人称更纯粹了。

Like you’re- …

就像你是——……

literally living in the world as that being.

从字面上看,作为那个存在而生活在世界上。

You can look at your hands, and it’s that pure visceral test of skill of, “Can you click on the thing fast enough?” And when it’s PvP based, you know that’s coming at you.

你可以看看你的手,这是纯粹的本能技能测试,“你能足够快地点击那个东西吗?”当它是基于 PvP 的时候,你就知道它会向你袭来。

Lex Fridman2:09:05

Could you lay out for people who don’t necessarily know what PvP and PvE is?

你能为那些不一定知道什么是 PvP 和 PvE 的人介绍一下吗?

2:09:05 And single player-

还有单人游戏——

Jeff Kaplan2:09:11

Absolutely.

绝对的。

Lex Fridman2:09:11

…

……

2:09:11 multiplayer, massively online multiplayer?

多人游戏,大型在线多人游戏?

Jeff Kaplan2:09:14

So PvP is player versus player.

所以 PvP 是玩家对玩家。

2:09:14 So that means a combative, you know…

所以这意味着好斗,你知道……

If Lex and I are up against each other, we’re attacking each other.

如果莱克斯和我互相对抗,我们就是在互相攻击。

We call that PvP.

我们称之为 PvP。

You can get killed by another player.

你可能会被其他玩家杀死。

Player versus environment is anytime you’re shooting computer-controlled opponents.

玩家与环境的对抗是指您向计算机控制的对手射击的任何时候。

So if it’s a game about dragons, the dragon is the E, the environment in PvE.

所以如果是一个关于龙的游戏,龙就是E,PvE中的环境。

Lex Fridman2:09:41

And we should say that PvP and PvE, the P might be multiple players.

而且我们应该说PvP和PvE中,P可能是多个玩家。

2:09:41 It could be five versus five, six versus six for PvP.

PvP 可能是五对五、六对六。

And for PvE, it could be, like, raids where it’s multiple people, large groups of people going against the AI.

对于 PvE 来说,可能是多人、一大群人对抗人工智能的突袭。

Jeff Kaplan2:09:59

Yep.

是的。

2:09:59 So single player, that’s a game that you play totally by yourself.

所以单人游戏,这是一款完全由你自己玩的游戏。

Like, you don’t play with anybody else.

就像,你不和其他人一起玩。

You can’t play with anybody else.

你不能和其他人一起玩。

It’s not networked to play with other people.

它没有联网与其他人一起玩。

For example, I’m playing a game called Story of Seasons right now on the Switch, which I just play by myself.

例如,我现在在 Switch 上玩一款名为《Story of Seasons》的游戏,我只是自己玩。

I have my farm.

我有我的农场。

You know, there’s a town.

你知道,有一个小镇。

I’m meeting people in the town, and no one can come and join me and interact with that.

我正在镇上与人们见面,但没有人可以过来加入我并与之互动。

So it’s a very controlled experience.

所以这是一种非常受控的体验。

Single player games are very difficult, or they can be very difficult and expensive in terms of production to create.

单人游戏非常困难,或者在制作方面可能非常困难且昂贵。

Like, if you think of a game, like Uncharted or Last of Us that’s made by Naughty Dog, like, those are kind of the preeminent best single player games you could talk about.

就像,如果你想到一款游戏,比如顽皮狗制作的《神秘海域》或《最后生还者》,那么这些都是你可以谈论的最出色的单人游戏。

2:10:53 They’re very handcrafted.

它们非常手工制作。

Every experience is made just for you.

每一次体验都是专为您打造的。

One up from that is what I call co-op.

其中之一就是我所说的合作社。

And these terms become interchangeable, so I’m using some semantics here.

这些术语可以互换,所以我在这里使用一些语义。

But co-op is any cooperative experience that we can play together, but we’re sharing an exact same experience very intentionally.

但合作游戏是指我们可以一起玩的任何合作体验,但我们非常有意地分享完全相同的体验。

And it’s me sharing that experience only with other people that I know.

我只与我认识的其他人分享这种经历。

So a great example of a cooperative game, maybe one of the best of all time, was Left 4 Dead, which is a game where you and three other people go in and you fight, like, hordes of zombies, and you try to progress through to the end safe room.

因此,《Left 4 Dead》就是合作游戏的一个很好的例子,也许是有史以来最好的游戏之一,在这款游戏中,你和另外三个人一起战斗,就像一群僵尸一样,然后你试图进入最后的安全室。

It’s a very cooperative experience.

这是一次非常合作的经历。

A game like Diablo IV, you can play cooperatively with other people.

像《暗黑破坏神 IV》这样的游戏,你可以与其他人合作玩。

2:11:52 Now, one up from that is multiplayer, and that’s when you’re engaging with strangers who are in the same world that you might not have the same cooperative goals as.

现在,其中之一是多人游戏,那就是当你与处于同一个世界的陌生人互动时,你可能没有相同的合作目标。

You might have very opposed goals to them.

你可能有与他们非常相反的目标。

You might PvP them, or they might just be random strangers that you pass in a town or city and never see again.

你可能会与他们进行 PvP,或者他们可能只是你在城镇或城市中随机经过但再也见不到的陌生人。

And then massively multiplayer, which is what the MMO online sort of stands for, massively multiplayer online game, that’s when you’re breaking into thousands of players.

然后是大型多人在线游戏,这就是 MMO 在线游戏的意思,大型多人在线游戏,也就是你要突破数千名玩家的时候。

And the worlds become really, really big at that point.

那时世界变得非常非常大。

Lex Fridman2:12:34

By the way, we should say that the co-op could be remote connection, but there’s also, what would you call it, couch co-op where you have two people.

顺便说一句,我们应该说合作​​社可以是远程连接,但也有,你会怎么称呼它,沙发合作社,你有两个人。

2:12:34 Some games are really designed well for the experience of two humans sitting together and playing the game together.

有些游戏确实是为两个人坐在一起玩游戏的体验而设计的。

Which is a really tricky thing to design for, but if it’s done well, it’s a…

设计起来确实很棘手,但如果做得好,那就是……

It’s a really fulfilling experience.

这是一次非常充实的经历。

Like, with a friend, with a loved one, you can, like, play a game together.

就像和朋友、和爱人一样,你们可以一起玩游戏。

And Diablo IV, I should say, is an example of a game that does that really well.

我应该说,《暗黑破坏神 IV》就是在这方面做得非常好的游戏的一个例子。

They do couch co-op.

他们做沙发合作社。

Like, two people can play Diablo sitting together and there’s a real intimate experience in that.

就像,两个人可以坐在一起玩《暗黑破坏神》,这是一种真正亲密的体验。

Jeff Kaplan2:13:13

Yeah, couch co-op—it’s funny, ’cause it actually, like, predates the couch even.

是的,沙发合作社——这很有趣,因为它实际上甚至早于沙发。

2:13:13 Some of those old arcade games- …

一些古老的街机游戏 - ...

like, would have two joysticks on them and then you could play- …

就像,上面有两个操纵杆,然后你就可以玩——……

with somebody else.

与其他人。

Or there’s, you know, the famous game Gauntlet—

或者,你知道,著名的游戏《Gauntlet》——

2:13:27 …

……

had four joysticks and four people playing together.

有四个操纵杆和四个人一起玩。

And then anybody who grew up in that early console era, like, you know, NES, Sega Genesis was a legendary one.

然后,任何在早期游戏机时代(例如 NES、Sega Genesis)长大的人都是传奇人物。

We would sit and we’d play NHL 93- …

我们会坐下来打 NHL 93——……

on the couch.

在沙发上。

And anybody who lost, you’d lose the controller.

任何人如果输了,你就会失去控制器。

And you could play that with up to four people playing, or we…

你最多可以和四个人一起玩,或者我们……

I remember one of the big games that came out was Mortal Kombat.

我记得推出的一款大型游戏是《真人快打》。

And we would play Mortal Kombat on the Sega Genesis, and it was the house rules were, you know, whoever lost, so whether you were in your college dorm or just some buddy’s apartment and there’s five people there, you’re constantly cycling everybody in and out.

我们会在世嘉创世纪上玩《真人快打》,你知道,无论谁输了,房子的规则都是这样,所以无论你是在大学宿舍还是在某个朋友的公寓里,那里有五个人,你都会不断地让每个人进出。

But there’s just a magic to multiplayer, of engaging and sharing in the experience-

但多人游戏有一个魔力,那就是参与和分享体验——

2:14:21 …

……

with other people.

与其他人。

That’s why I’ve always…

这就是为什么我一直……

I’ve never made a single-player game.

我从来没有制作过单人游戏。

Uh, I have great admiration for them.

呃,我对他们非常钦佩。

I don’t know if I could do it.

我不知道我是否能做到。

The challenge…

挑战……

The reason I love multiplayer so much, the way I describe being a game director or game designer on a multiplayer game, it’s like imagine if you were gonna be a movie director, and you were gonna have all these actors and set designers and props and, you know, writers and scripts and all of this stuff, and your goal was to get a certain movie made.

我如此喜欢多人游戏的原因,就像我在多人游戏中描述作为游戏导演或游戏设计师的方式一样,就像想象一下,如果你要成为一名电影导演,你将拥有所有这些演员、布景设计师和道具,还有编剧、剧本和所有这些东西,你的目标是制作一部特定的电影。

But we’re gonna ask you, the director, to just…

但我们要请你,导演,只是……

You’re gonna leave the room.

你要离开房间。

You can set it all up ahead of time, and then you’re not allowed to be there or talk to anybody involved in it.

你可以提前把一切都安排好,然后你就不能在那里或与任何参与其中的人交谈。

2:15:16 And now you need the actors to have an experience, and it’s just kind of the wildest, funnest experiment.

现在你需要演员来体验,这只是一种最疯狂、最有趣的实验。

Like-

就像-

Lex Fridman2:15:24

From a designer/creator perspective, ’cause you don’t know what the players will create, so that’s fun to see.

从设计师/创作者的角度来看,因为你不知道玩家会创造什么,所以这很有趣。

2:15:24 You, you, you lay out the chessboard, you lay out the world, and then you get to watch what they create together.

你,你,你布置棋盘,你布置世界,然后你就可以看到他们一起创造了什么。

That’s true.

这是真的。

Jeff Kaplan2:15:38

I struggle because sometimes people call me the anti-story guy in games, and that really hurts me because, like, I actually love story in games, and I counter that I’m the anti-shitty story guy.

我很挣扎,因为有时人们称我为游戏中的反故事人物,这真的很伤害我,因为,就像,我实际上喜欢游戏中的故事,而我反驳说我是反垃圾故事的人。

2:15:38 And what I mean by that is like, A, the most magical stories that I’ve ever heard come out of video games are player stories about, you know, the time I gave Barfa a potion and then I met him in real life.

我的意思是,A,我听过的电子游戏中最神奇的故事都是关于玩家的故事,你知道,有一次我给了 Barfa 一剂药水,然后我在现实生活中遇到了他。

Like, that’s better than any video game writing that I’ve heard in a long while.

就像,这比我很长一段时间以来听到的任何电子游戏写作都要好。

The player story is so much more interesting.

玩家的故事要有趣得多。

You know?

你知道?

“Lex, why do you like the cow level so much?” “Tell me about some goofy time-” “…

“Lex,你为什么这么喜欢奶牛关卡?” “告诉我一些愚蠢的时光——”“……

like a loot goblin drew you into the most danger.”

就像一个掠夺的妖精把你带入了最危险的境地。”

2:16:33 “And…

“还有……

But there was another player there, and then…” You know, like, those are the stories that I think are more interesting from games.

但那里还有另一个玩家,然后……”你知道,我认为这些是游戏中更有趣的故事。

There are some exceptional writers in video games and some exceptional games at story.

在电子游戏领域有一些杰出的作家,在故事方面也有一些杰出的游戏作家。

You know, I’ve mentioned Naughty Dog, like they’re kind of on another level.

你知道,我提到过顽皮狗,就像他们在另一个层面上一样。

But Valve has amazing writing.

但 Valve 的文笔很棒。

The writing behind Half-Life 2, Marc Laidlaw; the writing behind Portal- …

《半条命 2》的幕后编剧,Marc Laidlaw; Portal 背后的写作——……

and Portal 2.

和传送门 2。

I think it was Erik Wolpaw, who is hilarious, just amazing, and Rockstar.

我认为是埃里克·沃尔帕(Erik Wolpaw),他很搞笑,很棒,而且是摇滚明星。

2:17:14 Red Dead Redemption 2 is one of my favorite games of all time, and that’s a game where you can see the expertise and mastery of the game design and the narrative design, and the fact that you can have those player stories of just the goofy shit.

《荒野大镖客:救赎 2》是我一直以来最喜欢的游戏之一,在这款游戏中,你可以看到游戏设计和叙事设计的专业知识和掌握程度,而且你可以看到那些愚蠢的玩家故事。

Like, I remember…

就像,我记得……

‘Cause the controls are a little awkward in Red Dead for a PC player who’s playing on console.

因为对于在主机上玩游戏的 PC 玩家来说,Red Dead 中的控制有点尴尬。

Like, I always get confused about, like, taking out my gun and putting it away, and what’s, you know, the L1 and L2.

就像,我总是对拿出枪并把它收起来感到困惑,你知道,L1 和 L2 是什么。

2:17:52 Like, as a PC gamer, I’m just like, “Let me bind this stuff to where I want it.” And so like, you know, a guy in town rides by and he’s like, “Howdy, partner.” And I go to, like, give him the Arthur Morgan, you know, “Hey, what’s up?” back, and I just whip out my sawed-off shotgun and, like, blow his fucking head off.

就像,作为一名电脑游戏玩家,我就像,“让我把这些东西绑定到我想要的地方。”就像,你知道,镇上的一个人骑车经过,他就像,“你好,伙伴。”我会去,比如,给他亚瑟·摩根,你知道,“嘿,怎么了?”回来,我就掏出我的短猎枪,就像,把他妈的头炸掉一样。

And then the whole town is like…

然后整个小镇就像……

Suddenly I’m, like, under…

突然间,我就像在……之下……

I’m wanted and I’m being chased, and then there’s a train that, like, takes out the posse, and-

我被通缉,被追捕,然后有一列火车,就像,干掉了这群人,然后——

Lex Fridman2:18:21

Yes.

是的。

Jeff Kaplan2:18:21

It’s like those stories, and the fact that Red Dead can have, you know, this, like, touching, heartbreaking story of Arthur Morgan and his journey, but you can also have, you know, the player story of blowing off the poor guy that’s just trying to-

就像那些故事一样,事实上《荒野大镖客》可以拥有亚瑟·摩根和他的旅程的感人至深、令人心碎的故事,但你也可以拥有玩家的故事,讲述那个可怜的家伙只是想——

Lex Fridman2:18:34

And that’s the combination.

这就是组合。

2:18:34 And then Rockstar does a really good job with, you know, even in Grand Theft Auto with the radio.

即使在《侠盗猎车手》中,Rockstar 的收音机也做得非常出色。

It can be kind of a side aspect to the game; that great writing there can create—help create the world— …

它可以是游戏的一个侧面;伟大的写作可以创造——帮助创造世界——……

with humor, with color, with depth, with heartbreak, all that kind of stuff.

有幽默,有色彩,有深度,有心碎,所有这些东西。

Jeff Kaplan2:18:53

There was a moment in Red Dead where it…

《荒野大镖客》中有一个时刻……

2:18:53 There’s the Daniel Lanois song— …”That’s the Way It Is”.

丹尼尔·拉诺瓦 (Daniel Lanois) 的歌曲——……“就是这样”。

I just…

我只是……

I love Daniel Lanois, so the fact that somehow Rockstar landed him and like, was able to get that song out of him.

我喜欢 Daniel Lanois,所以事实上 Rockstar 不知何故找到了他,并且能够从他那里得到那首歌。

And there’s this moment where you’re, like, riding back and they start that song, and- Everything up to then had been gorgeous, like, more of a score.

就在这个时刻,你就像,骑马回来,他们开始那首歌,然后-到那时的一切都很华丽,就像,更像是一个乐谱。

There’s Woody Jackson, who’s, like, a really amazing game composer.

伍迪·杰克逊(Woody Jackson)是一位非常出色的游戏作曲家。

He had done the score for that, and so nothing had been, like, lyrical with words.

他已经为此完成了配乐,所以没有任何东西像抒情的文字一样。

And then they play the Daniel Lanois song, and there’s, like, the quotes are coming back—

然后他们播放 Daniel Lanois 的歌曲,就像,台词又回来了——

2:19:41 …

……

from, like, Dutch and Arthur Morgan, and I’m just like, “Goddam, this is, like…

来自达奇和阿瑟·摩根,我就想,“天哪,这就像……

This is art.” You know, this is like—I know it’s supposed to be entertainment, I know it’s a business, but the top of the pyramid is art, and- …

这就是艺术。”你知道,这就像——我知道它应该是娱乐,我知道这是一项生意,但金字塔的顶端是艺术,而且——……

it just hit me emotionally.

这让我深受感动。

Lex Fridman2:19:58

Yeah, there’s certain games where, you know…

是的,有些游戏,你知道……

2:19:58 I mean, that moment, you just imagine the number of people who shed a tear during that moment, and that’s just a reflection of how much you’re invested into this world, into these characters, and it’s a beautiful thing.

我的意思是,那一刻,你想象一下有多少人在那一刻流下了眼泪,这反映了你对这个世界、对这些角色的投入有多少,这是一件美丽的事情。

I have to ask you about this, this image that you sent me.

我必须问你这个问题,你发给我的这张图片。

It’s super cool, so I’d love it if we could nerd out about it a little bit, the zone flow for the original World of Warcraft.

这太酷了,所以如果我们能稍微研究一下原版《魔兽世界》的区域流程,我会很高兴的。

There’s a bunch of zones.

有很多区域。

It’d be awesome if you kinda talk through how, like, this world is built.

如果你能谈谈这个世界是如何构建的,那就太棒了。

Take me to that time when you were designing this, before anyone else got a chance to play it.

带我回到你设计这个游戏的时候,在其他人有机会玩它之前。

Jeff Kaplan2:20:35

All WoW stuff.

所有魔兽世界的东西。

2:20:35 It would start from that inspiration of Chris and the world.

这将从克里斯和世界的灵感开始。

And, you know, it was so fun hanging out with Chris because we had whiteboards all over the place, and, you know, “Hey, Chris, we should make Eastern Kingdoms.

而且,你知道,和克里斯一起出去玩非常有趣,因为我们到处都有白板,而且,你知道,“嘿,克里斯,我们应该制作东部王国。

What do you think it should be?” And he would just tell you the story of each of these as he’s just drawing.

你觉得应该是什么?”他会在画画时告诉你每一个的故事。

And Chris is a really talented artist, so the map would be gorgeous.

克里斯是一位非常有才华的艺术家,所以这张地图将会非常华丽。

I have lots of, like, photographs of Chris maps that he would just kind of whiteboard up.

我有很多克里斯地图的照片,他会把它们贴在白板上。

He’s like, you know, “Here’s the Dwarven Lands, there’s Wetlands with Khaz Modan up there, and that’s where this, you know, tribe of dwarves were from.” And then they, you know, humans are going to be down with Elwynn Forest.

他就像,你知道,“这里是矮人之地,那里是卡兹莫丹的湿地,而这就是这个矮人部落的起源地。”然后他们,你知道,人类将会毁灭艾尔文森林。

2:21:25 And then Westfall, there’s, you know, this group called the Defias Brotherhood and they have a place called Deadmines.” So I would talk to Chris because you want to capture the spirit, like, as a game designer, you want to capture the experience that’s in people’s heads.

然后是西部荒野,你知道,这个组织叫做迪菲亚兄弟会,他们有一个叫做死亡矿井的地方。”所以我会和克里斯谈谈,因为你想要捕捉精神,就像作为一名游戏设计师,你想要捕捉人们头脑中的体验。

So, like, take Burning Steppes, for example.

以燃烧平原为例。

Supposed to be one of the scariest places with lava and dragons and, you know, all this kind of stuff.

应该是最可怕的地方之一,有熔岩和龙,还有,你知道的,所有这些东西。

That doesn’t feel like where you want to start.

这感觉不像你想开始的地方。

It feels like where you want to end, so you kind of work the world flow in a way that puts that at the end.

感觉就像你想要结束的地方,所以你以一种将其结束的方式来处理世界的流动。

But there was also kind of some magic to the original starting areas, where we gave the dwarves and the humans a free flight path between…

但最初的起始区域也有一些魔力,我们为矮人和人类提供了一条在……之间自由飞行的路径。

The dwarf hometown was called Ironforge, the human hometown was called Stormwind.

矮人的家乡叫铁炉堡,人类的家乡叫暴风城。

2:22:23 And we allowed you to fly for free.

我们允许您免费飞行。

So, like, these little newbies who were, you know, level five or something, if you played a dwarf and I played a human, I’m like, “Oh, Lex, don’t worry, I’ll come.

所以,就像这些小新手,你知道,五级什么的,如果你扮演一个矮人,而我扮演一个人类,我会说,“哦,莱克斯,别担心,我会来的。

You know, I’ll come to Ironforge and we’ll hook up and I’ll just fly out to you,” which is the magic of World of Warcraft.

你知道,我会来到铁炉堡,我们会联系,然后我会飞去找你,”这就是魔兽世界的魔力。

You have to fly over Burning Steppes and Searing Gorge, and you look down and you’re like, “Holy shit, that looks scary and dangerous.” And it plants that seed of things to come.

你必须飞越燃烧平原和灼热峡谷,然后你往下看,你会想,“天哪,这看起来既可怕又危险。”它播下了未来事物的种子。

Lex Fridman2:22:56

So you’ve designed some incredible quests.

所以你设计了一些令人难以置信的任务。

2:22:56 Is there any that stand out that you’re proud of or ashamed of?

有没有什么让你感到自豪或感到羞耻的事情?

I mean, you famously have designed the Green Hills of Stranglethorn quest.

我的意思是,众所周知,你设计了荆棘谷青山任务。

One of the most infamous quests in the history of WoW, of gaming, where you had to collect a bunch of pages, or…

魔兽世界游戏史上最臭名昭著的任务之一,你必须收集一堆页面,或者……

Green Hills of Stranglethorn, maybe, can you comment on that one or any quest that just springs to mind?

荆棘谷的青山,也许,你能评论一下脑海中浮现的那个或任何一个任务吗?

Jeff Kaplan2:23:26

Green Hills of Stranglethorn holds a lot of emotional value for me because amongst WoW players back in the day, it was unanimously hated as one of the shittiest, most annoying quests.

《荆棘谷的青山》对我来说具有很大的情感价值,因为在当时的《魔兽世界》玩家中,它被一致认为是最糟糕、最烦人的任务之一。

2:23:26 But it holds a really special place in my heart.

但它在我心中占有非常特殊的位置。

First of all, it’s one of the few times that I just, like, wrote a short story that’s actually in the game.

首先,这是我为数不多的几次写了一个真正出现在游戏中的短篇故事之一。

It’s me paying homage to Hemingway, and the guy who gives you the quest, his name is Hemet Nesingwary, which is just me rearranging the letters of Hemingway.

是我向海明威致敬,给你任务的人,他的名字叫赫米特·奈辛瓦里,只是我重新排列了海明威的字母。

There’s another quest giver there that’s Kerouac’s name also mixed up.

还有另一个任务提供者,凯鲁亚克的名字也被搞混了。

And then it was the typical hubris of a junior game designer who thinks he’s clever but is actually a dipshit.

然后这是一个初级游戏设计师典型的傲慢态度,他认为自己很聪明,但实际上是个笨蛋。

That’s- That’s the Green Hills of Stranglethorn, like, summed up.

这就是——这就是《荆棘谷的青山》的总结。

2:24:29 So, like, I wrote the story over, like, it was, I think, winter break, like, everybody was gone and I just was so happy to be in the office, you know, I’m at Blizzard by myself writing late at night.

所以,就像,我把这个故事写了一遍,就像,我想,那是寒假,就像,每个人都走了,我很高兴能在办公室,你知道,我在暴雪独自在深夜写作。

And the whole idea, and this is, this is very much what I call ant farm designer, which is bad.

整个想法,这就是我所说的蚂蚁农场设计师,这很糟糕。

Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer.

也就是说,你知道,你是扮演上帝的游戏设计师,而玩家是你蚂蚁农场里的蚂蚁,你想看看他们会做什么,这不是成为一名优秀多人游戏设计师的正确方法。

But I hadn’t learned that yet, and there’s a really great famous Sid Meier quote where he says there’s three types of fun.

但我还没了解到这一点,席德·梅尔有一句非常著名的名言,他说世界上有三种乐趣。

Fun for the player, fun for the designer, and fun for the computer.

为玩家带来乐趣,为设计师带来乐趣,为计算机带来乐趣。

2:25:23 And we catch ourselves, we’re like, you know, we gotta be really care…

我们发现自己,我们就像,你知道,我们必须非常关心......

It has to be fun for the player, not fun for us.

它必须对玩家来说有趣,而不是对我们来说有趣。

So this Green Hills of Stranglethorn quest was like an ant farm design of, I’m gonna write this, honestly, probably pretty shitty story, I haven’t read it since 2003 so God only knows if it’s any good.

所以这个《荆棘谷的青山》任务就像一个蚂蚁农场的设计,我要写这个,老实说,可能是一个很糟糕的故事,我自 2003 年以来就没有读过它,所以只有上帝知道它是否有好处。

But I wrote the story and then I divided it up into all of these different pages.

但我写了这个故事,然后把它分成了所有这些不同的页面。

And the quest giver, Hemet Nesingwary, wants you to put together, like, the story’s like, he wrote this book, but then the pages got scattered across Stranglethorn Vale.

任务提供者赫米特·奈辛瓦里希望你把故事放在一起,就像他写了这本书,但后来这些书页散落在荆棘谷各地。

And some…

还有一些……

When you’re doing quest design, you’re really thinking about the player flow and you’re directing them from quest giver hubs out until these destinations, and you want them to do all the destinations.

当你进行任务设计时,你真正考虑的是玩家流程,你将他们从任务提供者中心引导到这些目的地,并且你希望他们完成所有目的地。

2:26:14 But sometimes we would do these bridging quests where you could do anything in the zone and it sort of had this overlap.

但有时我们会做这些桥接任务,你可以在该区域做任何事情,而且有点重叠。

And so the pages of Green Hills of Stranglethorn could be looted off of any creature anywhere in Stranglethorn Vale, and it was kind of like that McDonald’s Monopoly game where you have to have all the pieces or else you’re not gonna win.

因此,《荆棘谷青山》的书页可能会从荆棘谷任何地方的任何生物身上被掠夺,这有点像麦当劳的大富翁游戏,你必须拥有所有的棋子,否则你就不会赢。

But where I really went south, I don’t think the idea in a vacuum is horrible, but where this really fell apart was the interface of World of Warcraft wasn’t set up.

但我真正南辕北辙的地方,我不认为真空中的想法是可怕的,但真正失败的地方是《魔兽世界》的界面没有设置。

Like the pages didn’t stack, there wasn’t a dedicated container to put all the pages in, so players had very limited bag space.

就像页面不能堆叠一样,没有一个专用的容器来放置所有页面,因此玩家的包空间非常有限。

And as they’re fighting in Stranglethorn Vale, I’m just shitting up their inventory with all of these pages and they only needed so many.

当他们在荆棘谷战斗时,我只是用所有这些页面来破坏他们的库存,而他们只需要这么多。

2:27:14 Like you might get unlucky and you have like three page fives that are just junk in your inventory, and I might have like eight page sixes.

就像你可能不走运一样,你有大约三页五页的书,它们在你的库存中只是垃圾,而我可能有大约八页六页的书。

And then everybody…

然后大家……

And this was the goal, like the, the designer trying to puppeteer everybody.

这就是设计师的目标,就像设计师试图操纵每个人一样。

Everybody in Stranglethorn chat is like, “Hey, I’m looking for a page six.

荆棘谷聊天中的每个人都会说:“嘿,我在找第六页。

Anyone got a page three?” And that was like my fantasy as a designer of like, and then they’re gonna be social and meet each other, and players are gonna be appreciative for each other, but really all everybody did was just no…

有人有第三页吗?”这就像我作为设计师的幻想,然后他们会进行社交并互相认识,玩家会互相欣赏,但实际上每个人所做的只是不......

Eventually, no one did the quest.

最终,没有人完成这个任务。

They just were super annoyed, or they went to the Auction House.

他们只是非常恼火,或者他们去了拍卖行。

So the quest is famous in that it was so aggravating and annoying and it just became a way…

所以这个任务是出名的,因为它是如此令人烦恼和烦人,它只是成为一种方式……

2:28:06 It not only became a way for me to learn from my mistakes, but because I was very open with the fact that I didn’t think it was good and that the quest had failed, it opened the door for us at Blizzard to be critical of our own work.

这不仅成为我从错误中吸取教训的一种方式,而且因为我非常坦诚地承认我认为这不好并且任务失败了,所以它为我们暴雪批评我们自己的工作打开了大门。

Like it’s always easier if you’re the first one to go out and say, “Hey, guys, I think I made one of the shittiest quests in the game and here’s why.” And then it sort of challenged people to make better versions of it.

如果你是第一个出去说“嘿,伙计们,我想我做了游戏中最糟糕的任务之一,这就是原因”,事情总是会更容易。然后它有点挑战人们制作更好的版本。

Lex Fridman2:28:35

I mean, again, you continue to speak with so much humility.

我的意思是,你说话仍然非常谦虚。

2:28:35 But WoW turned out to be one of the biggest games of all time both in terms of popularity, how many players play it, revenue, and critical acclaim.

但事实证明,无论从受欢迎程度、玩家数量、收入还是评论界好评来看,《魔兽世界》都是有史以来最大的游戏之一。

And then you rose to become a game director of WoW helping release Wrath of the Lich King, which by many is considered to be the greatest expansion.

然后你成为了《魔兽世界》的游戏总监,帮助发布了《巫妖王之怒》,这被许多人认为是最伟大的资料片。

I mean, there’s a million questions I can ask here, but maybe this is also a good place to ask about the famous Blizzard polish.

我的意思是,我可以在这里问一百万个问题,但也许这也是询问著名的暴雪润色的好地方。

So Blizzard as a company has historically, and you were certainly a big part of that, delivered these games.

因此,暴雪作为一家公司,在历史上一直交付这些游戏,而你无疑是其中的重要组成部分。

2:29:18 They were just, got so many pieces right and well-functioning and well-coordinated, and just feel finished in a way that a lot of other games don’t get right.

他们只是,得到了这么多正确的部分,功能良好且协调良好,而且只是以一种许多其他游戏不正确的方式感觉完成了。

So what does it take to take this gigantic game, this game played by millions of people, loved by millions of people, and deliver it in a way where it’s like it all just works?

那么,怎样才能让这款巨大的游戏,这款被数百万人玩、被数百万人喜爱的游戏,以一种一切正常的方式交付呢?

Jeff Kaplan2:29:44

To have a level of polish is like a studio wide culture that has to be instilled in everybody, like no one can be satisfied with a bug.

拥有一定程度的打磨就像是一种工作室范围的文化,必须灌输给每个人,就像没有人会对一个错误感到满意一样。

2:29:44 Every game is gonna have bugs, and Blizzard games have bugs.

每个游戏都会有错误,暴雪的游戏也有错误。

It’s a question of, how quickly do you fix them and with what urgency?

问题是,你要多快修复它们,紧急程度如何?

And as players ourselves, if we’re playing as much as anybody else, we’re gonna be motivated to fix the bugs.

作为玩家自己,如果我们和其他人一样玩得更多,我们就会有动力去修复错误。

There are some really tactical aspects to it, too.

它也有一些真正的战术方面。

The quality assurance department at Blizzard is the best in the industry.

暴雪的质量保证部门是业内最好的。

Like the people who come and do QA at Blizzard, they are passionate gamers.

就像那些来暴雪做 QA 的人一样,他们都是热情的游戏玩家。

Many of them want to be developers themselves, and they’re not just doing it for a job.

他们中的许多人想自己成为开发人员,而他们这样做不仅仅是为了一份工作。

They do it because they fucking love the game.

他们这样做是因为他们非常喜欢这个游戏。

2:30:45 And the relationship we tried to develop between us on the development teams and QA was extremely tight.

我们试图在开发团队和 QA 之间建立非常紧密的关系。

And whenever possible, we also tried to sit as many QA members up with the development team as possible, depending on the logistics of…

只要有可能,我们还尝试让尽可能多的 QA 成员与开发团队坐在一起,具体取决于……的后勤工作。

You know, in the early days, we didn’t always have the space for all of QA to sit with us.

您知道,在早期,我们并不总是有足够的空间让所有 QA 人员坐在一起。

We were very fortunate on the Overwatch team to have a large amount of QA sitting with us, and then developing that relationship.

我们在《守望先锋》团队中非常幸运,有大量的 QA 与我们坐在一起,然后发展这种关系。

You know, in the early days there, there were these fears of like, “Well, QA can’t talk to the developers,” and trying to shatter that-

你知道,在早期,人们担心“嗯,QA 无法与开发人员交谈”,并试图打破这种恐惧 -

2:31:27 …

……

of, because some of our QA members knew the game so inside out, you would just say to ’em like, “Hey, dude.

因为我们的一些 QA 成员对这款游戏非常了解,所以你只需对他们说,“嘿,伙计。

Just message me anytime.

随时给我发消息即可。

Here’s my home number.

这是我家的电话号码。

Like, call me if there’s a bug.

比如,如果出现错误请给我打电话。

If you think we’re gonna get raked over the coals on this, you gotta speak up.

如果你认为我们会因此受到严厉批评,你就必须大声说出来。

I don’t care what the chain of command is.

我不在乎指挥系统是什么。

Like, we gotta fix this thing.” So QA was amazing.

就像,我们必须解决这个问题。”所以质量检查非常棒。

Lex Fridman2:31:52

I mean, so can you speak to QA, quality assurance?

我的意思是,你能和质量保证部门谈谈吗?

2:31:52 At the peak of the craft, what does it entail?

在工艺的顶峰,它意味着什么?

Like you’re basically experiencing the game and trying to figure out particular slices of that experience that could be improved?

就像您基本上正在体验游戏并试图找出可以改进的体验的特定部分?

Jeff Kaplan2:32:09

Yeah.

是的。

2:32:09 People simplify the role by just, “Oh, these guys just get to play games all day and then, like, let us know if there’s a bug.” They are so systematic in the way they test stuff.

人们通过简单地简化角色,“哦,这些人只是整天玩游戏,然后,如果有错误,请告诉我们。”他们测试东西的方式非常系统。

They come up with these plans that are actually amazing of, like, who’s gonna test what.

他们提出了这些实际上令人惊奇的计划,比如谁来测试什么。

There’s a lot of regression testing that goes on.

有很多回归测试正在进行。

Within QA there will also be compatibility testing.

在 QA 中还将进行兼容性测试。

The Blizzard compatibility department was amazing.

暴雪的兼容性部门非常棒。

Like, they had every card, every machine, every configuration, and they would roll through to make sure there wasn’t some quirk that was gonna come up on some video card or some motherboard that you weren’t expecting.

就像,他们拥有每张卡、每台机器、每一种配置,他们会进行滚动检查,以确保某些显卡或主板上不会出现您意想不到的怪癖。

But it was all very systematic.

但这一切都非常系统化。

It wasn’t just Wild West, let’s play the game.

这不仅仅是狂野西部,让我们玩游戏吧。

2:33:02 And then as a developer interacting with QA, you would find that there were certain specialists whether like, like for example, on Overwatch, there were a couple of players that…

然后,作为与 QA 互动的开发人员,您会发现有某些专家,例如在《守望先锋》中,有一些玩家……

Like, we all were shooter players when we were making Overwatch, but I’m not like esports level shooter player.

就像,当我们制作《守望先锋》时,我们都是射击玩家,但我不喜欢电子竞技级别的射击玩家。

I’m like, you know, Gen Xer, “Remember Doom, how good I was”- …

我就像,你知道,Xer 一代,“记住末日,我有多棒”——……

type of shooter player.

射手类型的玩家。

But we had, you know, a couple of these QA specialists who, like, they could just snipe from 100 meters out and hit the shot every time and tell us if there was a frame of input delay, you know?

但你知道,我们有几个 QA 专家,他们可以从 100 米外进行狙击,每次击中目标,然后告诉我们是否有一帧输入延迟,你知道吗?

And then you sit that person with an engineer and say, “Hey, I think there’s some input lag here.”

然后你让那个人与工程师坐在一起,说:“嘿,我认为这里存在一些输入滞后。”

Lex Fridman2:33:58

That’s amazing.

太棒了。

Jeff Kaplan2:33:59

And sure enough, they’d be right.

果然,他们是对的。

2:33:59 But you have to have that relationship where the devs trust QA.

但你必须与开发人员建立信任 QA 的关系。

Or just even on, like World of Warcraft, they had a great relationship with QA in that they built out a full raid team to do the raids.

或者甚至像《魔兽世界》一样,他们与 QA 有着很好的关系,因为他们建立了一个完整的团队来进行突袭。

And then you’re not only, like, looking for bugs, like, “Hey, the dragon was supposed to fly and instead it just, like, sunk through the world and the game crashed,” which would happen.

然后你不仅会寻找错误,比如“嘿,龙应该会飞,但它只是沉入了世界,游戏崩溃了”,这种情况就会发生。

But, like, if you really value QA, you’re asking them, “What do you…

但是,如果你真的重视 QA,你就会问他们,“你……

Dude, what do you think?

老兄,你觉得怎么样?

You’re…” You know?

你是……”你知道吗?

Like, “10 million people are gonna see this.

就像,“1000 万人会看到这个。

Your opinion, multiply it, you know?

你的意见,乘以,你知道吗?

It matters.

这很重要。

What do you think?

你觉得怎么样?

You know?

你知道吗?

Are you having fun?

你玩得开心吗?

Oh, yeah, this is cool.

哦,是的,这很酷。

This isn’t cool.” So QA was important.

这不酷。”所以质量检查很重要。

2:34:48 The other thing that was important is the Blizzard engineering, which you have to architect your game to be hotfixable.

另一件重要的事情是暴雪工程,你必须将你的游戏设计为可热修复。

2:34:58 And what a hotfix is, games, there’s a couple ways to fix ’em.

什么是修补程序,对于游戏,有几种方法可以修复它们。

The way most of us know, ’cause all the software we have gets a patch, you know?

我们大多数人都知道,因为我们拥有的所有软件都有补丁,你知道吗?

You have to update it.

你必须更新它。

You have to download a new version of it.

您必须下载它的新版本。

Windows, you know, you get that annoying message, like, “There’s a new version of Windows.” And it takes, you know, a few minutes and you update it.

Windows,您知道,您会收到烦人的消息,例如“Windows 有新版本”。你知道,你需要几分钟的时间才能更新它。

You know, obviously, we patch our games and that’s where we fix a lot of bugs, but if you really wanna run a game like Overwatch or World of Warcraft successfully, you need master level engineers who have architected the client and server in such a way that you can hotfix the game on a dime.

你知道,很明显,我们会修补游戏,这就是我们修复很多错误的地方,但如果你真的想成功运行《守望先锋》或《魔兽世界》这样的游戏,你需要大师级工程师,他们构建了客户端和服务器,以便你可以立即修复游戏。

And what a hotfix is, is a server patch that no one’s client has to go down for.

修补程序是指任何人的客户端都不必停机的服务器补丁。

Lex Fridman2:35:44

Mm-hmm.

嗯嗯。

2:35:44 That’s because you’re dealing with a huge number of players and you discover an issue and you want to respond to that issue really quickly.

这是因为您正在与大量玩家打交道,并且您发现了一个问题,并且您希望快速响应该问题。

Jeff Kaplan2:35:51

Yeah.

是的。

2:35:51 There’s emergency issues like something’s crashing.

存在诸如崩溃之类的紧急问题。

Like, the worst case scenario is anytime the server’s crashing.

就像,最糟糕的情况是服务器崩溃的任何时候。

Or in Overwatch, like, a really catastrophic bug would be something where you have to disable a hero.

或者在《守望先锋》中,一个真正灾难性的错误就是你必须禁用英雄。

Like, someone found an exploit and you have to disable a hero from the lineup.

就像,有人发现了一个漏洞,你必须从阵容中禁用一个英雄。

You want to turn around that hotfix if you can in a half an hour, get that hero back live.

如果你能在半小时内让那个英雄重新上线,你就想扭转这个修补程序。

You might have somebody who only plays that hero, and the only reason they’re gonna play Overwatch is because that hero’s active.

你可能会有人只玩那个英雄,他们玩《守望先锋》的唯一原因是因为那个英雄很活跃。

You don’t want to wait for patches and you want to hotfix- …

您不想等待补丁并且想要修补 - ...

as fast as you can.

尽可能快。

Lex Fridman2:36:32

And then also to improve the game quickly to just even settle stuff to do that.

然后还要快速改进游戏,甚至解决一些问题来做到这一点。

Jeff Kaplan2:36:36

Yeah.

是的。

2:36:36 Players feel it.

玩家感受一下。

Like, they…

就像,他们……

That’s where there’s this idea of, like, the love and the craftsmanship of the developer that you can feel.

这就是你可以感受到的开发商的爱和工艺。

Like, any product, you know your iPhone or Android or, like, any computer or consumer product, you can feel when there are people who loved it behind it and aren’t just putting it out on a shelf.

就像任何产品一样,你知道你的 iPhone 或 Android,或者任何电脑或消费产品,你可以感觉到有人喜欢它,而不仅仅是把它放在货架上。

And games have that as well, where you can feel the heart and soul of the developer in the thing.

游戏也有这一点,你可以在游戏中感受到开发者的真心和灵魂。

And some of that’s, like, the joy and delight of, like, that there’s a Cow Level, right?

其中一些是,比如,有一个奶牛级别的喜悦和喜悦,对吧?

That that’s…

那就是……

You know, you can feel the humanity of the development team-

你知道,你能感受到开发团队的人性——

2:37:25 …

……

through that.

通过那。

But another part of that is, like, do they clean up their fucking yard, you know?

但另一部分是,比如,他们清理他们他妈的院子吗,你知道吗?

Does this game work?

这游戏能玩吗?

Is it…

难道是……

And it’s not just the bugs and the crashes.

这不仅仅是错误和崩溃。

It’s, like, when balance gets wacky and stupid and, you know, suddenly everybody’s a Barbarian and whirlwinding and no one else will play anything else.

就像,当平衡变得古怪和愚蠢时,你知道,突然每个人都变成了野蛮人和旋风,没有其他人会玩其他任何东西。

You’re like, “We should probably fix that,” you know?

你会说,“我们应该解决这个问题”,你知道吗?

Lex Fridman2:37:50

Oh, those were the days.

哦,那些日子。

2:37:50 I sadly was the Barbarian Whirlwind guy.

可悲的是我是野蛮人旋风人。

Jeff Kaplan2:37:54

One-handed.

单手。

Lex Fridman2:37:56

It was…

这是……

2:37:56 Yeah, it brought so much joy.

是的,它带来了很多快乐。

So a lot of people modern day think of you as Jeff from the Overwatch team.

所以现在很多人都认为你是《守望先锋》团队的杰夫。

Jeff Kaplan2:38:05

My name is Jeff from the Overwatch team.

我叫杰夫,来自《守望先锋》团队。

2:38:05 I’m Jeff from the Overwatch team.

我是《守望先锋》团队的杰夫。

I’m Jeff from the Overwatch team.

我是《守望先锋》团队的杰夫。

Lex Fridman2:38:12

But y’all must have forgot, you were the game director of WoW in an era when WoW was one of the biggest games in the world.

但你们一定忘记了,在《魔兽世界》是世界上最大的游戏之一的时代,您是《魔兽世界》的游戏总监。

2:38:12 Just, you know, looking back, what wisdom can you draw from that time when you got to experience this era of gaming that changed gaming forever, where it’s millions of people playing this video game?

只是,你知道,回顾过去,当你经历了这个永远改变了游戏的游戏时代,有数百万人在玩这个视频游戏时,你能从那个时代中汲取什么智慧?

Jeff Kaplan2:38:37

It was my first game I worked on, and I joined it as this entry level dude.

这是我制作的第一款游戏,我以入门级的身份加入了它。

2:38:37 I still have my offer letter from Blizzard, which was for 35K a year.

我还保留着暴雪的录取通知书,年薪 35K。

2:38:50 You know, that’s what I was making.

你知道,这就是我正在做的。

And very shortly after WoW shipped, you know, Allen left as lead before the beta, or like right around the beta, and then Rob took over as the lead designer, and then he left the team very shortly after WoW shipped to go start StarCraft II.

在《魔兽世界》发布后不久,你知道,艾伦在测试版之前离开了团队,或者像测试版一样,然后罗布接任首席设计师,然后他在《魔兽世界》发布后不久离开了团队,开始了《星际争霸 II》。

And he put myself and Tom Chilton in charge.

他让我和汤姆·奇尔顿负责。

Tom is a designer who…

汤姆是一位设计师……

He was a great partner of mine and a great leader and he actually came from Ultima Online.

他是我的一位伟大的合作伙伴,也是一位伟大的领导者,他实际上来自《网络创世纪》。

And so I always looked up to Tom because he had a lot more experience than I did.

所以我总是尊敬汤姆,因为他比我有更多的经验。

And this is like early 2005, the world was on fire, the servers were barely running…

这就像 2005 年初,世界着火了,服务器几乎无法运行……

WoW was just, had taken off like gangbusters, and they basically put me and Tom in charge of WoW.

《魔兽世界》的发展非常迅猛,他们基本上让我和汤姆负责《魔兽世界》。

And at the time they promoted me, my title…

当他们提升我时,我的头衔......

2:40:00 I didn’t even have a lead title, my title was Senior Game Designer.

我什至没有首席头衔,我的头衔是高级游戏设计师。

And Tom and I were running the design of WoW at that time.

当时我和汤姆正在负责《魔兽世界》的设计。

So I thought it was totally normal, and I thought what we were experiencing with WoW was just normal for making a video game because it was the first video game that I had worked on.

所以我认为这完全正常,而且我认为我们在《魔兽世界》中经历的事情对于制作视频游戏来说是正常的,因为这是我制作的第一个视频游戏。

I thought it was the funnest joyride because we were working on WoW, we were still working insane hours and then I’d get home, eat dinner, and then me and my wife would log in and play WoW, you know, for four hours, and then I’d go in the next day and I’d work…

我认为这是最有趣的旅程,因为我们正在制作《魔兽世界》,我们仍然疯狂地工作,然后我回家,吃晚饭,然后我和我的妻子会登录并玩《魔兽世界》,你知道,玩四个小时,然后我第二天就会去工作......

And it was just this…

而这只是……

My whole life was World of Warcraft.

我的一生就是魔兽世界。

And I loved it.

我喜欢它。

2:40:59 Like I loved everything from, you know, the creative meetings with Chris Metzen and just what an inspiration and muse he was, down to the simplest, dumbest design stuff that like we as game designers, like, you wanna talk about why a button is in the lower-left versus lower-right and what does that mean?

就像我喜欢一切,你知道,从与 Chris Metzen 的创意会议以及他是多么的灵感和缪斯,到像我们作为游戏设计师的最简单、最愚蠢的设计东西,比如,你想谈谈为什么按钮位于左下角和右下角,这意味着什么?

That’s like two hours of discussion.

这就像两个小时的讨论。

And is there a better way?

还有更好的方法吗?

Like the 10,000 minutiae problems were thrilling to me.

就像一万个细节问题让我兴奋不已。

And then also the big disasters.

然后还有大灾难。

Like the big…

就像大…

I had in the early days of WoW, we didn’t really have all the processes in place for, like, how to deal with being a successful online game, and I literally had GMs, like game masters, these are customer support guys, calling my home phone at 3:00 in the morning.

我在《魔兽世界》的早期,我们并没有真正准备好所有流程,比如如何处理成为一款成功的在线游戏,而且我确实有 GM,比如游戏大师,他们是客户支持人员,他们在凌晨 3:00 打电话给我的家庭电话。

2:42:02 Like, I remember this one time there was some faction token in Stranglethorn Vale and they figured out a way to exploit it, and this GM calls me panicked, it’s 3:00 in the morning.

就像,我记得有一次荆棘谷有一些派系令牌,他们找到了一种利用它的方法,而这位 GM 打电话给我,惊慌失措,当时是凌晨 3:00。

He’s like, “I’m just spawning…” Uh, what, what did we call ’em?

他就像是,“我刚刚产卵……”呃,什么,我们叫它们什么?

Guardians of Blizzard.

暴雪的守护者。

They were these giant infernals that we just made that instantly death touched anything.

它们是我们刚刚制造的巨大地狱火,死亡立即触及任何东西。

We used to have them when we were in the beta, like off in the distance of places players weren’t supposed to get in case they cheated their way there.

当我们处于测试阶段时,我们曾经有过它们,比如远离玩家不应该到达的地方,以防他们作弊。

And this GM is just spawning them all over Stranglethorn Vale because he’s worried because the players are exploiting.

这位总经理只是在荆棘谷到处繁殖他们,因为他担心玩家正在剥削。

Yeah.

是的。

It’s like 3:00 in the morning and I’m talking in hushed tones because my wife is sleeping right next to the bed.

凌晨 3:00 左右,我正在小声说话,因为我的妻子就睡在床边。

2:42:50 I’m doing this ’cause it was actually like before the cell phone days when I actually had a landline.

我这样做是因为这实际上就像手机时代之前我实际上拥有固定电话一样。

But that’s just how…

但就是这样……

And I loved it.

我喜欢它。

I loved the thrill of those big moments, the minutiae.

我喜欢那些重大时刻和细节所带来的刺激。

And I felt like through the running WoW Live, which was me and Tom together with an amazing team, we kind of learned how to be the WoW team.

我觉得通过运行《魔兽世界》直播,我和汤姆以及一支出色的团队,我们学会了如何成为《魔兽世界》团队。

And putting WoW in a box and shipping it was like only chapter one in a 12-chapter book essentially.

把《魔兽世界》装进盒子里发货,就像一本 12 章书中的第一章一样。

And that first how to run the game, how to patch it, what type of content, how to deal with emergencies, what should our customer support be like.

首先是如何运行游戏,如何修补它,内容类型,如何处理紧急情况,我们的客户支持应该是什么样的。

I mean, we would debate should we have a launcher or not.

我的意思是,我们会争论是否有启动器。

You know, in the early days, the only reason the launcher existed in WoW was to run anti-cheat on your machine.

您知道,在早期,魔兽世界中存在启动器的唯一原因是在您的计算机上运行反作弊功能。

2:43:45 And we had a moment where we figured out how to put that into the game and out of the launcher.

我们有一段时间想出了如何将其放入游戏中并从启动器中取出。

And it was the first time I ever really had an in-depth conversation with Mike Morhaime.

这是我第一次与迈克·莫汉进行真正的深入对话。

He’s like, “You gotta bring the launcher back, guys.” We’re like, “Why?” He’s like, “There’s no better way for us to talk to our players.” Um, and I remember trying to hide the launcher.

他说,“伙计们,你们得把发射器带回来。”我们会想,“为什么?”他说:“没有比这更好的方式让我们与球员交谈了。”嗯,我记得我试图隐藏启动器。

And to this day, Mike was right.

直到今天,迈克都是对的。

Like, that launcher turned out to be the best thing we ever had.

就像,那个启动器是我们拥有过的最好的东西。

That’s essentially what Battle.net has morphed into these days.

如今,Battle.net 基本上就是这样演变的。

But all those decisions and when it came time to make Burning Crusade, you know, at that point, Tom and I were leads.

但所有这些决定以及当制作《燃烧的远征》的时候,你知道,在那时,汤姆和我是领导者。

We were full, they had actually promoted us.

我们已经吃饱了,他们实际上已经给我们升职了。

2:44:29 There was, there were two big exoduses of groups that quit Blizzard; they were disenfranchised if you can believe it.

有两次大规模的群体退出暴雪;如果你相信的话,他们被剥夺了权利。

Like we just shipped World of Warcraft and this whole group just walked out the door.

就像我们刚刚发布了《魔兽世界》,整个团队就走出了大门。

I was actually sitting, my desk faced Morhaime’s office, and I watched them all go in and quit, and they were the group that formed Carbine…

我实际上是坐着的,我的办公桌正对着莫海姆的办公室,我看着他们都进去又退出,他们就是组成卡宾枪的那群人……

which made the game WildStar.

这就是《WildStar》游戏的诞生。

Ended up taking them 10 years to make, and they were just really unhappy with World of Warcraft, and they were unhappy with…

最终他们花了 10 年的时间来制作,他们只是对《魔兽世界》非常不满意,他们对……不满意……

I don’t know what they were unhappy with.

我不知道他们有什么不满意的。

They were unhappy enough to walk out the door right after we had shipped WoW.

在我们推出《魔兽世界》之后,他们就很不高兴地走出了大门。

Lex Fridman2:45:16

That’s incredible.

那真是难以置信。

2:45:16 Like, what, what is it?

就像,什么,这是什么?

Just because they put their heart and soul into the game and they maybe get exhausted in a certain kind of way?

仅仅因为他们全身心地投入到游戏中,他们可能会以某种方式疲惫不堪?

Jeff Kaplan2:45:23

Yeah, and I don’t want to…

是的,而且我不想……

2:45:23 It’s not fair of me to speak on their behalf.

我代表他们说话是不公平的。

I think they were promised some compensation that they didn’t immediately see.

我认为他们得到了一些补偿的承诺,但他们没有立即看到。

I don’t know if the game…

不知道游戏有没有...

Like, here’s the weird part when you make a game.

就像,这就是你制作游戏时奇怪的部分。

When you come up with the idea and you start pitching it to people, that’s the best the game is ever gonna be, and then you work on it.

当你提出这个想法并开始向人们推销它时,这就是最好的游戏,然后你就可以继续努力。

Like, you know, games I worked on take five years, you know?

就像,你知道,我制作的游戏花了五年时间,你知道吗?

Overwatch was two and a half, three years.

《守望先锋》已经两年半、三年了。

Every day you get close to ship, the imagination of the ideal game gets farther and farther from the reality, and you’re always shipping this, like, greatly sacrificed thing that nowhere near matches the imagination- …

每一天你离交付越来越近,理想游戏的想象离现实就越来越远,而你总是在交付这个,就像是巨大牺牲的东西,与想象相去甚远——……

of the inception of the idea, so you become disenfranchised with the concept.

这个想法的开始,所以你被剥夺了这个概念的权利。

Lex Fridman2:46:24

So in some sense, you’re shipping…

所以从某种意义上说,你正在运送......

2:46:24 You’re constantly in a state of disappointment.

你总是处于失望的状态。

You’re basically shipping a lesser thing than you’ve been dreaming about.

基本上,你交付的东西比你梦想的要少。

Jeff Kaplan2:46:37

Yes.

是的。

Lex Fridman2:46:37

You’re doing less and less and less, saying no and no, and cutting, and all that kind of stuff.

你做的事情越来越少,不断说不,不断削减,诸如此类的事情。

2:46:37 Yeah, it’s difficult, psychologically difficult, but nevertheless, the result when you zoom out, it’s one of the greatest games of all time that millions of people played for thousands of hours.

是的,这很困难,心理上很困难,但无论如何,当你缩小视野时,它是有史以来最伟大的游戏之一,数百万人玩了数千小时。

It’s just…

这只是……

Did you ever have an experience, a realization how huge WoW was in terms of not, like, statistics on the server and so on, but the cultural impact it had?

你是否曾经有过这样的经历,意识到《魔兽世界》的巨大影响力不仅在于服务器上的统计数据等等,还在于它所产生的文化影响?

Jeff Kaplan2:47:05

The first time was the first BlizzCon, which was in 2005.

第一次是2005年的第一届暴雪嘉年华。

2:47:05 So when WoW shipped—and this is so weird to tell people—but on the team, not everyone, but a lot of us were very demoralized after WoW shipped.

所以当《魔兽世界》发布时——这对人们来说太奇怪了——但在团队中,不是每个人,但我们很多人在《魔兽世界》发布后都非常士气低落。

There were all sorts of issues with the servers because the game did way more successful than we expected it to do and the server load was just nuts.

服务器出现了各种各样的问题,因为游戏比我们预期的要成功得多,而且服务器负载简直是疯了。

Like, we were just…

就像,我们只是……

We were doing our best to hire database programmers, you know, ’cause we just didn’t know how to deal with the sheer scope of the game.

你知道,我们正在尽最大努力雇用数据库程序员,因为我们只是不知道如何处理游戏的庞大范围。

But when you’re an individual like…

但当你是一个像这样的个体时……

And at that time, like I mentioned, there were multiple exoduses of people who quit Blizzard.

当时,正如我提到的,有很多人离开了暴雪。

They went and formed a couple notable studios.

他们成立了几个著名的工作室。

One was Carbine, the other was Red 5.

一支是卡宾枪,另一支是红5。

2:48:11 And we lost, like, kind of our core people.

我们失去了一些核心人员。

Like, when Red 5 started, that was our team leader, that was Mark Kern, and our art director, Bill Petris, they quit.

就像,当 Red 5 开始时,我们的团队领导者是 Mark Kern,而我们的艺术总监 Bill Petris 就退出了。

When Carbine started, it was, I think, all of our animators and some of our best programmers and…

当卡宾开始时,我认为是我们所有的动画师和一些最好的程序员......

Like, it’s really demoralizing when you lose team members like that, but then we were also underwater.

就像,当你像这样失去团队成员时,确实会让人士气低落,但我们也陷入了困境。

Like, the servers aren’t running, we’re not able to keep up with demand, and we had to start putting patches out, and now we’re making patches like…

就像,服务器没有运行,我们无法满足需求,我们不得不开始发布补丁,现在我们正在制作补丁,例如......

For a while we had one animator who stuck around, and then eventually he left also, but you’re doing like, okay, we gotta now do a patch without an animator.

有一段时间,我们有一位动画师留下来,最后他也离开了,但你的做法是,好吧,我们现在要做一个没有动画师的补丁。

2:49:01 A lot of our art team was gone at that point, and you’re trying to keep the ship afloat and the morale was just in the shitter.

那时我们的很多艺术团队都离开了,你试图让船继续漂浮,但士气却很低落。

Like, everybody felt very down on Team Two, the WoW team was called Team Two, and that we had somehow failed.

就像,每个人都对第二队感到非常沮丧,魔兽世界团队被称为第二队,而我们不知何故失败了。

And during that time, there was this idea to do BlizzCon, and the way that started was EverQuest had done these, like, meetups because they knew it was, like, a big guild social game, and people would get together at like some hotel ballroom and you’d sit with your guild at like a banquet room table.

在那段时间,有举办暴雪嘉年华的想法,而开始的方式是《无尽的任务》举办了这些聚会,因为他们知道这是一个大型的公会社交游戏,人们会像酒店的宴会厅一样聚集在一起,而你会和你的公会坐在像宴会桌一样的地方。

2:49:44 And to give credit where credit’s due, I remember sitting in the meeting for what was to become BlizzCon, it was Pardo who said, “Blizzard’s bigger than that.

为了给予应有的赞扬,我记得在后来的暴雪嘉年华会议上,帕尔多说:“暴雪比那更大。

We’re not just one game, and I know everybody’s focused on World of Warcraft right now, we should do BlizzCon.” And at the time, we had a game called StarCraft: Ghost was in development, and that was getting ready to show, and there was Frozen Throne, which was the expansion to Warcraft III, but, like, we knew we were gonna make StarCraft II.

我们不仅仅是一款游戏,我知道现在每个人都在关注《魔兽世界》,我们应该举办暴雪嘉年华。”当时,我们正在开发一款名为《星际争霸:幽灵》的游戏,正准备发布,还有《冰封王座》,它是《魔兽争霸 III》的扩展包,但是,我们知道我们要制作《星际争霸 II》。

And then there was a lot of motion happening with Blizzard North, which is a whole separate story, but there was like, hey, we could really do a cool show-

然后北方暴雪发生了很多动作,这是一个完全独立的故事,但就像,嘿,我们真的可以做一个很酷的节目-

2:50:27 …

……

that’s this BlizzCon thing.

这就是暴雪嘉年华的事情。

And at first, we kind of announced it and it just was crickets.

起初,我们宣布了这一消息,但那只是蟋蟀。

You know when you’re, like, excited about something, you’re like, “Man, everybody’s gonna love.

你知道,当你对某件事感到兴奋时,你会说:“伙计,每个人都会喜欢的。

Like, we’re doing BlizzCon,” and everybody’s kinda like, “Crickets.

就像,我们正在举办暴雪嘉年华,”每个人都有点像,“蟋蟀。

What’s BlizzCon?

什么是暴雪嘉年华?

Who cares?” And we’re, 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 server.” And that was our perspective of what was happening.

谁在乎呢?我们是白痴,我们正在阅读论坛,而论坛一直在攻击我们,比如,“这台服务器有延迟,无法登录到那台服务器。”这就是我们对正在发生的事情的看法。

And then, like I said, give Mike Morhaime credit where credit’s due.

然后,就像我说的,在应有的功劳处给予迈克·莫海姆(Mike Morhaime)功劳。

He kept us committed to that launcher, and they put the BlizzCon tickets on the launcher, which they hadn’t done before.

他让我们致力于那个启动器,他们把暴雪嘉年华的门票放在启动器上,这是他们以前没有做过的。

It was on the website.

它在网站上。

2:51:13 And so everybody who logged into World of Warcraft suddenly got this like, “Hey, we’re doing BlizzCon in Anaheim, do you wanna come?” Sold out instant.

因此,每个登录《魔兽世界》的人都会突然收到这样的信息:“嘿,我们正在阿纳海姆举办暴雪嘉年华,你想来吗?”瞬间售空。

Like, instantly sold out.

就像,立刻就卖完了。

And when I showed up at that show, it…

当我出现在那个节目中时,它......

One of the most emotional things in my life.

我一生中最感人的事情之一。

It was nothing but an outpouring of love.

这只不过是爱的倾注。

And up until that point, your perception was, because you’re just reading online and it was…

直到那时,您的看法是,因为您只是在网上阅读,而且……

The perception is such hatred, because people who are passionate online, they express themselves in the harshest ways ’cause it gets attention.

这种看法是如此仇恨,因为那些在网上充满热情的人,他们会以最严厉的方式表达自己,因为这会引起关注。

You know, that’s the lesson I should’ve learned from my early days.

你知道,这是我早年应该学到的教训。

And it’s such an unfortunate thing, because then you met these people in person and they loved World of Warcraft.

这是一件非常不幸的事情,因为后来你亲自见到了这些人,他们喜欢《魔兽世界》。

2:52:12 And all they wanted to do was talk about World of Warcraft and hear about what was coming next and be around other people who loved World of Warcraft, and-

他们想做的就是谈论《魔兽世界》并了解接下来会发生什么,并与其他热爱《魔兽世界》的人在一起,并且——

Lex Fridman2:52:22

It’s incredible.

太不可思议了。

2:52:22 It’s a fascinating theme, to me, about human nature, and it’s absolutely true, and I wish there was a thing that could be solved.

对我来说,这是一个关于人性的迷人主题,而且绝对正确,我希望有一个问题可以得到解决。

But then again, maybe not.

但话又说回来,也许不是。

Maybe that’s just the way it is.

也许事情就是这样。

But in person, all of the people that are passionate about a particular topic, and whatever that topic is, it could be games, it could be at conferences, technical conferences, they are all mostly full of love.

但就个人而言,所有对某个特定主题充满热情的人,无论这个主题是什么,可能是游戏,也可能是会议、技术会议,他们大多都充满了爱。

And just the way they talk about stuff, they nerd out.

就像他们谈论事情的方式一样,他们很书呆子。

Even the disagreements are drenched in this respect and appreciation and love for the game, for the topic.

即使是分歧也充满了对游戏、对这个话题的尊重、欣赏和热爱。

And online, you’re right, I don’t know if it’s because of popularity or clicks or so on, but it’s just the way of speaking on the internet is more mockery and-

而在网上,你说得对,我不知道是因为人气还是点击量什么的,只是网上的说话方式比较嘲讽,而且——

Jeff Kaplan2:53:12

Cynical.

愤世嫉俗的。

Lex Fridman2:53:13

If you say, “I love this thing.

如果你说:“我喜欢这个东西。

2:53:13 Here’s an apple.

这是一个苹果。

I love apples,” or, “I love bananas.

我喜欢苹果,”或者,“我喜欢香蕉。

I love fruit…” Like, “I love X,” whatever.

我喜欢水果……”就像,“我喜欢 X”之类的。

You just get made fun of.

你只会被人取笑。

You get…

你得到...

And then so what the lesson you learn from that is, “Well, I’m just not going to speak up when I love something.

然后你从中学到的教训是,“好吧,当我喜欢某件事时我不会说出来。

I’m going to instead speak up when I, maybe how much I hate another thing that’s similar to it.” Or maybe join in when we’re making fun of a particular quirky thing, about, “Don’t you hate it when bananas are too ripe or too…” Versus like not saying the, calling out the elephant in the room is, “We’re all gathered here today ’cause we love the thing.”

当我,也许我是多么讨厌另一件与之类似的事情时,我会说出来。”或者当我们取笑一件特别古怪的事情时,比如“你不讨厌香蕉太熟或太……”,而不是不说,呼唤房间里的大象,“我们今天都聚集在这里,因为我们喜欢这件事。”

2:53:58 It’s interesting.

这很有趣。

It’s that aspect of the internet that I think is jarring to a lot of people depending on the game, but if you go to Discord or Reddit or so on, in the communities that love a particular video game, there’s a…

我认为互联网的这一方面对很多人来说是不和谐的,具体取决于游戏,但如果你去 Discord 或 Reddit 等,在喜欢特定视频游戏的社区中,有一个……

If you’re not used to it, and I don’t often go, so when I go it’s like, “Wow, there’s a lot of, like, pretty intense kinda mockery and derision and so on.” But you get used to it pretty quick and you understand it.

如果你不习惯,而且我不经常去,所以当我去的时候,就像是,“哇,有很多,比如,非常强烈的嘲讽和嘲笑等等。”但你很快就会习惯它并且理解它。

I just, I wish there was more love.

我只是,希望有更多的爱。

Jeff Kaplan2:54:25

I feel bad because I played a role in the earliest development of some of that online culture.

我感觉很糟糕,因为我在某些网络文化的最早发展中发挥了作用。

2:54:25 It really was social media before it was called social media.

在被称为社交媒体之前,它确实是社交媒体。

You know, I ran a…

你知道,我跑了...

I actually had this reputation for being edgier than I really was.

事实上,我因比实际情况更急躁而闻名。

There were a couple notable posts that survived 30 years that people like to look back on but they don’t look back on the ones where I’m just being chill.

有几篇值得注意的帖子历经了 30 年,人们喜欢回顾它们,但他们不会回顾那些我只是冷静下来的帖子。

And that’s unfortunate.

这很不幸。

I think a lot as a game designer about the design of social media.

作为一名游戏设计师,我对社交媒体的设计思考了很多。

And unfortunately, social media in general is designed in such a way where the maximum hyperbole works, and that’s how you get the most points is by being max hyperbolic.

不幸的是,社交媒体一般都是以最大双曲线的方式设计的,这就是你获得最多分数的方式就是通过最大双曲线。

2:55:27 And usually, unfortunately, it’s more in the negative direction than the positive direction.

不幸的是,通常情况下,负面的方向多于正面的方向。

You know, if I say, “That’s, that’s a pretty nice mug.

你知道,如果我说:“那是,那是一个非常漂亮的杯子。

I’ve seen nicer, but I like this one,” no one’s interested in that.

我见过更好的,但我喜欢这个,”没有人对此感兴趣。

I have to either love this thing, or better, this thing’s a crime against humanity- …

我必须要么喜欢这个东西,要么更好,这个东西是反人类罪——……

in some way.

以某种方式。

And it’s very self-reinforcing and everybody sort of feeds into it and-

它是非常自我强化的,每个人都在某种程度上融入它并且——

Lex Fridman2:56:03

Especially when you’re young.

尤其是当你年轻的时候。

2:56:03 I got to see this kinda interesting thing.

我必须看到这个有趣的事情。

So I was at I spent, that’s what we’re talking about, you’re from Pasadena, so I’ve been spending a lot of time in Caltech and working on robots, and we get to see students come in from high school.

所以我花了很多时间,这就是我们正在谈论的,你来自帕萨迪纳,所以我花了很多时间在加州理工学院研究机器人,我们看到学生从高中毕业。

Undergraduates come in and, like a tour, hang out with the robots.

本科生进来后,就像参观一样,与机器人一起闲逛。

And middle school also.

又初中也。

And the interesting thing you see, the younger that they are, the more prevalent this effect, which is all of them are kind of afraid to show that they think a thing is awesome.

有趣的是,他们越年轻,这种效应就越普遍,他们都有点害怕表现出他们认为某件事很棒。

They’re all…

他们都是……

You could just feel they’re checking, “Is it okay?”

你可以感觉到他们在检查,“还好吗?”

2:56:48 So they’re kinda like the default mode is whatever, this, everything is stupid, this is stupid.

所以他们有点像默认模式是什么,这,一切都很愚蠢,这很愚蠢。

You know, ’cause that’s the safe place to be.

你知道,因为那是安全的地方。

It’s a real act of vulnerability.

这是一种真正的脆弱行为。

I would say it’s an act of courage, especially for a young person, to be like, “Holy shit, that’s awesome.” Like, I’m gonna, if I think this is awesome, I’m gonna be the nerd, I’m gonna take the risk and be made fun of for saying, “I love this,” in that case, it’s, “I love this robot.” So that’s an actual psychological effect that also young people are dealing with, in-person also.

我想说这是一种勇气的行为,尤其是对于一个年轻人来说,“天哪,太棒了。”就像,我会,如果我认为这很棒,我就会成为书呆子,我会冒险并因为说“我喜欢这个”而被嘲笑,在这种情况下,那就是“我喜欢这个机器人”。因此,这也是年轻人正在面临的实际心理影响,也是面对面的。

So I think, I just wanna say, for young people listening to this, be vulnerable, be courageous and say you love a thing if you love a thing.

所以我想,我只想说,对于听这个的年轻人来说,要脆弱,要勇敢,如果你爱一件事,就说你爱一件事。

And do more of that on the internet, I think.

我认为,在互联网上做更多这样的事情。

2:57:35 I think people make up the internet, people build the internet, and young people, more than anybody else, define the future of the internet.

我认为人们创造了互联网,人们构建了互联网,而年轻人比其他任何人都更能定义互联网的未来。

So put more love out there in the world.

所以,请把更多的爱传递到世界上。

If you love a video game, if you love Overwatch, say you love it.

如果你喜欢电子游戏,如果你喜欢《守望先锋》,就说你喜欢它。

Jeff Kaplan2:57:50

I couldn’t agree more.

我完全同意。

2:57:50 You know, as somebody who’s taken a lot of heat online, like any game developer, you just get destroyed.

你知道,作为一个在网上承受很大压力的人,就像任何游戏开发者一样,你只会被摧毁。

Doing what you do, you must get destroyed, you know?

做你所做的事,你一定会被摧毁,你知道吗?

And it doesn’t matter, you get 100 compliments, it’s the one, you know, you’re…

没关系,你会得到 100 条赞美,就是那个,你知道,你……

And you’re supposed to read it and supposed to be fine with it and have it not affect you.

你应该阅读它并且应该接受它并且让它不会影响你。

It’ll stay with you for years, you know?

它会陪伴你很多年,你知道吗?

I have those.

我有那些。

And I think of it, like the cheesy, the cheesy way I think about it is like, is there some kind of social Darwinism going on?

我觉得这很俗气,我的想法很俗气,就像是,是否存在某种社会达尔文主义?

And my big worry is that there are creators…

我最担心的是有创造者......

Like, now being a creator of anything, writer, musician, you know, make online videos, whatever creator means to you, make games.

就像,现在成为任何东西的创造者,作家,音乐家,你知道,制作在线视频,无论创造者对你意味着什么,制作游戏。

2:58:46 Now part of the skillset is being able to weather like a fire hose of criticism like the world has never seen.

现在,技能的一部分是能够像世界上从未见过的批评的消防水龙带一样经受住考验。

And I make up these scenarios in my head of like, would Van Gogh have existed if, you know, Reddit and all these things were out there commenting on…

我在脑海中想象着这些场景,如果,你知道,Reddit 和所有这些东西都在那里发表评论的话,梵高还会存在吗?

Like, how many people were able to communicate with Beethoven in his lifetime, or in a week?

比如,在贝多芬的一生中,或者在一周内,有多少人能够与他交流?

Like, how many influences could comment on his music directly to him?

比如,有多少影响力可以直接向他评论他的音乐?

Versus like if I want to insult Brad Pitt right now, I can just go on 10 different devices and do it.

与此相反,如果我现在想侮辱布拉德·皮特,我只需使用 10 种不同的设备即可做到。

And it’s like that level of access is very dangerous, and I worry that there is a whole group of people who’s receding from us that will never see the brilliance, and they’re being shut out by the negativity.

就好像这种接触程度是非常危险的,我担心有一整群人正在远离我们,他们永远看不到辉煌,他们被消极情绪拒之门外。

2:59:55 There- there’s a very real example, was Jay Wilson, who I think is one of the great design minds, who was the game director of Diablo III.

有一个非常真实的例子,杰伊·威尔逊(Jay Wilson),我认为他是最伟大的设计思想之一,他是《暗黑破坏神 III》的游戏总监。

And he took so much heat, it just affected him to the point where he essentially retired from making games.

他承受了如此大的压力,这对他产生了影响,以至于他基本上不再制作游戏了。

Went and, you know, wrote novels.

你知道,去写小说。

I was very happy for him because, you know, I’m glad he found his place, and I think he’s getting back into making games now.

我为他感到非常高兴,因为,你知道,我很高兴他找到了自己的位置,而且我认为他现在正在重新开始制作游戏。

But we lost, we essentially…

但我们输了,我们基本上……

Like, think how many people loved Diablo III and played the shit out of Diablo III.

想想看,有多少人喜欢《暗黑破坏神 III》并玩过《暗黑破坏神 III》。

And Jay is one of the people you have to thank for that.

杰伊是你必须为此感谢的人之一。

And yet that community basically removed him from making games for like 10, 15 years, and it feels criminal to me.

然而,那个社区基本上让他在 10、15 年的时间里不再制作游戏,这对我来说是一种犯罪。

Lex Fridman3:00:50

Yeah, absolutely.

是的,绝对是。

3:00:50 They…

他们……

So this is a call to action, again.

所以这再次呼吁大家采取行动。

People out there, support, support, especially young creators, support them.

人们支持、支持,特别是年轻的创作者,支持他们。

They need it.

他们需要它。

Like you think negativity has no cost, but it does.

就像你认为消极情绪没有成本一样,但它确实有代价。

You’re robbing the world of some of the great creations.

你正在剥夺世界上一些伟大的创造。

And also, allow creators to suck and to improve.

而且,允许创作者不断改进。

Because that’s what the process of creation is like, is to take risks.

因为这就是创造的过程,就是冒险。

To take risks meaning being vulnerable, being cringe.

冒险意味着脆弱、畏缩。

3:01:25 To doing the thing that like, the embarrassing failure where you’re standing there in a silly clown outfit, on stage, dancing, and nobody’s laughing.

做类似的事情,令人尴尬的失败,你穿着愚蠢的小丑服装站在舞台上,跳舞,没有人笑。

And it’s a…

这是一个……

Comedians go through this all the time, when…

喜剧演员一直在经历这样的事情,当……

They talk about this all the time, when they bomb, right?

They talk about this all the time, when they bomb, right?

They, the act just doesn’t work, and you have to go through that.

他们,这种行为根本行不通,你必须经历这个。

And you have to, you have to support the creators through that journey.

你必须,你必须在这段旅程中支持创作者。

In order to have great things, we need to support those folks.

为了拥有伟大的事情,我们需要支持这些人。

So, after shipping WoW, Wrath of the Lich King, again, many consider it to be one of the great expansions for WoW, you stepped down as WoW’s game director and switched to developing Titan.

因此,在《魔兽世界》发布《巫妖王之怒》之后,许多人再次认为它是《魔兽世界》最伟大的资料片之一,你辞去了《魔兽世界》游戏总监的职务,转而开发泰坦。

3:02:14 This epic huge game that promised to be the, sort of the MMO to end all MMOs.

这款史诗般的大型游戏有望成为终结所有 MMO 的 MMO。

I mean, it’s kind of a legendary vision for a game, right?

I mean, it’s kind of a legendary vision for a game, right?

It’s gigantic.

这是巨大的。

With a lot of, like you said, a brilliant team, a team that’s now hardened and knows how to do a great game.

正如你所说,我们有很多出色的团队,现在已经变得更加坚强,知道如何打出一场精彩的比赛。

But it was canceled after seven years in development.

但开发七年后被取消。

So, tell me, what was the vision of the game and what happened?

那么,请告诉我,游戏的愿景是什么以及发生了什么?

Jeff Kaplan3:02:47

Sure.

当然。

3:02:47 So, as we were experiencing success with World of Warcraft, there was this concept in the studio that WoW wasn’t gonna last forever.

因此,当我们体验《魔兽世界》的成功时,工作室里就有这样的想法:《魔兽世界》不会永远持续下去。

3:02:58 WoW would be maybe successful for five years, and eventually kind of age out.

WoW would be maybe successful for five years, and eventually kind of age out.

And the studio would be in real trouble if we didn’t have another massively multiplayer online game sort of waiting in the wings.

如果我们没有另一款大型多人在线游戏在等着我们,工作室就会遇到真正的麻烦。

So starting around, I wanna say 2006, maybe 2005 the talk of starting a team really picked up momentum, and we were working on Burning Crusade.

所以从 2006 年开始,也许是 2005 年,关于组建团队的讨论确实开始升温,当时我们正在开发《燃烧的远征》。

Rob Pardo took the helm to start sort of Titan development.

罗布·帕多 (Rob Pardo) 掌舵,开始了泰坦 (Titan) 的开发。

We didn’t even really have a team then.

那时我们甚至还没有真正的团队。

And I remember being embroiled in Burning Crusade and going to Titan meetings, and Rob pulled a group from kind of across the company, and we started talking about what this next MMO could be and when it would get going.

我记得当时卷入了《燃烧的远征》并参加了泰坦会议,罗布从公司各处召集了一个小组,我们开始讨论下一个 MMO 可能是什么以及何时开始。

And eventually, it started in earnest, like real development, around 2007.

最终,它在 2007 年左右正式开始,就像真正的开发一样。

3:04:12 The first team members joined, and it was a real ambitious project, including like building a new engine from scratch.

第一批团队成员加入了,这是一个真正雄心勃勃的项目,包括从头开始构建新引擎。

I think maybe the first team member was a guy named John LaFleur, who was just a stellar game programmer, and the engine which ultimately failed for Titan ended up becoming the engine for Overwatch, which is a great success story for him.

我想也许第一个团队成员是一个名叫约翰·拉弗勒尔(John LaFleur)的人,他只是一位出色的游戏程序员,而泰坦最终失败的引擎最终成为了《守望先锋》的引擎,这对他来说是一个伟大的成功故事。

And the idea behind the game, it was gonna take place in future Earth, and the players played as secret agents.

游戏背后的想法是,它将发生在未来的地球,玩家扮演秘密特工。

And by day, they all had day jobs, and by night, they went off and did cool secret agent stuff.

白天,他们都有白天的工作,到了晚上,他们就去做一些很酷的特工工作。

And the secret agent stuff was very first-person shooter, but over-the-top abilities like you would see in Overwatch, because that’s where they came from.

秘密特工的东西是非常第一人称射击游戏,但具有像你在《守望先锋》中看到的那样的顶级能力,因为这就是它们的来源。

And the by day stuff, we were gonna let you run businesses.

白天,我们会让你经营生意。

3:05:18 We took a lot of influence from games like Animal Crossing, Harvest Moon, the Sims.

We took a lot of influence from games like Animal Crossing, Harvest Moon, the Sims.

We had a brilliant game designer and game director named Matt Brown, who was the creative director on The Sims.

We had a brilliant game designer and game director named Matt Brown, who was the creative director on The Sims.

He came over.

他过来了。

And so we had this vision that there was gonna be all this like daytime business house stuff.

所以我们有一个愿景,那就是会有像白天营业厅一样的东西。

You could build a house.

You could build a house.

You could live in a neighborhood.

你可以住在附近。

And beyond that, there was also a vision on the technical side, game design and technical side, that unlike World of Warcraft, which the modern day term for it is that it’s sharded.

除此之外,在技术方面、游戏设计和技术方面也有一个愿景,这与《魔兽世界》不同,《魔兽世界》的现代术语是它是分片的。

Mm-hmm.

嗯嗯。

So meaning people play on different realms or servers.

这意味着人们在不同的领域或服务器上玩。

3:06:09 In a WoW server, I don’t, I haven’t been on that team in a very long time, but back in the day, you might have 5,000 people on a WoW server before they’d have to spin up another WoW server.

在魔兽世界服务器中,我没有,我已经很长一段时间没有加入那个团队了,但在过去,你可能有 5,000 人在魔兽世界服务器上,然后他们就必须启动另一个魔兽世界服务器。

The big idea behind Titan is that everybody would play on one server.

The big idea behind Titan is that everybody would play on one server.

It was a one server, one world game, and the world was massive.

这是一款一台服务器、一个世界的游戏,而且世界很大。

It was gonna take place in future Earth, and we were literally building like, we had what we called Bay City, which was San Francisco.

It was gonna take place in future Earth, and we were literally building like, we had what we called Bay City, which was San Francisco.

We had, you know, Hollywood, and then we had to build all of California between that, and we also wanted to build like Cairo and London.

We had, you know, Hollywood, and then we had to build all of California between that, and we also wanted to build like Cairo and London.

And there’s this realization of like, how do we connect all of these?

And there’s this realization of like, how do we connect all of these?

The game had driving in it, like full-blown, like GTA-style driving.

The game had driving in it, like full-blown, like GTA-style driving.

3:07:06 It was such a gargantuan, huge undertaking with a, with a brand new engine, a brand new team, a brand new IP, intellectual property, you know, setting, which we really wrestled over.

这是一项如此庞大的事业,拥有全新的引擎、全新的团队、全新的知识产权、知识产权,你知道,我们真的为此绞尽脑汁。

Like, the amount that the IP just, you know, trying to figure out, like, are there aliens or not aliens, you know?

Like, the amount that the IP just, you know, trying to figure out, like, are there aliens or not aliens, you know?

Like, all that sounds kinda dumb and fun, but when you’re building a game, like you, especially world-building, you have to have rules.

Like, all that sounds kinda dumb and fun, but when you’re building a game, like you, especially world-building, you have to have rules.

That’s what makes world-building work, is that like, this exists in this world, and this doesn’t, and you know, why?

That’s what makes world-building work, is that like, this exists in this world, and this doesn’t, and you know, why?

It’s like, ’cause someone said so, and just the way it needs to be.

It’s like, ’cause someone said so, and just the way it needs to be.

But that development started in 2007, kind of as ideation, brainstorming, early work.

但这种发展始于 2007 年,类似于构思、集思广益、早期工作。

3:07:59 Really got going in late 2007, and then I had to ship Wrath of the Lich King and it was…

Really got going in late 2007, and then I had to ship Wrath of the Lich King and it was…

We had the like, we always did like a champagne toast.

我们有类似的,我们总是喜欢香槟祝酒。

I still remember it because it was Election Day.

我仍然记得它,因为那天是选举日。

I think it was like Election Day and my birthday, and the day Obama got elected, and then I left the WoW team on that day.

I think it was like Election Day and my birthday, and the day Obama got elected, and then I left the WoW team on that day.

It was like memorable in all those ways.

从所有这些方面来说,这都是令人难忘的。

And then I joined the Titan team, and that game, we went on, like the fast-forward part of that is we shut it down in 2013.

然后我加入了泰坦团队,那场比赛,我们继续进行,就像快进部分一样,我们在 2013 年关闭了它。

3:08:43 That was one of the most painful development processes that I’ve ever been a part of, and probably, probably deep into 2009, I knew that the game in its current form could never ship and would never exist, and by 2010—like after numerous times trying to convince the powers that be that, like this game is not gonna happen, it’s in trouble.

这是我参与过的最痛苦的开发过程之一,可能在 2009 年的时候,我就知道当前形式的游戏永远无法发行,也永远不会存在,而到了 2010 年,就像在无数次试图说服当局之后,就像这款游戏不会发生一样,它遇到了麻烦。

I remember going to Mike Morhaime in 2010, and, like, you’re going to the CEO of…

我记得 2010 年去找 Mike Morhaime,就像,你会去找……的首席执行官。

You know, at that time, Blizzard was a big company, and I’m like, “You gotta shut us down.

你知道,当时暴雪是一家大公司,我想,“你必须关闭我们。

We’re just gonna burn money.”

我们只会烧钱。”

Lex Fridman3:09:35

What was your intuition about why?

你的直觉是什么?

3:09:35 So like from my understanding, there was a few issues.

据我了解,存在一些问题。

So one, with such a gigantic world, which by the way, is a beautiful dream, this kind of universe simulator, because I love…

所以,拥有如此巨大的世界,顺便说一句,这是一个美丽的梦想,这种宇宙模拟器,因为我喜欢……

Every game you mentioned there is great.

你提到的每场比赛都很棒。

I empathize with the dream.

我对这个梦有同感。

I would love to play that game.

我很想玩那个游戏。

But one of the issues, as I understand, was it was unclear what, like, the quest flow is.

但据我了解,问题之一是不清楚任务流程是什么。

Like what are you supposed to really do in this game?

就像你在这个游戏中真正应该做什么?

What’s the thing that connects all of the pieces together?

将所有部分连接在一起的东西是什么?

Jeff Kaplan3:10:08

So it was a multifaceted failure for many reasons.

因此,由于多种原因,这是一次多方面的失败。

3:10:08 Ultimately, the failure of Titan lies with leadership, team leadership, myself included.

最终,泰坦的失败在于领导力,团队领导力,包括我自己。

Like, there’s just no getting around that.

就像,这是无法回避的。

And then on top of that, like, a lot of games you can point to as being like an engineering failure, like the, you know, the servers didn’t work— …

除此之外,很多游戏你都可以认为是工程失败,比如,你知道,服务器无法工作——……

or like an art failure, like no one responded to the look of the game, or a design failure, like the…

或者像艺术失败,就像没有人对游戏的外观做出反应,或者像设计失败,就像……

it’s just not fun or it’s tuned poorly.

它只是不好玩或者调整得不好。

We failed on art, engineering, and design, and I’m cautious about calling out art because some of the best art ever made at Blizzard was made for Titan.

我们在美术、工程和设计方面都失败了,我对提及美术持谨慎态度,因为暴雪有史以来制作的一些最好的美术都是为泰坦制作的。

My criticism isn’t of the art that was created.

我的批评不是针对所创造的艺术。

My criticism is that we never had any art cohesion, so the art looked like it could’ve come from 10 different games.

我的批评是我们从来没有任何艺术凝聚力,所以艺术看起来可能来自 10 个不同的游戏。

Lex Fridman3:11:08

Mm-hmm.

嗯嗯。

3:11:08 And we should say it cost $83 million across those years.

我们应该说这些年花费了 8300 万美元。

So a large team doing a lot of stuff, but not converging towards a game that could actually ship.

因此,一个大团队做了很多事情,但没有集中精力开发出一款真正可以发布的游戏。

Jeff Kaplan3:11:24

Correct.

正确的。

3:11:24 As, like, a game designer, I use semantics a lot and I like to define my semantics so people know where I’m coming from.

作为一名游戏设计师,我经常使用语义,并且我喜欢定义我的语义,以便人们知道我来自哪里。

Talking about ideas versus vision for a second, ideas are easy.

谈谈想法和愿景,想法很容易。

Ideas, you know, I can have 10 in 10 seconds.

你知道,我可以在 10 秒内想出 10 个想法。

You know, let’s make a 2D platformer about a mouse, you know, whatever.

你知道,让我们制作一个关于鼠标的 2D 平台游戏,你知道,无论如何。

Like, you can…

Like, you can…

I want to…

我想……

A secret agent by day is, you know, doing all this cool shooting stuff, by night is running a flower shop.

你知道,一名特工白天从事所有这些很酷的拍摄工作,晚上则经营一家花店。

You know, ideas are just infinite.

你知道,想法是无限的。

At least on creative teams, you know, you have no shortage of ideas.

至少在创意团队中,你不缺乏想法。

What I call vision is the ability to not only take a great idea, but shepherd it into existence, and you’re doing that through inspiration first and foremost.

我所说的远见是指不仅能够接受一个伟大的想法,而且能够将其付诸实践的能力,而你首先要通过灵感来做到这一点。

3:12:24 If you need a team to make it, you need a team to believe in the vision of the idea.

如果你需要一个团队来实现它,你需要一个相信这个想法的愿景的团队。

And then there also has to be a technological plan for the idea.

然后还必须有一个针对该想法的技术计划。

There has to be a design plan.

必须有一个设计计划。

There has to be an art style for the plan.

该计划必须有一种艺术风格。

There has to be a pragmatic production reality to the plan.

该计划必须符合务实的生产现实。

And Titan kind of was like that was the hubris of Blizzard in that era at its height of, you know, we were over being hurt about, you know, World of Warcraft.

泰坦有点像那个时代暴雪的傲慢,在那个时代,你知道,我们已经因为《魔兽世界》而受到伤害了。

I don’t know if people are gonna like it.

我不知道人们是否会喜欢它。

And we were now in the era of, like, we made World of Warcraft.

我们现在正处于我们制作《魔兽世界》的时代。

We can do no wrong.

We can do no wrong.

This next thing is gonna be the best ever.

接下来的事情将是有史以来最好的。

And there was also a lot of what I call anticipatory hiring-

还有很多我所说的预期招聘——

3:13:21 …

……

or, like, there’s opportunity hiring and then there’s also anticipatory hiring.

或者,比如,有机会招聘,然后还有预期招聘。

I have the exact opposite hiring philosophy.

我的招聘理念恰恰相反。

I won’t hire anybody on any team until, like, we’re feeling like we gotta work overtime or, like, we might not ship if we don’t get, you know, somebody else in here.

我不会雇用任何团队中的任何人,除非我们感觉我们必须加班,或者,如果我们没有,你知道,这里有其他人,我们可能不会发货。

And Titan kinda had that hubris of like, well, we’re gonna build a really big world.

泰坦有点傲慢,就像,好吧,我们要建立一个非常大的世界。

We don’t know the story of the world yet.

我们还不知道这个世界的故事。

We don’t really have it mapped out what it should be like.

我们并没有真正规划出它应该是什么样子。

We don’t have the art style really defined.

我们没有真正定义的艺术风格。

We don’t know technically how we’re gonna make the art or what the constraints of it are, but we know we’re gonna build a really big world, so let’s just start hiring environmental artists.

从技术上讲,我们不知道如何制作艺术,也不知道它的限制是什么,但我们知道我们将建立一个非常大的世界,所以让我们开始雇用环境艺术家吧。

3:14:08 And, like, in one year, we would hire, like, 70 environmental artists from all over the world.

一年之内,我们会聘请来自世界各地的 70 名环境艺术家。

You know, we’re getting visas and, like, the top tier talent ’cause at the height of World of Warcraft and nobody knew the team that they were coming on.

你知道,我们正在获得签证,就像顶级人才一样,因为在魔兽世界的鼎盛时期,没有人知道他们即将加入的团队。

It was Blizzard’s next MMO top secret and they, you know, their first day at work, like some, you know, poor guy from Belgium just shows up and he’s at his first day at work and he’s like, “Oh, are we making World of StarCraft?

这是暴雪的下一个 MMO 绝密,他们,你知道,他们第一天工作,就像一些来自比利时的可怜人刚刚出现,他在第一天工作,他就像,“哦,我们正在制作《星际争霸世界》吗?

Is that…” And they’re like, “No, dude.

那是……”他们就像,“不,伙计。

Let me show you it.” And he’s like, “What is this game?” You know?

Let me show you it.”他说:“这是什么游戏?”你知道?

We were in that world, and we hired way too many people.

我们处于那个世界,我们雇佣了太多的人。

3:14:50 The right way to incubate a video game is you have the smallest group possible and you try to get the idea across with whatever technology you can get your hands on, using other engines, using art from whatever.

孵化视频游戏的正确方法是你拥有尽可能小的团队,并尝试使用你能掌握的任何技术、使用其他引擎、使用任何艺术来传达这个想法。

You prove out that idea, and once you know what you’re doing, then you expand the team.

你证明了这个想法,一旦你知道自己在做什么,你就可以扩大团队。

You know the cliche of “idle hands is the devil’s work,” or whatever.

你知道“闲着的手是魔鬼的工作”之类的陈词滥调。

Lex Fridman3:15:20

Yeah, yeah.

是啊是啊。

Jeff Kaplan3:15:21

You have these, like, brilliant team, huge, and we don’t have a road map for what we’re making or how we’re gonna make it.

你有这样的优秀团队,规模庞大,但我们没有关于我们正在做什么或如何做的路线图。

3:15:21 And now you’re having to deal with all these people.

现在你必须与所有这些人打交道。

Like, they’re coming into your office, you know, you’re trying to figure out what is the quest flow, how do I design the quest system for Titan, how can we prototype it?

就像,他们来到你的办公室,你知道,你试图弄清楚任务流程是什么,我如何设计泰坦的任务系统,我们如何对其进行原型设计?

And we’re like, “Oh, this prop artist over here is running out of stuff to do.

我们就像是,“哦,这里的道具艺术家已经没有事情可做了。

What props should he make?

他应该制作什么道具?

Should he work on Chinatown or the Hollywood set?” And you’re just making up busy work.

他应该在唐人街还是好莱坞片场工作?”而你只是在弥补忙碌的工作。

The engine didn’t work.

发动机不工作。

3:16:01 When we would run play tests on Titan, we would have to tell the team, “Stop checking in because it slows us down.” We had this really great technical artist, a guy named Dylan Jones, and he was on Titan with us, and I remember in, like, the last days, we asked him, because he was a very active user—Titan editor was called Titan Edit or TED which is, to this day, TED is the proprietary tool for Overwatch, since Overwatch came from the Titan engine—

当我们在泰坦上进行游戏测试时,我们必须告诉团队,“停止检查,因为这会减慢我们的速度。”我们有一位非常出色的技术艺术家,一个名叫 Dylan Jones 的人,他和我们一起在 Titan 上,我记得在最后几天,我们问了他,因为他是一个非常活跃的用户——Titan 编辑器被称为 Titan Edit 或 TED,直到今天,TED 是《守望先锋》的专有工具,因为《守望先锋》来自泰坦引擎——

3:16:37 …

……

which was Tank.

which was Tank.

And we said to Dylan, “I want you to log your uptime in the editor, in TED.” And in a 40-hour week, he was only able to work for 20 hours.

我们对迪伦说:“我希望你在 TED 的编辑器中记录你的正常运行时间。”在每周工作 40 小时的情况下,他只能工作 20 小时。

And you can imagine, you’re building a team of the best and the—like, the best in the industry, and they can’t work.

你可以想象,你正在建立一个由业内最优秀的团队组成的团队,但他们却无法工作。

So not only are you just burning cash faster than anybody on the planet, it’s also, like, imagine having fighter pilots, but we don’t let them fly.

因此,你不仅烧钱的速度比地球上任何人都快,而且就像想象一下拥有战斗机飞行员,但我们不让他们飞。

Like, the creative frustration and the way that that manifested itself, and how demoralized the team got, it was a disaster.

Like, the creative frustration and the way that that manifested itself, and how demoralized the team got, it was a disaster.

Lex Fridman3:17:24

And so many elements of that were done completely differently for Overwatch, which turned out to be this incredibly masterful execution on a short timescale with a small team with a clear vision.

《守望先锋》中的很多元素都是完全不同的,事实证明,这是一个有着清晰愿景的小团队在很短的时间内完成的令人难以置信的精湛执行。

3:17:24 I read that sort of if you—if you were to compare Overwatch and Titan, sort of the defining characteristic for the Titan team, they said yes to everything, and the Overwatch team said no to everything.

我读过这样的内容:如果你将《守望先锋》和《泰坦》进行比较,这是《泰坦》团队的定义特征,他们对一切都说“是”,而《守望先锋》团队对一切都说不。

Meaning focus, like deep, deep focus on the execution of a very clear vision.

Meaning focus, like deep, deep focus on the execution of a very clear vision.

And maybe that’s the process of designing games, like you said, is, you know on a team that’s full of incredible ideas because it’s creative minds, it’s constantly saying no.

也许这就是设计游戏的过程,就像你说的,你知道在一个充满了令人难以置信的想法的团队中,因为它具有创造性思维,所以它不断地说不。

It’s a really painful process, but perhaps it—it is the responsibility of leadership to just keep saying no.

这是一个非常痛苦的过程,但也许领导层有责任不断说不。

Which sucks.

这很糟糕。

3:18:17 I guess it sucks to be a leader on a team in that sense, because you’re constantly saying no.

I guess it sucks to be a leader on a team in that sense, because you’re constantly saying no.

Jeff Kaplan3:18:21

Being a creative leader, you’re in two modes.

作为创意领导者,你有两种模式。

3:18:21 You’re pushing or you’re pulling, and whatever mode you’re in is the exact opposite of the team.

你要么推动,要么拉动,无论你处于哪种模式,都与团队完全相反。

When they’re not thinking outside the box enough or, like, elevating the vision enough, that’s when you’re pushing them.

When they’re not thinking outside the box enough or, like, elevating the vision enough, that’s when you’re pushing them.

Like, “Come on guys,” you know, “don’t worry about the schedule.

就像,“来吧,伙计们,”你知道,“别担心日程安排。

We got—” you know, “capture hearts and minds, inspire people.” And when they’re going a little crazy and they…

We got—” you know, “capture hearts and minds, inspire people.”当他们变得有点疯狂时,他们……

Endless source of great ideas and really fun development, that’s when you gotta pull and say, “Guys, we need to ship this.

Endless source of great ideas and really fun development, that’s when you gotta pull and say, “Guys, we need to ship this.

The best feature we can add for the player is shipping.” That was a common phrase that we had.

The best feature we can add for the player is shipping.”这是我们的常用短语。

Lex Fridman3:19:09

So when Titan was canceled, I mean that must’ve been a gigantic heartbreak for everybody.

So when Titan was canceled, I mean that must’ve been a gigantic heartbreak for everybody.

3:19:09 And there was this moment when the plan was for the Titan team to be disbanded and moved elsewhere, but you fought for keeping some part of the Titan team, the core of the team together, and Mike Morhaime gave you six weeks to come up with a pitch for a new game.

就在这个时刻,泰坦团队的计划是解散并转移到其他地方,但你为保留泰坦团队的某些部分(团队的核心)而奋斗,迈克·莫海姆(Mike Morhaime)给了你六周的时间来为新游戏提出方案。

And you’ve talked about this process, and you’ve mentioned that there were three possible ideas, directions you were thinking about.

你已经谈到了这个过程,并且提到了你正在考虑的三种可能的想法和方向。

A StarCraft MMO, maybe an MMO in a new IP called Crossworlds, and then the third idea was Overwatch.

星际争霸 MMO,也许是名为 Crossworlds 的新 IP 中的 MMO,然后第三个想法是《守望先锋》。

Can you take me through those six weeks?

你能带我度过这六个星期吗?

Jeff Kaplan3:19:56

Yeah, the six weeks, it’s…

是的,六周,就是……

3:19:56 It was supposed to be the greatest time ever if you think about it.

如果你仔细想想,那应该是有史以来最伟大的时光。

Because you’re a game developer at Blizzard, and you get to come up with a new idea.

Because you’re a game developer at Blizzard, and you get to come up with a new idea.

So that sounds awesome, like, to everybody at Blizzard, to all game developers, it sounds great.

So that sounds awesome, like, to everybody at Blizzard, to all game developers, it sounds great.

But we were probably the most demoralized we’d ever been in our careers.

But we were probably the most demoralized we’d ever been in our careers.

At least I was, you know?

至少我是,你知道吗?

I didn’t know if I was gonna be fired.

我不知道我是否会被解雇。

I didn’t know if that was the end of my career at that point.

I didn’t know if that was the end of my career at that point.

And so it was like a really serious, kind of dire environment that this was happening in.

所以这就像一个非常严重、可怕的环境。

And we were given two criteria that we had to hit for these pitches.

我们被赋予了在这些推介中必须达到的两个标准。

The first one was that we had to ship within two years.

The first one was that we had to ship within two years.

And that is a very ambitious timeframe for any game.

And that is a very ambitious timeframe for any game.

Lex Fridman3:20:53

Yeah, crazy.

Yeah, crazy.

3:20:53 That’s crazy.

这太疯狂了。

Jeff Kaplan3:20:54

But for a Blizzard game, it’s kind of insane.

但对于暴雪游戏来说,这有点疯狂。

3:20:54 And then the second…

And then the second…

Okay, the second is even more ambitious and crazy, was whatever we made, whatever we pitched had to have the potential to have World of Warcraft-like revenue.

好吧,第二个更加雄心勃勃和疯狂,无论我们制作什么,无论我们推销什么,都必须有潜力获得像《魔兽世界》那样的收入。

Lex Fridman3:21:13

Yeah.

是的。

3:21:13 Right.

正确的。

Jeff Kaplan3:21:14

And to date, at that point, there was one game that had World of Warcraft-like revenue, which was World of Warcraft, so…

迄今为止,当时有一款游戏的收入与《魔兽世界》类似,那就是《魔兽世界》,所以……

3:21:14 Immediately, I just threw out the revenue thing ’cause it’s all fucking Monopoly money to me.

我立刻就扔掉了收入这件事,因为这对我来说都是他妈的大富翁钱。

Like, this game money is…

比如,这个游戏的钱是……

It’s insane, and I just don’t think about it.

It’s insane, and I just don’t think about it.

That’s someone else’s problem.

那是别人的问题。

But I did want to be as realistic as I could about the schedule part of it.

但我确实想尽可能现实地对待其中的日程安排部分。

So most of our team, the Titan team, was 140-some people.

所以我们团队(Titan 团队)的大部分成员有 140 多人。

Most of that team got moved to go work on Heroes of the Storm, the D3 expansion, World of Warcraft, Hearthstone.

Most of that team got moved to go work on Heroes of the Storm, the D3 expansion, World of Warcraft, Hearthstone.

So immediately, a large number of the team was gone.

于是立刻,队伍里就大量的人消失了。

Then we had a bunch of, like, what we called temp loans-

然后我们有一堆,比如,我们所谓的临时贷款-

3:22:05 …

……

people that someday were gonna come back to us, but we loaned off for, like, six-month tour of duty.

有些人有一天会回到我们身边,但我们却借出去了,比如六个月的服役期。

And then there was a very small team.

然后有一个非常小的团队。

There was a group of engineers that was mothballing Titan, so it exists somewhere at Blizzard at that point.

有一群工程师正在封存泰坦,所以当时它存在于暴雪的某个地方。

And they were also deconstructing the engine because they knew it didn’t work anymore, and to make a new game, it had to be way reconsidered to sort of what it is today.

他们还解构了引擎,因为他们知道它不再起作用了,为了制作一款新游戏,必须重新考虑它,使其成为今天的样子。

And then there was a very small creative group that was supposed to come up with these three pitches and given six weeks.

然后有一个非常小的创意团队应该在六周内提出这三个提案。

And we just sort of arbitrarily decided, like, let’s spend two weeks on each pitch.

我们只是随意决定,比如,让我们在每个球场上花两周时间。

The ground rules that I sort of led with is you have to be all in for the two weeks on the pitch.

我所遵循的基本规则是你必须在球场上的两周内全力以赴。

So if we’re…

所以如果我们...

3:22:56 You know, pitch one was a StarCraft MMO, and we have to live and breathe and want it more than anything.

你知道,第一个推介是《星际争霸》MMO,我们必须生存和呼吸,并且比什么都想要它。

And I kind of warned everybody.

我警告了所有人。

I said, “At the end of this two weeks, you’re going to think this is the only game idea, and you’re not going to be invested in the next, but we’re going to throw it out as soon as we finish it and do the next one.” And the StarCraft MMO, I actually really loved that pitch.

我说,“在这两周结束时,你会认为这是唯一的游戏创意,你不会投资下一个,但我们一完成它就会把它扔掉并做下一个。”至于星际争霸 MMO,我真的很喜欢这个宣传。

It was called StarCraft Frontiers.

它被称为《星际争霸前沿》。

And the concept was, like, less of you’re playing, like, space marine.

这个概念是,就像,更少的人玩太空海军陆战队。

Like, it was less armies.

就像,军队更少了。

StarCraft the RTS is always about the three races and the giant armies.

《星际争霸》RTS 始终是关于三个种族和巨型军队的。

3:23:34 And kind of what made WoW wow and separate from the Warcraft RTS series was that instead of being, like, a footman in the army in World of Warcraft, you were like a lone adventurer, you know, make your mark on the world.

让《魔兽世界》与《魔兽争霸 RTS》系列区别开来的一点是,你不再像《魔兽世界》中的军队步兵那样,而是像一个孤独的冒险家,你知道,在世界上留下自己的印记。

So we had this idea, it was this old Chris Metzen drawing of a space prospector.

所以我们有了这个想法,这是克里斯·梅森(Chris Metzen)绘制的太空勘探者的旧画。

And I love that idea that, like, somewhere out in, like, where all the giant StarCraft battles were happening, you know, thousands of Zerg and Protoss and Terran, there’s, like, this, like, lone prospector on some planet, like, going through, like, a mysterious dungeon- …

我喜欢这个想法,就像,在某个地方,就像所有巨大的星际争霸战斗发生的地方,你知道,成千上万的虫族、神族和人族,在某个星球上有,就像,这个,就像,孤独的探矿者,就像,穿过,就像,一个神秘的地牢——……

you know, looking for minerals but finding monsters.

你知道,寻找矿物却发现怪物。

Like, it was that kind of spirit of-

就像,这是一种精神——

Lex Fridman3:24:22

That’s awesome.

太棒了。

Jeff Kaplan3:24:23

…

……

3:24:23 more on the ground level.

更多在地面上。

Lex Fridman3:24:24

I didn’t even think about that because my intuition with a StarCraft MMO would be the soldier as part of the army, right?

我什至没有想到这一点,因为我对星际争霸 MMO 的直觉是士兵是军队的一部分,对吗?

3:24:24 The prospector.

The prospector.

That’s such a beautiful vision.

那真是一个美丽的愿景。

Yeah.

是的。

Jeff Kaplan3:24:32

Yeah, I-

Yeah, I-

Lex Fridman3:24:33

Looking for the resources and on the way finding the monsters.

寻找资源并一路寻找怪物。

Jeff Kaplan3:24:37

You want to be on the ground f- Like, what’s it like on the ground floor?

你想在地面上——比如,一楼是什么样子?

3:24:37 And I don’t want to be a minion in a giant army.

我也不想成为一支庞大军队中的小卒。

I want to be Indiana Jones in space, you know?

我想成为太空中的印第安纳琼斯,你知道吗?

Lex Fridman3:24:49

Nice.

好的。

Jeff Kaplan3:24:50

So then there was this Metzen picture of the prospector, and then two of the most amazing artists, Arnold Tsang and Peter Lee.

于是就有了这张梅森探矿者的照片,然后是两位最令人惊叹的艺术家阿诺德·曾(Arnold Tsang)和彼得·李(Peter Lee)。

3:24:50 Arnold’s the great character artist.

阿诺德是伟大的人物艺术家。

Peter Lee’s the great environment artist.

彼得·李是一位伟大的环境艺术家。

They did this concept art for Frontiers that was Metzen’s space prospector.

他们为梅森的太空勘探者 Frontiers 制作了这个概念艺术。

He’s smoking a cigar-…

他正在抽雪茄——

and he’s got his foot on a Hydralisk skull.

他的脚踩在了刺蛇头骨上。

Lex Fridman3:25:15

Nice.

好的。

Jeff Kaplan3:25:15

And then there’s, like, a Medivac in the background, and they’re on this, like, big alien planet.

然后背景中有一辆医疗运输车,他们就在这个巨大的外星球上。

3:25:15 And, like, that picture, you just wanted to like, “Here’s my money.

就像那张照片,你只是想喜欢,“这是我的钱。

I’ll pre-order now.

I’ll pre-order now.

Like, sign me up for that game.” That picture ended up being McCree from Overwatch.

比如,让我报名参加那场比赛。”这张照片最终是《守望先锋》中的麦克雷。

We redid it.

We redid it.

Lex Fridman3:25:37

Nice.

好的。

Jeff Kaplan3:25:37

But, but yeah, that’s, that was where McCree actually came from.

但是,但是,是的,那就是麦克雷真正来自的地方。

3:25:37 So that was the StarCraft Frontiers idea.

这就是《星际争霸前沿》的想法。

We kind of, we, we went all in on the design.

我们有点,我们,我们全力以赴地进行设计。

We had a world design.

We had a world design.

We had class design, like how, how the classes would work, what progression might look like.

我们进行了课程设计,例如课程如何进行、课程如何运作、进展可能是什么样子。

And you also have to think when you’re trying to design an MMO, like, what could expansions and live content be like?

当你尝试设计 MMO 时,你还必须考虑扩展和实时内容会是什么样子?

And we put together a really good pitch.

我们整理了一个非常好的推介。

We all knew there’s no way you can make this game.

我们都知道你不可能制作这个游戏。

Like, this, even though it was more focused than Titan, it’s five years on Blizzard’s best day with nothing going wrong, in a perfect scenario, five years to make that game probably with, you know, 150 to 200 people.

就像这个,尽管它比《泰坦》更专注,但在暴雪最好的日子里,五年没有出任何问题,在完美的场景中,五年的时间来制作这款游戏​​,你知道,可能有 150 到 200 人。

3:26:26 Like, these 40 people are not making that game in two years.

就像,这 40 个人两年内不会制作这款游戏​​。

So as much as I…

So as much as I…

Like, again, that was an idea, not a vision, ’cause it lacked, it lacked the path to reality, you know?

再说一次,那是一个想法,而不是一个愿景,因为它缺乏,它缺乏通往现实的道路,你知道吗?

There-

那里——

Lex Fridman3:26:40

‘Cause that’s a legit large-scale MMO in a, in a world that you haven’t quite developed in the way that an MMO needs that was really crafted for the arts or the real-time strategy formulation of StarCraft.

因为这是一个合法的大型 MMO,在一个你还没有完全按照 MMO 需要的方式开发的世界中,它是真正为艺术或星际争霸的实时策略制定而设计的。

3:26:40 And it’s in space.

And it’s in space.

It’s-

这是——

Jeff Kaplan3:26:53

Yeah.

是的。

Lex Fridman3:26:53

It’s…

这是……

3:26:53 It would, it would take…

会的,会需要……

I mean, it would be incredible, but it would be a five-year and realistically even more.

我的意思是,这将是令人难以置信的,但这将是五年,实际上甚至更长。

Jeff Kaplan3:26:59

Like, an endless thing that you’d spin on on that team.

就像,你会在团队中不断旋转的东西。

3:26:59 You’re making the StarCraft game.

你正在制作《星际争霸》游戏。

How do you get from planet to planet?

你如何从一个星球到另一个星球?

Lex Fridman3:27:05

Yeah.

是的。

Jeff Kaplan3:27:05

Is it a cut scene?

这是过场动画吗?

3:27:05 No one’s going to want a cut scene, but we should probably make it a cut scene because that’s easy.

没有人会想要过场动画,但我们可能应该将其设为过场动画,因为这很容易。

But well, we gotta have space flight.

但好吧,我们必须进行太空飞行。

That…

那……

You’re adding, like, three years just by saying, “We gotta have space flight.”

你只要说“我们必须进行太空飞行”就可以增加三年。

Lex Fridman3:27:18

You are.

你是。

3:27:18 Yeah.

是的。

Jeff Kaplan3:27:19

And then how do you make a space game without space flight?

那么如何制作一款没有太空飞行的太空游戏呢?

3:27:19 We’ve all played them.

We’ve all played them.

We know, we know those games, so.

我们知道,我们知道那些游戏,所以。

Lex Fridman3:27:25

So are you essentially, when you’re brainstorming like that, and by the way, such an incredible thing, for two weeks, you’re just really falling in love with the game altogether and trying to figure out if it’s actually possible.

你本质上也是如此,当你像那样进行头脑风暴时,顺便说一句,这是一件令人难以置信的事情,在两周的时间里,你真的完全爱上了这个游戏,并试图弄清楚它是否真的可能。

3:27:25 So if you’re developing that, are you just constantly trying to say, like, “What is the simplest possible thing we can do that’s a complete world?” Like, are you constantly trying to simplify or you’re allowing yourself to go big?

所以,如果你正在开发这个,你是否只是不断地试图说,“我们能做的最简单的事情是什么,那就是一个完整的世界?”比如,你是不断地尝试简化,还是让自己变得更大?

Jeff Kaplan3:27:49

So when you’re brainstorming and you’re with the team and you’re the creative leader, it’s, “Guys, what’s fucking amazing?” What’s big?

因此,当你与团队一起集思广益,并且你是创意领导者时,你会想,“伙计们,有什么他妈的太神奇了?”有什么大的?

3:27:49 What do players need?

What do players need?

There’s a Blizzard design value called “what is the fantasy?” What is the fantasy?

暴雪有一个设计价值观叫做“幻想是什么?”幻想是什么?

You want to be in space.

你想要在太空中。

You want to be in the StarCraft universe, and then your job as the game director, and if you have a great creative director, art director, tech director, the director should be scoping it back into reality.

你想进入《星际争霸》宇宙,然后担任游戏总监,如果你有一位出色的创意总监、艺术总监、技术总监,那么导演应该将其范围重新纳入现实。

The mistake I see on a lot of game teams is scope becomes a production problem.

我在很多游戏团队中看到的错误是范围变成了生产问题。

You give it to the project managers or the executives or the producers to say, “No, there’s not enough time.” Or, “You guys should hire more,” ’cause-

你可以让项目经理、高管或制片人说:“不,时间不够。”或者,“你们应该雇用更多人”,因为-

Lex Fridman3:28:44

Right.

对。

Jeff Kaplan3:28:46

Like, what do executives, what do those types have at their disposal that they can hit you with meetings in Outlook and tell you that you can hire more people?

例如,高管们有哪些能力可以让他们在 Outlook 中召开会议并告诉您可以雇用更多员工?

3:28:46 That’s not really how you get the game made.

这并不是制作游戏的真正方式。

Lex Fridman3:28:59

That’s why they get paid the big bucks.

这就是他们获得高薪的原因。

Jeff Kaplan3:29:02

The scoping, your best-case scenario is when your tech director, art director, and game director are doing the scoping.

范围界定,最好的情况是由技术总监、艺术总监和游戏总监进行范围界定。

3:29:02 Because then you know, like, this part we gotta spend big bucks on.

因为你知道,这部分我们必须花大钱。

There’s no getting around it.

这是无法回避的。

This part we can cheat.

这部分我们可以作弊。

If you have a giant team and one guy’s job is just to make props, you know, crates and chairs, that guy’s going to make the…

如果你有一支庞大的团队,而其中一个人的工作只是制作道具,你知道,板条箱和椅子,那么那个人就会制作……

You know, that’s a AAA awesome developer who’s going to put his heart and soul into it.

你知道,这是一位 AAA 级出色的开发人员,他将全身心投入其中。

If you let him, he’ll take, you know, six weeks to make a crate.

如果你让他做,他会花六个星期的时间来制作一个板条箱。

You have to have that moment where you’re like, “I kind of need 200 crates.

你必须有这样的时刻,“我需要 200 个箱子。

So just spend, like, a couple hours on that one.” And that’s a hard thing to say to somebody.

所以只要花几个小时就可以了。”对某人来说这是一件很难的事情。

Lex Fridman3:29:52

You’re doing this kind of scope carving while also talking about “what is the fantasy.” So you’re, there’s a tension there that you’re constantly dancing with.

你在进行这种范围雕刻的同时也在谈论“什么是幻想”。所以你,那里有一种紧张感,你不断地与之共舞。

3:29:52 So you’re, you’re allowing yourself to think big, but then scoping it down, and doing that, what, on a scale of days in this case, like?

所以,你允许自己大胆思考,然后缩小范围,然后这样做,在这种情况下,按天数计算,是什么样的?

Jeff Kaplan3:30:12

Yeah.

是的。

3:30:12 We had two weeks, so, and I don’t think we were…

我们有两周的时间,所以,我不认为我们……

I was working on weekends, but we weren’t getting the group together.

我周末工作,但我们没有让团队聚在一起。

So it’s, you know, like 10 working days.

所以,你知道,大约 10 个工作日。

Lex Fridman3:30:24

And then you, like, shut it off and go to idea number two?

然后你就关掉它,转向第二个想法?

Jeff Kaplan3:30:27

Yeah.

是的。

3:30:27 Idea number two was CrossWorlds.

第二个想法是 CrossWorlds。

That was a Metzen vision for a universe, and, like, I’m glad Metzen’s back at Blizzard, and I hope they make this game someday.

这是梅森对宇宙的愿景,我很高兴梅森回到暴雪,我希望他们有一天能制作这款游戏​​。

The way Chris described it was there’s a planet on the edge of the universe that’s like the Mos Eisley space port with all these, you know, freakish aliens and people from all walks of life-

克里斯描述的方式是,宇宙边缘有一颗行星,就像莫斯艾斯利太空港一样,里面有所有这些,你知道,怪异的外星人和各行各业的人——

Lex Fridman3:30:58

Nice.

不错。

Jeff Kaplan3:30:58

…

……

3:30:58 and it’s kind of seedy and criminal.

这有点肮脏和犯罪。

And there’s traders and smugglers and diplomats and…

还有商人、走私犯、外交官……

But this one planet is sort of the planet that they’ve agreed to like meet on, and this is like the neutral place, and then the game was going to take place on that planet, so-

但这一颗星球是他们同意见面的星球,这就像中立的地方,然后游戏将在那个星球上进行,所以——

Lex Fridman3:31:16

This is awesome.

这太棒了。

Jeff Kaplan3:31:17

Yeah.

是的。

3:31:17 So that was more of like a world IP driven one that was really inspired by Chris.

所以这更像是一个世界知识产权驱动的项目,真正受到克里斯的启发。

Lex Fridman3:31:24

And that allows you to play with different characters, different…

这让你可以玩不同的角色,不同的……

3:31:24 I like that, I like that idea a lot, because it’s the meeting place of different worlds, and then you can allow your imagination to drive what the worlds from which they came from are like.

我喜欢这个,我非常喜欢这个想法,因为这是不同世界的交汇处,然后你可以让你的想象力驱动他们来自的世界是什么样子。

So you don’t have to design those worlds.

所以你不必设计这些世界。

Jeff Kaplan3:31:41

No, you don’t have to design them, but then they’re yours.

不,你不必设计它们,但它们就是你的了。

3:31:41 Like, if the players really are reacting to, like, the Green People planet- …

就像,如果玩家真的对绿人星球做出反应——……

or whatever, and someday you’re like, “Hey, what expansion should we make?” “I don’t know.

或者其他什么,有一天你会想,“嘿,我们应该做什么样的扩展?” “我不知道。

Green People planet.”

绿人星球。”

Lex Fridman3:31:53

Green People, yeah.

绿人,是啊。

Jeff Kaplan3:31:54

Like, “Let’s do it.”

就像,“让我们开始吧。”

Lex Fridman3:31:56

I like it.

我喜欢它。

Jeff Kaplan3:31:57

So it was actually that, it was CrossWorlds.

事实上,这就是《CrossWorlds》。

3:31:57 We were working on CrossWorlds, and like the StarCraft Frontiers, you know, for Frontiers, we were having the class meetings, you know, how class progression work, like, the game designery stuff.

我们当时正在开发《跨世界》,就像《星际争霸:前沿》一样,我们正在召开班级会议,你知道,班级进展如何运作,比如游戏设计的东西。

And on CrossWorlds, we were having a class meeting of, like a big decision in, like, RPG type games is always: are you doing, like, skill based or class based?

在 CrossWorlds 上,我们召开了一次班级会议,就像 RPG 类型游戏中的一个重大决定一样:你是在做基于技能的还是基于职业的?

3:32:26 And it’s usually some combination of those, but class based, you’re like choosing, “I’m going to be a warrior, therefore I use sword and shield, and I do these things.” Where more of a skill base is everybody’s kind of an avatar, and then the skills that you pick define, so I might take that I know how to use swords.

它通常是这些的组合,但基于阶级,你就像选择,“我将成为一名战士,因此我使用剑和盾牌,并且我做这些事情。”更多的技能基础是每个人的化身,然后你选择的技能定义,所以我可能会认为我知道如何使用剑。

So you’re kind of making those decisions, and with all things game design, there’s no right or wrong.

所以你要做出这些决定,对于游戏设计的所有事情来说,没有对错之分。

It’s all trade-offs.

这都是权衡。

So the trade-off decision we were making is like, “Oh, I think we want to be class based with this CrossWorlds thing,” and we were in a design meeting and one of my favorite designers of all time is a guy named Geoff Goodman.

所以我们做出的权衡决定就像是,“哦,我想我们希望以 CrossWorlds 的东西为基础”,我们正在参加一个设计会议,我一直以来最喜欢的设计师之一是一个名叫 Geoff Goodman 的人。

He was one of the original WoW encounter designers; he designed like Onyxia and all the big raid bosses.

他是《魔兽世界》最初的遭遇设计师之一;他的设计就像奥妮克希亚和所有大型突袭首领一样。

3:33:17 Like, if someone has a favorite raid boss, Geoff probably designed it.

就像,如果有人有一个最喜欢的突袭首领,它可能是杰夫设计的。

And he just kind of off the cuff said in this meeting, he said, “I wish instead of making, like, six classes, I wish we could make 50 classes.

他在这次会议上即兴说道,“我希望我们能开设 50 堂课,而不是 6 堂课。

And I wish instead of having, like, you know, 100 abilities on the classes, the 50 classes all just had, like, one or two things that was really interesting about them.” And then the class meeting ended.

我希望 50 个班级不要有 100 种能力,而是只有一两件真正有趣的事情。”然后班会就结束了。

Like, we designed our six classes in that meeting, and then the meeting ended.

就像,我们在那次会议中设计了六个课程,然后会议就结束了。

And I was back at my desk, and it just stuck with me what Geoff had said about the way he wished he could design the classes.

当我回到办公桌前时,杰夫所说的关于他希望如何设计课程的说法一直让我印象深刻。

And then I also had…

然后我也有……

We had this directory of all the amazing Titan art.

我们有所有令人惊叹的泰坦艺术的目录。

3:34:13 And I started pulling up Arnold Tsang’s characters.

我开始提取曾阿诺的角色。

Arnold’s vision and his art is second to none.

阿诺德的视野和艺术是首屈一指的。

And I started taking some of the old Titan characters that we had designed.

我开始采用我们设计的一些旧泰坦角色。

We had a class called the Jumper, and the Jumper could, like, teleport forward and rewind time and come back.

我们有一个叫做“跳跃者”的类,跳跃者可以向前传送、倒带时间并返回。

And the Jumper used dual-wield pistols, which was, at the time, designed after my dual G18s from Modern Warfare 2.

Jumper 使用双持手枪,当时是根据我在《现代战争 2》中使用的双 G18 手枪设计的。

It was my favorite loadout.

这是我最喜欢的装载。

I was just cribbing Infinity Ward.

我只是抄袭无限病房。

That’s where Tracer’s guns came from.

这就是猎空的枪的来源。

3:34:53 And we had all these, like, different guns, like, some that bloomed and some that, you know, had this, like, really crazy recoil, and we had other types of guns.

我们有所有这些,就像,不同的枪,比如,有些会开花,有些,你知道,有这种,就像,非常疯狂的后坐力,我们还有其他类型的枪。

And I took every version of, like, the Titan Jumper, and I just distilled it into what I thought was the best version of the Jumper, which was, you know, the dual-wield pistols, the blink, the recall, and time bomb.

我采用了泰坦跳跃者的每个版本,然后将其提炼成我认为最好的跳跃者版本,你知道,双持手枪,眨眼,召回和定时炸弹。

And then I took Arnold Tsang art, and I went, you know, to Arnold, and I’m like, “What if this wasn’t, like, a class?

然后我学习了曾阿诺德的艺术,你知道,我去了阿诺德,我想,“如果这不是一门课怎么办?

You know, who is this as a person, not a class?” And Arnold, “What if she’s British, and her name’s Tracer?” And, like, that was the origin of Overwatch.

你知道,这是谁作为一个人,而不是一个阶级?”阿诺德:“如果她是英国人,名字叫猎空怎么办?”这就是《守望先锋》的起源。

3:35:41 And some of the pragmatic part of that was I knew that Geoff Goodman was gonna be on this team, and I knew that Arnold Tsang was gonna be on this team.

其中一些务实的部分是我知道杰夫·古德曼会加入这个团队,我知道阿诺德·曾会加入这个团队。

And it’s a play to your strengths moment.

这是发挥你的优势的时刻。

Like, what could we make in two years with the talent we have, and what is realistic?

比如,我们可以利用我们所拥有的才能在两年内做出什么,什么是现实的?

Like, what could we realistically make?

比如,我们实际上可以做什么?

And so then I just sat there, and I sort of I went through a bunch of Titan classes with a guy named The Gunjack, who was…

然后我就坐在那里,我和一个名叫 The Gunjack 的人一起参加了一系列泰坦课程,他是……

became Reaper.

成为了收割者。

We had…

我们有……

Actually, the Ranger got split out and became 76 and became Bastion, of all things.

事实上,游骑兵队被拆分出来,成为 76 号,并成为堡垒。

Lex Fridman3:36:30

You’re describing the game of Overwatch where exactly that vision from that meeting- …

你正在描述《守望先锋》游戏,正是那次会议的愿景——……

3:36:30 came to life for you.

为你而生。

As opposed to having a small number of classes with a large number of skills, you have a large number of heroes with each their distinct look, distinct set of skills.

与拥有大量技能的少量职业不同,你拥有大量的英雄,每个英雄都有独特的外观和独特的技能。

Jeff Kaplan3:36:50

Yeah, and the personality was a big part of it, like capturing…

是的,个性是其中很重要的一部分,比如捕捉……

3:36:50 This isn’t some generic, the Jumper.

这不是通用的跳线。

It’s this person, Lena Oxton.

就是这个人,莉娜·奥克斯顿。

You know?

你知道?

And she has a life, and we’re gonna, you know, make you interested in her.

她有自己的生活,我们会让你对她感兴趣。

Lex Fridman3:37:07

Yeah, there’s, like, a deep backstory.

是的,有一个深刻的背景故事。

3:37:07 And that’s also what’s interesting about Overwatch, is that backstory is not, like, revealed in a direct way.

这也是《守望先锋》的有趣之处,即背景故事并不是以直接的方式揭示的。

It’s, it sort of, like, seeps in indirectly throughout the game.

它有点像间接渗透到整个游戏中。

So, the backstory is implied almost.

所以,背景故事几乎已经暗示了。

And it’s told not directly.

而且不是直接告诉的。

So, there’s a lot of ideas like this.

所以,有很多这样的想法。

And so you’re…

所以你……

This is the thing that the team converged to.

这就是团队汇聚的事情。

Jeff Kaplan3:37:32

Yeah.

是的。

3:37:32 Well, and it was funny because, like, we’re having these CrossWorlds.

嗯,这很有趣,因为我们有这些跨世界。

Like, people are, you know, writing design docs and doing concept art for CrossWorlds.

就像,你知道,人们正在为 CrossWorlds 编写设计文档并进行概念艺术。

And, you know, we’d have some brainstorm meetings every day, and I put together…

而且,你知道,我们每天都会举行一些头脑风暴会议,我组织了……

It was a seven-page deck, Overwatch deck.

这是一套七页纸的套牌,《守望先锋》套牌。

And it was called Monetized Shooter at the time.

当时它被称为货币化射击游戏。

And it just said, “Monetized Shooter.” And then the first slide was League of Legends plus Team Fortress 2 logos.

它只是说,“货币化射击游戏”。然后第一张幻灯片是《英雄联盟》和《军团要塞 2》徽标。

3:38:05 And then I had, like, six heroes, like, sloppily designed.

然后我就设计了六位英雄。

And as everybody was working on CrossWorlds there were two, you know, co-leaders of that team for…

当每个人都在《CrossWorlds》上工作时,你知道,该团队有两位联合领导者……

There was, you know…

有,你知道……

Chris Metzen was there, and Ray Gresko.

克里斯·梅森(Chris Metzen)和雷·格雷斯科(Ray Gresko)也在场。

And I remember Ray coming over.

我记得雷过来了。

Ray is, like, a phenomenal game developer of all time.

Ray 是有史以来一位杰出的游戏开发者。

He, like, wrote the Dark Forces engine, was the production director on Diablo III.

他是《暗黑破坏神 III》的制作总监,也是《黑暗力量》引擎的编写者。

He and I killed Titan.

他和我杀死了泰坦。

And then he’s at my desk looking over my shoulder, and he’s like, “Well, what are you working on?

然后他坐在我的办公桌前,越过我的肩膀看着我,他说:“好吧,你在做什么?

Is this the CrossWorlds pitch?” I’m like, “No, this is, like, another idea that I’m just working on on the side.” And I show him the seven slides, and he just looks at me, and he says, “Go show Metzen this.”

这是 CrossWorlds 的宣传活动吗?”我想,“不,这就像是我只是在业余时间研究的另一个想法。”我给他看了七张幻灯片,他只是看着我,然后说:“去给梅森看看这个。”

3:39:04 This is what we should make instead.” And then I went and I showed Metzen, like, “Hey, this is just an idea.” And then Metzen was like, “Yes.

这才是我们应该做的。”然后我就向梅森展示了,“嘿,这只是一个想法。”然后梅森说:“是的。

You know, this is what we should make.” And I showed Arnold, and it was Arnold’s art.

你知道,这就是我们应该做的。”我向阿诺德展示了这就是阿诺德的艺术。

And then Ray tells me, he’s like…

然后雷告诉我,他就像……

‘Cause we would- Every morning, we’d get the team together ’cause we were in this dire, you know, dire straits, and we’re midway through at that point.

因为我们每天早上都会让团队聚集在一起,因为我们正处于这种可怕的困境中,而我们正处于困境中。

And Ray and a producer named Matt Hawley said, “Tomorrow morning at the meeting, you’re gonna pitch this Monetized Shooter idea.” It was called Monetized Shooter because originally when I pitched it, it was free to play and you had to buy the heroes, which is fucking terrible, but at the time, I actually thought that was a good idea.

雷和一位名叫马特·霍利的制片人说,“明天早上的会议上,你将提出这个货币化射击游戏的想法。”它被称为货币化射击游戏,因为最初当我推销它时,它是免费的,你必须购买英雄,这太糟糕了,但当时,我实际上认为这是一个好主意。

3:39:56 And I’m walking down the hall with Matt Hawley to go, like, pitch this to this group, you know, we’re supposed to be working on CrossWorlds, and they’re like, “You gotta pitch this idea to them.” And Matt Hawley stops me in the hall and says, “You, Jeff, you cannot go into that meeting.

我和马特·霍利一起走过大厅,向这个团队推销这个,你知道,我们应该在《跨世界》上工作,而他们就像,“你必须向他们推销这个想法。”马特·霍利在大厅里拦住我说:“你,杰夫,你不能参加那个会议。

I refuse to put up a deck in front of the team where the first slide says, ‘Monetized Shooter.'” “They’ll hate that, and that’s not the spirit of who we are-” “…

我拒绝在团队面前放置一张幻灯片,其中第一张幻灯片上写着“货币化射击游戏”。”“他们会讨厌这一点,而这不是我们的精神——”“......

as, you know, creative devel-” And I’m like, “Yeah, you’re right.” Like, well no one was supposed to see his deck anyway.

正如,你知道,创造性的发展——”我说,“是的,你是对的。”就像,无论如何都不应该有人看到他的套牌。

3:40:34 You guys are all looking over my shoulder.

你们都在看着我。

He’s like, “You need to put a name on it.” I’m like, “It’s Overwatch.” Like, right on the spot, I said the name was Overwatch.

他说:“你需要在上面写上一个名字。”我想,“这是《守望先锋》。”就像,当场,我说这个名字是《守望先锋》。

And where that had come from was when we were working on Titan, I was really angry about this.

当我们在泰坦上工作时,我对此感到非常愤怒。

We did this fake…

我们做了这个假的…

I did not do this, another leader on the team did this, of this fake, like, we’re gonna put up whiteboards and everyone gets to vote for their favorite name for Titan.

我没有这样做,团队中的另一位领导这样做了,这个假的,就像,我们要竖起白板,每个人都可以为他们最喜欢的泰坦名字投票。

But the person who did it already had a name in mind- …

但做这件事的人心里已经有了名字——……

for the game.

为了比赛。

And just kept pushing towards that name.

并一直朝着这个名字努力。

3:41:17 And the thing that got the most votes was Overwatch.

获得最多票数的是《守望先锋》。

Overwatch in Titan was, like, a police group, essentially.

《泰坦》中的《守望先锋》本质上就像一个警察组织。

But somebody had written Overwatch on that board and it got the most votes.

但有人在该板上写了《守望先锋》,并且获得了最多的选票。

So I basically named the game Overwatch to, like, high five my team- …

所以我基本上将《守望先锋》这款游戏命名为我的团队的高五——……

and kind of middle finger.

和中指。

Like- Don’t act like it’s a democracy when it’s not.

就像——当不是民主国家时,不要表现得好像是民主国家。

Lex Fridman3:41:43

Yeah, yeah.

是啊,是啊。

Jeff Kaplan3:41:43

You know?

你知道吗?

3:41:43 So…

所以……

Lex Fridman3:41:44

So it’s a middle finger.

所以这是一个中指。

3:41:44 So Overwatch, and then the, I mean, the rest is history.

所以《守望先锋》,然后,我的意思是,剩下的都是历史了。

So what, in that slide deck, did you already have a kind of crawl, walk, run idea of the way this would be developed?

那么,在幻灯片中,您是否已经对如何开发这种方式有了一种爬行、行走、跑步的想法呢?

Jeff Kaplan3:42:00

So my, my deck was terrible.

所以我的,我的套牌很糟糕。

3:42:00 People actually- …

人们实际上——……

there’s a thing called the Jeff Deck, which is: it’s always gray with black writing and then the default, like, PowerPoint blue shapes, because I just don’t bother making it look good-

有一种叫做 Jeff Deck 的东西,它是:它总是灰色的,黑色字体,然后是默认的,比如 PowerPoint 蓝色形状,因为我只是懒得让它看起来好看 -

3:42:15 …

……

Besides dragging Arnold Tsang’s art, you know, desecrating it into my deck.

除了把 Arnold Tsang 的艺术拖到我的套牌里,你知道,亵渎它。

We put together…

我们放在一起……

We had this amazing game designer on the Overwatch team, a guy named Jeremy Craig who’s now actually game directing a game over at Bonfire.

《守望先锋》团队中有一位出色的游戏设计师,他名叫杰里米·克雷格 (Jeremy Craig),他现在实际上是在 Bonfire 上指导游戏结束。

Jeremy, not only was he a great game designer, but he had the ability to sell things better than anybody else, visually.

杰里米(Jeremy)不仅是一位出色的游戏设计师,而且在视觉上他有能力比其他人更好地销售产品。

So Jeremy took my shitty deck, and then we had lots more, like, creative brainstorms and we thought through the game of Overwatch a lot more, and then he made this gorgeous pitch deck that we pitched.

所以杰里米拿走了我的糟糕的套牌,然后我们进行了更多的创意头脑风暴,我们对《守望先锋》游戏进行了更多的思考,然后他制作了我们提出的这个华丽的融资套牌。

We first had to go through the Blizzard production and game directors for them to approve it and give it their thumbs up, then we had to go through the Blizzard executives, then we had to go through Activision.

我们首先必须经过暴雪的制作和游戏总监的批准并给予认可,然后我们必须经过暴雪的高管,然后我们必须经过动视暴雪。

3:43:11 And in that deck, because we had to speak to schedule, we had to speak to two things that were tough to speak to.

在那个套牌中,因为我们必须按照日程安排,所以我们必须谈论两件很难说的事情。

One, we had to speak to schedule, and we came up with this concept of crawl, walk, run.

第一,我们必须按照日程安排,我们提出了爬行、步行、跑步的概念。

We had identified the reason Titan failed is we just tried to run; we tried to come up with the next World of Warcraft.

我们已经确定泰坦失败的原因是我们只是试图逃跑;我们试图想出下一个魔兽世界。

But if you think about World of Warcraft, it had Warcraft I, II and III to build upon to even get to the point where people gave a shit enough about that world to want to live in the world of Warcraft.

但如果你想想《魔兽世界》,它有《魔兽争霸 I》、《魔兽争霸 II》和《魔兽争霸 III》作为基础,甚至达到了人们对这个世界足够重视而想要生活在《魔兽争霸》世界中的地步。

So the idea was that instead of trying to cut right to World of Warcraft, let’s try to honor Warcraft I, essentially.

所以我们的想法是,与其试图直接切入《魔兽世界》,不如从本质上向《魔兽争霸 I》致敬。

So this first game is just to establish that there’s a universe you might give a shit about.

所以这第一款游戏只是为了证明有一个你可能会在意的宇宙。

3:44:09 We also knew that the timeframe we were given of two years, there was no way to create a compelling PvE experience, so we just kinda randomly put dates in a slide of crawl, walk, run, thinking it was aspirational, and really, we were just trying to save ourselves.

我们还知道,在两年的时间范围内,我们无法创造出令人信服的 PvE 体验,所以我们只是随机地将日期放在爬行、行走、跑步的幻灯片中,认为这是理想的,实际上,我们只是想拯救自己。

Like, don’t cancel us.

就像,不要取消我们。

You know, this team can make something great.

你知道,这个团队可以做出伟大的事情。

The other part that we had to talk to too was, like, a mobile strategy.

我们还必须讨论的另一部分是移动策略。

Like, at that time, it was like, everything has to be also on mobile, which I think is the dumbest thing ever.

就像,当时,一切都必须在移动设备上进行,我认为这是有史以来最愚蠢的事情。

And so literally what we did is, this was Jeremy’s brilliant part, we had a picture with all the boxes and then one of them is, like, a tablet with just a fucking Photoshop of, you know, Arnold’s art on it.

所以从字面上看,我们所做的是,这是杰里米的精彩部分,我们拍了一张所有盒子的照片,然后其中一个就像一台平板电脑,上面只有一个他妈的 Photoshop,你知道,阿诺德的艺术作品。

We’re like, “And also-“

我们就像,“而且——”

Lex Fridman3:45:03

Mobile

手机

Jeff Kaplan3:45:03

“…

“……

3:45:03 it’ll be on mobile.”

它将在移动设备上显示。”

Lex Fridman3:45:06

Brilliant.

太棒了。

3:45:06 But I think this crawl, walk, run idea is really nice.

但我认为这种爬、走、跑的想法真的很好。

So the, the, the initial idea is you would have basically a shooter with all these different characters, all these heroes, and then the, the walk would be the PvE version of that, co-op.

所以,最初的想法是,你基本上会拥有一个拥有所有这些不同角色、所有这些英雄的射击游戏,然后,步行将是合作社的 PvE 版本。

And then if people really fall in love with the world, then you build a big MMO around it.

然后,如果人们真的爱上这个世界,那么你就会围绕它构建一个大型 MMO。

Quick pause for a bathroom break.

快速暂停一下,上个厕所。

Quick 30-second thank you to our sponsors.

用 30 秒的时间快速感谢我们的赞助商。

Check them out in the description.

在描述中查看它们。

It really is the best way to support this podcast.

这确实是支持这个播客的最佳方式。

Go to lexfridman.com/sponsors.

请访问 lexfridman.com/sponsors。

We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration.

我们有用于客户服务人工智能代理的 Fin、用于在大型代码库中生成代码的 Blitzy、用于心理健康的 BetterHelp、用于在线销售商品的 Shopify、用于人工智能驱动的代码审查的 CodeRabbit 以及用于好奇心驱动的知识探索的 Perplexity。

3:46:00 Choose wisely, my friends.

明智地选择,我的朋友们。

And now, back to my conversation with Jeff Kaplan.

现在,回到我与杰夫·卡普兰的谈话。

And we should also say that there’s a whole world that was built around Overwatch.

我们还应该说,整个世界都是围绕《守望先锋》构建的。

And one of the ideas was…

其中一个想法是……

So, Warcraft is a very particular kind of world.

所以,魔兽争霸是一个非常特殊的世界。

StarCraft is a particular kind of world.

星际争霸是一个特殊的世界。

Diablo is a particular kind of world.

暗黑破坏神是一个特殊的世界。

And you wanted to bring Overwatch to Earth and make it positive.

你想把《守望先锋》带到地球并让它变得积极。

You give this talk where there was a lot of respect paid to the sort of dark, gritty, post-apocalyptic games on Earth.

你在这次演讲中对地球上那种黑暗、坚韧、后世界末日的游戏给予了很多尊重。

Also gave a lot of respect to the ultra-realistic first-person shooter games like Call of Duty.

也对《使命召唤》等超现实第一人称射击游戏给予了很多尊重。

And you wanted to create something more that paints a vision of a near-term hopeful future, and fun, and more sort of surreal, versus like ultra-real.

你想要创造更多的东西来描绘近期充满希望的未来的愿景,并且有趣,并且更超现实,而不是超现实。

3:46:57 So it’s interesting to talk through how a world comes to life.

因此,讨论世界是如何诞生的很有趣。

How you think about that world, how you create the tone of the game, how you think, how you craft in this vision.

你如何看待这个世界,你如何创造游戏的基调,你如何思考,你如何在这个愿景中进行创作。

And not just, like, different characters like Tracer and so on, like what the personality is, but, like, bringing the world to life in which they will be.

不仅仅是像猎空等不同的角色,像个性是什么,而是像将他们将要生活的世界带入生活。

What was that process like?

那个过程是怎样的?

Jeff Kaplan3:47:23

The process was a blast.

整个过程非常精彩。

3:47:23 And, like, the goal was that bright, hopeful future.

而且,就像,目标是光明、充满希望的未来。

And the other phrase we used all the time on the team was, “A future worth fighting for.”

我们在团队中一直使用的另一句话是“值得为之奋斗的未来”。

Lex Fridman3:47:34

Mm-hmm, yes.

嗯嗯,是的。

Jeff Kaplan3:47:35

You know, if there’s gonna be all this fighting, like the…

你知道,如果会有这样的战斗,比如……

3:47:35 it kinda has to be worth it for something.

它一定是值得的。

Picking the locations in the world was the funnest thing.

在世界上选择地点是最有趣的事情。

You know, there’s just a group of us who would sit around, and be like, “Where do you wanna go?” You know, “Santorini looks amazing.” And you’re looking at pictures, and like, “Let’s make that place.” You know in a video game people are gonna spend hours and hours in a location.

你知道,我们一群人会围坐在一起问:“你想去哪里?”你知道,“圣托里尼看起来棒极了。”当你看着照片时,你会想,“让我们来建造那个地方吧。”你知道,在电子游戏中,人们会在一个地方呆上几个小时。

Resist the urge to do the common, I call them the cargo container mazes, that you see in every game.

抵制做普通事情的冲动,我称它们为集装箱迷宫,你在每个游戏中都会看到。

And I know why they exist, they’re easy to make, but we kinda wanted Overwatch to be this world tour of great places that you’d wanna go to.

我知道它们为什么存在,它们很容易制作,但我们有点希望《守望先锋》成为一场你想去的好地方的世界巡演。

3:48:23 Or in the case of like Oasis, it’s like, okay, maybe Iraq, back when we were making this game, wasn’t the top of people’s list, but what is the bright, hopeful version of what that could look like?

或者像《绿洲》这样的例子,好吧,也许伊拉克,当我们制作这款游戏时,并不是人们的首选,但它可能是什么样子的光明、充满希望的版本呢?

So we just really tried to sell this idea of these aspirational locations.

所以我们真的试图推销这些理想地点的想法。

One, just to get people thinking about different places on Planet Earth and how awesome they all are.

第一,只是为了让人们思考地球上的不同地方以及它们有多么棒。

But also, from like a pure game design standpoint, you’re gonna spend a lot of time in the environment, so the environment should be pleasing and not oppressive.

而且,从纯粹的游戏设计角度来看,你会在环境中花费大量时间,因此环境应该令人愉悦而不是压抑。

Lex Fridman3:49:04

Can you go through some of the heroes that you ended up putting in the game?

你能回顾一下你最终加入游戏的一些英雄吗?

3:49:04 Maybe a good way to do it is, which are your favorites?

也许一个好方法是,你最喜欢哪些?

And what’s from the best of your knowledge of the internet, favorites?

您最喜欢的互联网知识是什么?

Jeff Kaplan3:49:16

My favorite…

我最喜欢的…

3:49:16 I have a couple favorite heroes.

我有几个最喜欢的英雄。

Obviously, Tracer.

显然,猎空者。

Lex Fridman3:49:23

She’s the OG.

她是 OG。

Jeff Kaplan3:49:24

The OG, the cornerstone.

OG,基石。

3:49:24 You know, we put her on the front of the box.

你知道,我们把她放在盒子的前面。

She was that moment of, “We should just take the best of the best,” and we know this gameplay is good and solid.

她当时的想法是,“我们应该选择最好的”,我们知道这个游戏玩法很好而且很扎实。

And it’s so simple.

就这么简单。

Like, the mechanics are very easy to explain to somebody.

就像,机制很容易向某人解释。

It’s very easy to pick up.

很容易上手。

The first time anybody hits Recall for the first time and they try to wrap their mind around like, “Wait, does that mean if I…” You know, and they’re mapping out the possibilities.

当有人第一次点击“Recall”时,他们会尝试思考,“等等,这是否意味着我……”你知道,他们正在规划可能性。

Lex Fridman3:49:56

And by the way, we should say that it’s a PvP game with six versus six at first, and where there’s three distinct roles that people take on on a team.

顺便说一句,我们应该说,这是一款一开始是六对六的 PvP 游戏,人们在团队中扮演三种不同的角色。

3:49:56 And those roles, at first, I guess were not required.

起初,我想这些角色并不是必需的。

Like, you can reallocate those roles as you wanted.

就像,您可以根据需要重新分配这些角色。

And then to maximize the fun, you add a little bit of structure.

然后为了最大限度地增加乐趣,你可以添加一点结构。

You enforce two per role, and the role being Tank, Support, and Damage.

每个角色强制执行两个,角色分别是坦克、支援和伤害。

So, that.

那么,那个。

And then there’s all the kinds of heroes that are associated with the different roles, and people pick and there’s lore.

然后还有与不同角色相关的各种英雄,人们可以选择并有传说。

And some people are probably like hardcore just one particular hero.

有些人可能只喜欢某个特定英雄的硬核。

And so there’s a lot of personality and story and community that builds around each of the heroes.

因此,围绕每个英雄都有很多个性、故事和社区。

And, but at the end of the day, it is just a fun shooter.

而且,但归根结底,这只是一款有趣的射击游戏。

Jeff Kaplan3:50:51

Yeah.

是的。

3:50:51 Our goal was to pay homage to the shooters before us that we loved.

我们的目标是向我们喜爱的前辈射手致敬。

There’s no way you can talk about Overwatch without talking about Team Fortress 2.

谈论《守望先锋》就不能不谈论《军团要塞 2》。

Uh, Team Fortress started as a Quake mod, which was brilliant and I played tons of.

呃,《军团要塞》最初是一个《雷神之锤》模组,非常棒,我玩过很多次。

Then there was Team Fortress Classic that came out with Half-Life 1.

然后是与《半条命 1》一起推出的《军团要塞经典》。

3:51:15 And then Team Fortress 2, I think everything about it blew everybody away when it came out in 2007.

然后是《军团要塞 2》,我认为它在 2007 年推出时让所有人都震惊了。

And there’s obviously just huge influence there.

显然那里有巨大的影响力。

But the shooter mechanics of Overwatch are…

但《守望先锋》的射击机制是……

They hearken back to what people call the arcade or arena shooter genre.

他们回想起人们所说的街机或竞技场射击游戏类型。

Which pains me ’cause I never…

这让我很痛苦,因为我从来没有……

Back in the day, I didn’t think of Quake as an arcade shooter.

以前,我并不认为《雷神之锤》是一款街机射击游戏。

It was almost an insulting way of saying it.

这几乎是一种侮辱性的说法。

But just the fast movement, really epic, over-the-top weapons.

但只是快速的移动,真正史诗般的、夸张的武器。

You have a low time to kill, or TTK, that players call it.

你的击杀时间很短,玩家称之为TTK。

Meaning you’re very survivable; you can take a few hits.

意味着你的生存能力很强;你可以承受几次打击。

Where, in a game like Call of Duty or Counter-Strike, if you get shot in the head, you’re just dead right away.

在《使命召唤》或《反恐精英》等游戏中,如果你头部中弹,你就会立即死亡。

So it was supposed to be this explosive, larger than life, fun, arcade-y shooter-

所以它应该是一款爆炸性的、超现实的、有趣的街机射击游戏——

3:52:17 With a lot of teamwork involved.

涉及大量的团队合作。

Lex Fridman3:52:20

And so you said Tracer up there?

所以你说的是猎空?

3:52:20 She’s the OG.

她是 OG。

Who else?

还有谁?

Jeff Kaplan3:52:25

McCree.

麦克雷。

3:52:25 McCree is another, like, I’m somebody who’s attracted to the simplicity and design.

麦克雷是另一个,就像我是一个被简单和设计所吸引的人。

And I did not design McCree’s six shooter.

而且麦克雷的六射手也不是我设计的。

The way that gun feels is phenomenal, and to capture the spirit of that, we had a designer named Mike Heiberg design the High Noon ultimate.

这把枪的感觉是惊人的,为了捕捉这种精神,我们请了一位名叫迈克·海伯格的设计师设计了正午终极版。

And then just all the care and love the team put in, like when he does the ultimate, we roll a tumbleweed across the screen like every time.

然后就是团队投入的所有关心和爱,就像当他完成终极动作时,我们像每次一样在屏幕上滚动风滚草。

It’s a very simple hero, but the simplicity is what I like best in design.

这是一个非常简单的英雄,但简单是我最喜欢的设计。

3:53:02 I’m not a fan of when somebody starts explaining, you know, in any of these games, whether they’re MOBAs or hero shooters, and they start, like, “This guy throws orbs, and he throws three orbs, and then he runs out of his orb bank, and then he can call the orbs back, or he can catch the orbs.” And my head is spinning, and I’m like, “Just give me a fucking good gun.” You know?

我不喜欢有人开始解释,你知道,在任何这些游戏中,无论是 MOBA 还是英雄射击游戏,他们一开始就会说,“这个家伙扔了球体,他扔了三个球体,然后他用完了他的球体库,然后他可以把球体叫回来,或者他可以接住球体。”我的头在旋转,我想,“给我一把他妈的好枪吧。”你知道吗?

And I’m done.

我完成了。

Lex Fridman3:53:28

Simplicity is everything.

简单就是一切。

3:53:28 What about Reinhardt, the tank?

坦克莱因哈特呢?

Jeff Kaplan3:53:32

Reinhardt was actually my main.

莱因哈特实际上是我的主力。

3:53:32 So I played the most of Reinhardt.

所以我玩的最多的是莱因哈特。

That was another amazing Geoff Goodman design of this guy who just has a shield.

这是杰夫·古德曼为这个只有盾牌的家伙设计的另一个令人惊叹的设计。

As soon as you give somebody a shield, they know what to do.

一旦你给某人盾牌,他们就知道该怎么做。

They go into protector mode.

他们进入保护模式。

The shield was designed to shoot through.

盾牌的设计目的是射穿。

The shield has since been copied by like every hero shooter since, and even non-hero shooters.

此后,盾牌就被所有英雄射手甚至非英雄射手所模仿。

And then he just has a giant rocket hammer.

然后他就只有一把巨大的火箭锤。

And he does a charge ability.

而且他有冲锋能力。

It’s really interesting where the charge ability came from.

充电能力从何而来,这真的很有趣。

I was playing a ton of Left 4 Dead 2, and you could play in versus mode where you could be the enemy zombie guys.

我玩了很多《Left 4 Dead 2》,你可以在对抗模式下玩,你可以成为敌人的僵尸家伙。

3:54:16 And there was an enemy boss zombie called The Charger who had that charge ability.

还有一个敌方头目僵尸,名叫“充电器”,具有冲锋能力。

And I thought, the reason that ability was so cool is because it’s a commit.

我想,这种能力之所以如此酷,是因为它是一种承诺。

Once you press the button, you’re a runaway train.

一旦你按下按钮,你就是一列失控的火车。

And watching Reinhardts charge to their deaths is kind of hilarious, and it’s what separates a great Rein from a shitty one.

看着莱因哈特一家冲向死亡有点搞笑,这就是伟大的莱因和劣质莱因的区别。

Lex Fridman3:54:37

You’ve explained that the Overwatch matchmaker process is designed to keep players at a 50% win rate.

您已经解释过《守望先锋》的匹配流程旨在让玩家保持 50% 的胜率。

3:54:37 I think it’s just a fascinating topic.

我认为这只是一个有趣的话题。

Not to get too philosophical, but you can’t have the up without the down, hence the 50%.

不要太哲学化,但是没有下降就不可能有上升,因此是 50%。

Can, can you speak to the complexity of like what makes a good matchmaker?

可以,你能谈谈如何成为一个好的媒人的复杂性吗?

Jeff Kaplan3:54:57

The matchmaking systems are some of the most complex design and engineering tasks you’re ever gonna tackle.

匹配系统是您将要处理的最复杂的设计和工程任务之一。

3:54:57 And they’re thankless.

他们是吃力不讨好的。

It’s, it’s very hard, too, because I think most people, and they’re not being disingenuous, like if you ask a gamer, “What do you want?” They’re like, “I just want a fair match.

这也非常困难,因为我认为大多数人都不会虚伪,就像你问游戏玩家“你想要什么?”他们就像,“我只是想要一场公平的比赛。

Like, just make it even.” And the reality of what they want is they want a match where they’re slightly better than the other guy.

就像,只要把它弄平就可以了。”他们想要的现实是他们想要一场比其他人稍微好一点的比赛。

3:55:27 Like, they want it to feel like it was close but then win.

就像,他们希望感觉比分很接近,但最终还是获胜。

And you can’t architect that.

你无法设计它。

Like, there, it’s, you know, it’s a zero-sum situation, so there’s gotta be winners and there’s gotta be losers.

就像,你知道,这是一个零和局面,所以一定有赢家,也一定有输家。

The other really core problem, and we would study this all the time when people would complain.

另一个真正核心的问题,当人们抱怨时,我们会一直研究这个问题。

You know, you see a Reddit post, and somebody would say, “I had a six game losing streak.

你知道,你看到 Reddit 帖子,有人会说,“我已经六连败了。

This is so fucked.

这太操蛋了

It’s the worst matchmaker ever.”

这是有史以来最糟糕的媒人。”

Lex Fridman3:55:58

Oh, Reddit.

哦,Reddit。

Jeff Kaplan3:56:00

Yeah, right?

是啊,对吧?

3:56:00 I love Reddit.

我喜欢红迪网。

Lex Fridman3:56:02

Me too.

我也是。

Jeff Kaplan3:56:02

But we would look up that person’s account.

但我们会查找那个人的帐户。

3:56:02 I would do that all the time.

我会一直这样做。

I love looking up people’s accounts and seeing- …

我喜欢查看人们的账户并看到 - ...

what would happen.

会发生什么。

It’s like, yeah, he had the six-game losing streak.

就好像,是的,他已经六连败了。

He had an eight-game winning streak before that.

在此之前他已经取得了八连胜。

There was no post about how awesome is this.

没有帖子说这有多棒。

And the human psychology doesn’t allow for that.

而人类的心理不允许这样做。

One of my hindsight regrets about Overwatch, and this is, I think we did the right thing in the moment.

事后看来,我对《守望先锋》感到遗憾之一,那就是,我认为我们当时做了正确的事情。

It’s you know, like, I wouldn’t go back and redo it, but if I was making a hero shooter from scratch today, I would make it less team-focused.

你知道,我不会回去重做,但如果我今天从头开始制作一款英雄射击游戏,我会让它不那么以团队为中心。

And we put all of our eggs in you noticing if the team won or lost.

我们全力以赴地让你注意球队是赢了还是输了。

3:56:48 And we downplayed your individual contribution as much as possible.

我们尽可能淡化您的个人贡献。

There wasn’t a scoreboard.

没有记分牌。

We had a medal system, but the medal system was, in my opinion, it was not good because the losing team got medals and the winning team got medals.

我们有奖牌制度,但在我看来,奖牌制度不好,因为输的球队获得奖牌,获胜的球队获得奖牌。

And on the losing team, they would use that.

对于失败的球队,他们会使用这一点。

They would weaponize it against their teammate.

他们会用它来对付他们的队友。

“Well, I’m the top kills, and all you guys are making us lose.” And it’s like, “Okay, you’re the top kills by like one, and you guys still lost.” So I would, if I was to redo it today, or for any aspiring hero shooter makers out there, I would actually downplay the team factor, and try to put more focus on individual contribution.

“好吧,我是头号杀手,而你们却让我们输了。”就像是,“好吧,你们是击杀数最高的人,但你们还是输了。”所以,如果我今天要重做,或者对于任何有抱负的英雄射击游戏制作者来说,我实际上会淡化团队因素,并尝试更多地关注个人贡献。

3:57:37 Because that’s just how people play.

因为人们就是这样玩的。

They’re, they’re selfish.

他们,他们很自私。

And I don’t mean that in a bad way.

我的意思并不是不好的。

It’s just, it’s that human nature, they can’t help.

只是,这就是人性,他们无能为力。

Lex Fridman3:57:48

And in terms of how they experience the game, in terms of how they derive joy from it, or how they see the challenge of the game is individual.

就他们如何体验游戏、如何从中获得乐趣,或者他们如何看待游戏的挑战而言,都是因人而异的。

3:57:48 Even when you’re on a team, you’re still feeling- …

即使你在一个团队中,你仍然会感觉——……

it’s individual, a fundamental individual experience.

这是个人的、基本的个人体验。

Let me, as a small aside, before I forget, since we mentioned first-person shooters so much, outside of Overwatch, what are some of the great shooters of all time that you’ve played?

顺便说一句,在我忘记之前,既然我们提到了《守望先锋》之外的第一人称射击游戏,那么您玩过的有史以来最伟大的射击游戏有哪些?

Jeff Kaplan3:58:14

Quake is the greatest.

雷神之锤是最伟大的。

Lex Fridman3:58:16

Quake is GOAT.

雷神之锤是山羊。

Jeff Kaplan3:58:17

Yeah.

是的。

3:58:17 Quake is GOAT.

雷神之锤是山羊。

There’s a lot of contenders up there.

那里有很多竞争者。

Lex Fridman3:58:23

What have you logged the most hours in outside of the games?

除了游戏之外,您在哪些方面花费的时间最长?

Jeff Kaplan3:58:27

Rust.

生锈。

Lex Fridman3:58:27

Okay.

好的。

3:58:27 Can you…

你能……

Okay.

好的。

A lot of folks have written to me that I need to play Rust, the video game.

很多人写信给我说我需要玩 Rust 这个视频游戏。

I have not even looked into it.

我什至没有调查过。

Somebody on Reddit said it has a steep learning curve.

Reddit 上有人说它的学习曲线很陡。

I would like to give it a chance because you have to me spoken so highly of it.

我想给它一个机会,因为你对我评价很高。

So can you explain Rust?

那么你能解释一下 Rust 吗?

Jeff Kaplan3:58:48

Yeah.

是的。

3:58:48 Rust is an open world game.

Rust 是一款开放世界游戏。

It’s a procedural map, so it means that every time it’s different.

这是一个程序地图,所以这意味着每次都是不同的。

You’re always on an island, and it resets every month.

你总是在一座岛上,而且每个月都会重置。

So-

所以——

Lex Fridman3:59:02

Is it PvP?

是 PvP 吗?

Jeff Kaplan3:59:03

It’s all PvP.

都是 PvP。

3:59:03 In fact, Rust is the most PvP thing in all of PvP.

事实上,Rust 是所有 PvP 中最 PvP 的东西。

Lex Fridman3:59:12

Well, I don’t know what that means, but-

好吧,我不知道这意味着什么,但是——

Jeff Kaplan3:59:15

Rust players know what that means.

Rust 玩家知道这意味着什么。

Lex Fridman3:59:16

Everybody who plays Rust and loves it sounds to me like they’re in a cult.

在我看来,每个玩 Rust 并喜欢它的人都像是在一个邪教中。

3:59:16 So I with all due respect, please don’t write me letters.

因此,恕我直言,请不要给我写信。

Jeff Kaplan3:59:24

They’re too busy playing Rust.

他们太忙于玩 Rust。

3:59:24 They’re too busy checking on their base, making sure it’s not raided, to write you letters.

他们太忙于检查自己的基地,确保其不被袭击,无暇给你写信。

Lex Fridman3:59:30

Oh, good.

哦,很好。

Jeff Kaplan3:59:31

It takes place…

它发生……

3:59:31 It’s basically…

基本上是……

It’s open world.

这是开放的世界。

You can do whatever you want.

你可以做任何你想做的事。

There’s not really any directed gameplay to it, but at any time, any other player can kill you and take anything that’s on you.

实际上并没有任何定向的游戏玩法,但在任何时候,任何其他玩家都可以杀死你并拿走你身上的任何东西。

Lex Fridman3:59:49

Oh, wow.

哦,哇。

Jeff Kaplan3:59:50

Yeah, and then you build what Rust players call bases, and you upgrade the base, and you try to make the base as safe as possible to store your stuff, and then you can make explosives and blow up other people’s walls to get into their base where they’re keeping all their best stuff and take all their shit.

是的,然后你建造 Rust 玩家所说的基地,升级基地,并尝试使基地尽可能安全地存储你的东西,然后你可以制造炸药并炸毁其他人的墙壁,进入他们的基地,他们在那里保存所有最好的东西并拿走他们所有的狗屎。

Lex Fridman4:00:11

Like, permanently?

比如,永久?

Jeff Kaplan4:00:12

Permanently.

永久地。

4:00:12 Like-

就像-

Lex Fridman4:00:14

Oh, I see.

哦,我明白了。

Jeff Kaplan4:00:15

…

……

4:00:15 it would be like PvPing in WoW.

就像魔兽世界中的 PvPing 一样。

Imagine in World of Warcraft- …

想象一下,在《魔兽世界》中——……

if somebody could not only kill you but take everything that’s in your bank and make you level one the next time you log in.

如果有人不仅可以杀死你,还可以拿走你银行里的所有东西,并让你在下次登录时升级到一级。

Lex Fridman4:00:29

Wow.

哇。

4:00:29 That’s very stressful.

这非常有压力。

Jeff Kaplan4:00:32

The beauty of Rust, and why it’s so good, is you can’t have the high highs without the low lows.

Rust 的美妙之处以及它如此优秀的原因在于,如果没有低点,就不可能有高点。

4:00:32 And-

还有——

Lex Fridman4:00:41

Like, real low lows.

就像,真正的低点。

Jeff Kaplan4:00:42

Real low lows.

真正的低点。

Lex Fridman4:00:43

Wow.

哇。

4:00:43 All right.

好吧。

Jeff Kaplan4:00:45

Like, debilitating, like, “am I ever gonna play this game” lows.

就像,令人衰弱,就像“我会玩这个游戏吗”的低谷。

Lex Fridman4:00:49

Right.

对。

Jeff Kaplan4:00:49

You know, like, you spend a week building the world’s most perfect base and getting tons of loot, and then it…

你知道,就像,你花了一周的时间建造世界上最完美的基地并获得大量战利品,然后......

4:00:49 There’s what’s called online raiding and offline raiding.

有所谓的在线掠夺和离线掠夺。

Online raiding means that my enemy is…

在线突袭意味着我的敌人是……

I can see that they’re in their base right now, and I’m gonna try to attack them while they’re in their base.

我可以看到他们现在就在他们的基地里,我会在他们还在基地的时候尝试攻击他们。

Offlining, which is, like, all Rust players will say you’re the scum of the Earth if you offline someone, and then all Rust players also offline people all the time.

离线,也就是说,如果你让某人离线,所有 Rust 玩家都会说你是地球渣,然后所有 Rust 玩家也一直离线。

Yeah.

是的。

It’s-

这是——

Lex Fridman4:01:28

Yes,

是的,

Jeff Kaplan4:01:28

…

……

4:01:28 gamer etiquette.

游戏玩家礼仪。

Lex Fridman4:01:29

Yes.

是的。

Jeff Kaplan4:01:29

Offlining’s when, like, “Hey, I think that my neighbor logged off for the night.

离线是指,“嘿,我认为我的邻居晚上离线了。

4:01:29 You know, they just played six hours.

你知道,他们只玩了六个小时。

I’ve been watching them, and now there’s no activity in their base, so I’m gonna, like, blow up their walls and take up all their stuff when they’re not here.”

我一直在观察他们,现在他们的基地没有任何活动,所以我会在他们不在这里的时候炸毁他们的墙壁并拿走他们所有的东西。”

Lex Fridman4:01:45

Mm-hmm.

嗯嗯。

4:01:45 Yeah.

是的。

So Rust, because real life is not hard enough, is what it sounds like.

所以Rust,就像它听起来的那样,因为现实生活还不够艰难。

Just, I want…

只是,我想要……

If I want-

如果我愿意的话——

Jeff Kaplan4:01:50

That’d be a great tag.

那将是一个很棒的标签。

Lex Fridman4:01:51

If I want more stress in my life, I’ll play Rust.

如果我想在生活中承受更多压力,我会玩 Rust。

4:01:51 Yeah.

是的。

I can’t wait.

我等不及了。

So okay, so that’s one.

好吧,那就是其中之一。

That sounds like a unique experience and a great joy.

这听起来像是一次独特的经历和巨大的快乐。

So quick number one, Rust in up there.

这么快就排名第一了,Rust 就在那里。

Jeff Kaplan4:02:06

Call of Duty.

使命召唤。

Lex Fridman4:02:07

Call of Duty just has its own-

《使命召唤》有它自己的——

Jeff Kaplan4:02:08

You know, there’s a lot of haters.

你知道,有很多仇恨者。

4:02:08 Like, Call of Duty 4 and Modern Warfare 2 were the pinnacle of Call of Duty, with Black Ops being a very respectable, you know, third.

比如,《使命召唤 4》和《现代战争 2》是《使命召唤》的巅峰之作,而《黑色行动》则是非常值得尊敬的第三名。

But you’re never gonna get a better gun feel from a game than Call…

但你永远不会从游戏中获得比 Call 更好的枪感……

Like, just study the visual effects, the animation, the modeling, the sounds.

就像,只研究视觉效果、动画、建模、声音。

Every aspect of shooting a gun in Call of Duty is so masterfully done.

《使命召唤》中射击的每一个环节都做得非常巧妙。

And then the maps, like, the flow of the multiplayer is just great.

然后地图,比如多人游戏的流程非常棒。

Like, there’s…

就像,有……

There’s a map called Crash from Call of Duty 4 that Aaron Keller and I…

《使命召唤 4》中有一张名为《Crash》的地图,亚伦·凯勒 (Aaron Keller) 和我……

Aaron’s now the game director on Overwatch.

亚伦现在是《守望先锋》的游戏总监。

We just sat and studied that map, or Terminal from Modern Warfare 2.

我们只是坐下来研究那张地图,或者《现代战争 2》中的终端。

Just studied the maps of just, like, this map design is off the hook.

刚刚研究了地图,就像,这个地图设计是没问题的。

So Call of Duty is definitely up there.

所以《使命召唤》绝对是其中的佼佼者。

Lex Fridman4:03:05

So even though you were not thinking about it, Overwatch ended up being a gigantic success.

因此,即使你没有想到,《守望先锋》最终还是取得了巨大的成功。

4:03:05 So did you start thinking about, in this framework of crawl, walk, run, about the walk, the PvE piece?

那么你是否开始思考,在这个爬行、行走、跑步的框架中,关于行走、PvE 部分?

Jeff Kaplan4:03:23

Yes.

是的。

4:03:23 So the PvE piece was what Overwatch 2 was supposed to be.

所以 PvE 部分就是《守望先锋 2》应该有的样子。

And I don’t know if people know this or not, but we started working on Overwatch 2 in 2015.

我不知道人们是否知道这一点,我们从 2015 年开始制作《守望先锋 2》。

Lex Fridman4:03:43

♪ Over- ♪

♪ 过度 ♪

Jeff Kaplan4:03:43

So, Overwatch 1 didn’t ship until 2016.

因此,《守望先锋 1》直到 2016 年才发售。

4:03:43 So before Overwatch…

所以在《守望先锋》之前……

And it wasn’t like work in earnest.

这不像是认真的工作。

It was like pitching the game.

这就像投球一样。

I remember I spent a lot of time…

我记得我花了很多时间…

It was myself, Chris Metzen, and Michael Chu sort of brainstorming a framework for what, like, a campaign could look like.

我、克里斯·梅森 (Chris Metzen) 和迈克尔·楚 (Michael Chu) 集思广益,为一场活动制定了一个框架。

And we had this idea of, like, a cooperative PvE shooter.

我们有一个合作 PvE 射击游戏的想法。

And we actually pitched it to the team before we launched because we were trying to put a bunch of runway in front of us.

事实上,我们在推出之前就向团队推销了它,因为我们试图在我们面前放一堆跑道。

That worked against us, and it’s one of my biggest mistakes I’ve made as a creative leader in my career, was Overwatch 2.

这对我们不利,这是我作为创意领导者在职业生涯中犯下的最大错误之一,那就是《守望先锋 2》。

There were two points of failure for me.

我的失败点有两点。

4:04:33 The first was, I had people on the game team who didn’t like PvP or competitive shooters, and they really loved the Overwatch universe and wanted to play these characters and heroes, but they wanted to kind of do it on their own terms in like a PvE setting.

第一个是,我的游戏团队中有一些人不喜欢 PvP 或竞技射击游戏,他们真的很喜欢《守望先锋》宇宙并想扮演这些角色和英雄,但他们想以自己的方式在 PvE 环境中进行游戏。

So even though Overwatch is this like runaway success and everybody’s talking about it, they felt like they couldn’t really engage with it.

因此,尽管《守望先锋》取得了巨大的成功,每个人都在谈论它,但他们觉得自己无法真正参与其中。

And so like people on the dev team are like, “Okay, thank God we, you know, shipped that PvP thing-“

开发团队的人会说,“好吧,感谢上帝,我们,你知道,推出了 PvP 的东西——”

4:05:09 “…

“……

When do we start work on this other thing?” So that came from a genuine place of excitement.

我们什么时候开始做另一件事?”所以这来自于真正的兴奋。

And then the other point of pressure was from the executive team, and this was both the Blizzard and more so the Activision executive teams, and they started really putting the heat on, “Well, you said Overwatch 2 was gonna be out in 2019.” And they’re referring back to these slides that were just crazy dates.

另一个压力来自执行团队,这既是暴雪的,也是动视执行团队的,他们开始真正施加压力,“好吧,你说《守望先锋 2》将在 2019 年推出。”他们回想起这些疯狂约会的幻灯片。

Like- …

就像——……

it was…

这是……

You never want to put a PowerPoint deck in front of a corporate executive.

您绝对不想将 PowerPoint 演示文稿放在公司高管面前。

Like, you might as well etch it in stone and come down from the mountain on it.

就像,你不妨把它刻在石头上,然后从山上下来。

Lex Fridman4:05:53

So you just threw some dates because the layout looked good.

所以你只是扔了一些日期,因为布局看起来不错。

Jeff Kaplan4:05:56

Yeah.

是的。

4:05:56 This is just all bullshit.

这都是废话。

This is just…

这只是……

In the same way we put, like, the tablet, you know?

就像我们放置平板电脑一样,你知道吗?

We just put Overwatch, like put Tracer on a tablet and say we have a mobile strategy.

我们只是把《守望先锋》放在平板电脑上,就像把《猎空》放在平板电脑上一样,并说我们有移动策略。

4:06:09 So the executives started getting really angry at us that Overwatch 2 was slipping, slipping.

因此,高管们开始对我们非常生气,因为《守望先锋 2》的下滑、下滑。

And so when Overwatch 1 took off, I remember very early, we were in like May of 2016, and that year the Olympics were gonna be in Rio, I think.

所以当《守望先锋 1》开始流行时,我记得很早,大概是在 2016 年 5 月,我想那一年奥运会将在里约举行。

And, you know, I always like to pay, pay respects to, like, when a big event is happening, I’m like, “Hey, we should do, like, an event for the Olympics.” You can’t call it the Olympics or else they sue you, so you just…

而且,你知道,我总是喜欢表达敬意,比如,当大型活动发生时,我会说,“嘿,我们应该做一场奥运会活动。”你不能称之为奥运会,否则他们会起诉你,所以你只是……

Even though you’re advertising for them to a bunch of kids who want to play video games and not watch the Olympics.

即使你是向一群想玩电子游戏而不是看奥运会的孩子做广告。

But we also had like these two developers, Mike Heiberg and Dave Adams, like worked on this quirky…

但我们也有像这两位开发人员 Mike Heiberg 和 Dave Adams 一样致力于这个古怪的......

Like, they made soccer in Overwatch.

比如,他们在《守望先锋》中制作了足球。

We called it Lúcioball.

我们称之为卢西奥球。

4:07:05 Like, they made a map and they made these mechanics.

就像,他们制作了地图并制作了这些机制。

We’re like, “Yeah, let’s do an event called the Summer Games.”

我们就像,“是的,让我们举办一个名为夏季奥运会的活动。”

4:07:13 And we do a live patch that’s the Summer Games.

我们做了一个夏季奥运会的实时补丁。

It’s extremely successful.

这是非常成功的。

And then after that, we’re like, “Yeah, let’s do…

然后在那之后,我们就像,“是的,让我们做......

Halloween’s coming up.

万圣节快到了。

Let’s do a Halloween event.

我们来做一个万圣节活动吧。

How cool will that be?” And our fans just loved these events, but there were two groups that were struggling with it.

那会有多酷?”我们的粉丝非常喜欢这些活动,但有两个群体正在为此苦苦挣扎。

One was that group I told you on the dev team who was like, “Oh my God, you guys are over-scoping the patches.

其中一个是我告诉你的开发团队中的那个小组,他们的反应是:“天哪,你们对补丁的范围太大了。

Why are we doing this Halloween event?

我们为什么要举办这个万圣节活动?

We should be doing…

我们应该做……

We should start work on Overwatch 2.

我们应该开始制作《守望先锋 2》。

We shouldn’t be this focused on the live game,” which was fucking nuts.

我们不应该这么专注于现场比赛,”这太疯狂了。

Like, that was just crazy.

就像,那太疯狂了。

There’s this phrase of catch the wave, ride the wave.

有这样一句话:赶上浪潮,乘风破浪。

Most games fall off the back of the wave.

大多数游戏都落后于潮流。

They don’t catch the wave.

他们没有赶上潮流。

No one plays it or plays it for two weeks.

没有人玩它或者玩了两周。

4:08:09 If you’re lucky enough to have caught the wave- …

如果你足够幸运能赶上这波浪潮——……

ride it till the end.

骑它直到最后。

And my instincts at that point were like, “Let’s just keep…

那时我的直觉是,“让我们继续……

How many more of these live events can we do?”

我们还能举办多少这样的现场活动?”

Lex Fridman4:08:22

So yeah.

所以是的。

4:08:22 So now there’s this wave in the live game and events, but the pressure on creating Overwatch 2 was building.

现在,直播游戏和活动中掀起了一股浪潮,但制作《守望先锋 2》的压力却越来越大。

Jeff Kaplan4:08:31

Yeah.

是的。

4:08:31 We had a coalition on the team that was…

我们的团队中有一个联盟……

really wanted Overwatch 2 built instead of the live events.

我真的很希望制作《守望先锋 2》而不是现场活动。

And then the executive pressure became monumental.

然后行政压力变得巨大。

And what would have been correct was to do more world events, like keep it going, but the major derail was Overwatch League.

正确的做法是参加更多的世界赛事,比如继续下去,但主要的脱轨因素是《守望先锋联赛》。

And we really like…

我们真的很喜欢……

The, the weirdest part about Overwatch League is I believe in it.

《守望先锋联赛》最奇怪的部分是我相信它。

You know, I helped pitch it along with some other people.

你知道,我和其他一些人一起帮忙推销它。

We thought it was like the future of esports and doing regional-based teams, ensuring minimum player salaries and player protections.

我们认为这就像电子竞技的未来,建立区域团队,确保最低的球员工资和球员保护。

Like, there was a lot of very good about Overwatch League.

就像《守望先锋联赛》有很多非常好的东西。

Lex Fridman4:09:20

And there would be teams associated with particular cities.

并且会有与特定城市相关的团队。

Jeff Kaplan4:09:22

Yes.

是的。

Lex Fridman4:09:23

And it would be international.

而且这将是国际化的。

4:09:23 It would be real competition.

这将是真正的竞争。

So the dream, the ambition was really huge there.

所以那里的梦想和野心真的很大。

Jeff Kaplan4:09:29

Yeah.

是的。

4:09:29 The teams part of the dream was more of like regional based, player protection, try to make esports more of a first class citizen, because there were all these stories about like shady teams, you know, screwing their players over.

团队梦想的一部分更像是基于区域的玩家保护,试图让电子竞技成为一等公民,因为有所有这些关于像阴暗团队的故事,你知道,欺骗他们的玩家。

Where it got away from us was there was a lot of excitement about Overwatch League, like too much so, and then it got over marketed to the people buying the teams.

它远离我们的是《守望先锋联赛》让人们兴奋不已,然后它就被过度营销给了购买球队的人。

They went on this road show where they had a deck basically, and like you could put anything in a deck and sell anything, and they were pretty much selling the Brooklyn Bridge, that Overwatch League was going to be more popular than the NFL.

他们参加了这次路演,基本上他们有一个套牌,就像你可以在套牌中放入任何东西并出售任何东西一样,他们几乎在出售布鲁克林大桥,《守望先锋联赛》将比 NFL 更受欢迎。

4:10:15 And we got a bunch of……

我们得到了一堆……

billionaire investors in these teams.

这些团队的亿万富翁投资者。

And when 2018 started, like for example the day I got back, they said, “We signed this huge deal with Twitch for streaming of Overwatch League,” like a media rights deal.

当 2018 年开始时,比如我回来的那天,他们说,“我们与 Twitch 签署了一项《守望先锋联赛》流媒体协议”,就像媒体版权协议一样。

And that means that here’s all these commitments we made for Overwatch League of like in-game stuff that had to exist.

这意味着我们为《守望先锋联赛》做出的所有这些承诺,就像游戏中必须存在的东西一样。

Like a lot of it was integration with Twitch and camera control and that kind of stuff.

其中很多是与 Twitch 和相机控制之类的集成。

The other part of it was a bunch of skins and you know, uniforms for all the teams, which was not just getting the art in the game, but there was huge technical challenges to, like, how all that worked and was efficient and hit the right, you know, memory footprint and all of that kind of stuff.

另一部分是一堆皮肤,你知道,所有团队的制服,这不仅仅是在游戏中获得艺术,而且还存在巨大的技术挑战,比如,所有这些如何工作、高效,并达到正确的,你知道,内存占用和所有类似的东西。

4:11:13 And so all of your plans at that point kind of go out the window.

所以到那时你所有的计划都会被抛诸脑后。

Like you’re not gonna work on new world events.

就像你不会参与新世界事件一样。

You’re not really even focused on Overwatch 2, you’re just kind of treading water.

你甚至没有真正专注于《守望先锋 2》,你只是原地踏步。

There was a lot of talk of like, “Oh God, you know, the deal, like, the deal didn’t go well and we’ve got to do make goods to make the deal better for them.” I’m like, “Just give them some money back, you know?” Like, if you…

有很多这样的讨论,“天啊,你知道,这笔交易,比如,这笔交易进展不顺利,我们必须生产商品,让这笔交易对他们来说更好。”我想,“只要给他们一些钱,你知道吗?”就像,如果你……

The deal isn’t what people wanted, like, putting it on us, the Overwatch team, to, like, support this beast.

这笔交易并不是人们想要的,比如把它交给我们《守望先锋》团队来支持这头野兽。

4:11:52 And it was a great idea that the wrong instincts and sort of, I don’t know how to phrase this in a way that’s not damning, but there was too much focus on, “Let’s make lots of money really fast.” And a lot of people got dragged into it.

这是一个好主意,错误的直觉,我不知道如何用一种不该死的方式来表达这一点,但人们过于关注“让我们很快赚很多钱”。并且很多人也被卷入其中。

And while Overwatch League was great for Overwatch in terms of the players that it brought in, and the Overwatch League players, they were awesome.

虽然《守望先锋联赛》在引进的选手方面对《守望先锋》来说非常出色,但《守望先锋联赛》的选手们也非常棒。

I love them.

我爱他们。

The Overwatch League staff at Blizzard, some of the nicest, most motivated, great creative people- …

暴雪的《守望先锋联赛》工作人员是一些最友善、最积极、最有创造力的人——……

like all of these organizations got built and they were all great, but it was a house of cards waiting to fall.

就像所有这些组织都建立起来一样,它们都很棒,但这是一座等待倒塌的纸牌屋。

Lex Fridman4:12:43

And when it became more about the money versus the quality of the experience of the different teams playing together and actually building this ecosystem of esports…

当更多地关注金钱与不同团队一起比赛并实际构建电子竞技生态系统的体验质量时......

Jeff Kaplan4:12:55

The financial reality kicked in, where these teams now, we didn’t just have, you know, executives at Activision and Blizzard who cared about the bottom line of Overwatch.

财务现实开始显现,现在这些团队中,我们不仅有动视和暴雪的高管关心《守望先锋》的底线。

4:12:55 We had all these people who basically invested in the game, and then they started to express their opinions.

我们所有这些人基本上都投资了游戏,然后他们开始表达自己的意见。

Originally, the business model was going to be that they were going to do in-person events and there’s going to be big ticket sales and then merch, you know, and all of that.

最初,商业模式是他们要举办面对面的活动,然后会有大量的门票销售,然后是商品,你知道,等等。

And I think really quickly everybody learned like, yeah, we can’t do in-game events when you have a London team and a Shanghai team and, like, how does this work?

我想每个人很快就会明白,是的,当你有一支伦敦队和一支上海队时,我们不能举办游戏中的活动,比如,这是如何运作的?

So that fell apart super quickly.

所以很快就崩溃了。

The merch was good, but it wasn’t going to be making NFL level money-

商品很好,但它不会赚到 NFL 级别的钱——

4:13:51 …

……

whatever insanity anybody thought that was going to be.

不管有人认为这会是多么疯狂。

So everybody quickly defaulted back to, “Hey, didn’t Overwatch make like $500 million just in the live game last year?

所以大家很快就默认了,“嘿,去年《守望先锋》不是在现场游戏中就赚了 5 亿美元吗?

What can we sell and what can you give us?” That pressure comes onto the team, and then the pressure to ship Overwatch 2 and all the care and love that we had for, like, the live game and the live server, “Let’s just make events and new heroes and new maps,” we’re losing all these resources.

我们能卖什么,你能给我们什么?”这种压力降临在团队身上,然后是发行《守望先锋 2》的压力,以及我们对实时游戏和实时服务器的所有关心和热爱,“让我们制作活动、新英雄和新地图”,我们正在失去所有这些资源。

And it got to the point, you know, my exit at Blizzard, I believed in Overwatch 2.

事情到了这个地步,你知道,我离开暴雪后,我相信了《守望先锋 2》。

I think we could have made a great game.

我认为我们本可以做出一场精彩的比赛。

I have a lot of hindsight of, like, how I would have designed that game differently with what I know now versus what ultimately we didn’t ship.

我有很多事后诸葛亮,比如,我会如何以我现在所知道的方式设计这款游戏,而不是我们最终没有发布的游戏。

4:14:50 And Overwatch 2 is out now, but it’s not the Overwatch 2 that we planned and announced.

《守望先锋 2》现已推出,但这并不是我们计划和宣布的《守望先锋 2》。

Lex Fridman4:14:57

So when you’re referring to Overwatch 2 in this conversation, you’re referring to the PvE version?

那么,当您在本次对话中提到《守望先锋 2》时,您指的是 PvE 版本吗?

Jeff Kaplan4:15:01

The PvE version.

PvE版本。

Lex Fridman4:15:02

Which, by the way, I would have loved to play.

顺便说一句,我很想玩。

4:15:02 I’m one of the people that were…

我是……的人之一。

Overwatch is great, but the PvP, but I would have loved to play the PvE version.

《守望先锋》很棒,但有 PvP,但我更喜欢玩 PvE 版本。

Jeff Kaplan4:15:12

I think everybody would have loved to have played it.

我想每个人都会喜欢玩它。

4:15:12 And there’s a misconception online that all I cared about was PvE and I didn’t care about PvP.

网上有一种误解,认为我只关心 PvE,而不关心 PvP。

All of the Overwatch 2 PvP maps were something that I said to the team over and over, “We have a PvP audience.

所有《守望先锋 2》PvP 地图都是我一遍遍对团队说的:“我们有 PvP 观众。

If we get anything right, it has to be the PvP.” We would be lucky to welcome these PvE players, but that’s not guaranteed.

如果我们做对了事情,那就一定是 PvP。”我们会很幸运地欢迎这些 PvE 玩家,但这并不能保证。

So it was never a PvE only focus.

所以它从来都不是 PvE 唯一的焦点。

Lex Fridman4:15:46

It’s just almost expanding it to also the E.

它几乎将其扩展到了 E。

Jeff Kaplan4:15:50

Yeah.

是的。

4:15:50 And what eventually broke me was it used to be like in 2016 and 2017, I felt very in control of the Overwatch team and the direction of the game as a game director, you know, working with Ray Gresko as the production director, it felt like we were running Overwatch.

最终让我崩溃的是,在 2016 年和 2017 年,作为游戏总监,我感觉自己能够很好地控制《守望先锋》团队和游戏的方向,你知道,与担任制作总监的雷·格雷斯科 (Ray Gresko) 合作,感觉就像我们在运营《守望先锋》。

4:16:11 And we were very, very successful and doing a good job.

我们非常非常成功并且做得很好。

And I think the fans were happy.

我认为球迷们很高兴。

And then as we transitioned, you know, Overwatch League was the best intention.

然后,当我们转型时,你知道,《守望先锋联赛》是最好的意图。

You know, my parents always say, “The road to hell is paved with good intentions.” That was the Overwatch League, and it ended up being an albatross.

你知道,我的父母总是说:“通往地狱的路是由善意铺成的。”那就是《守望先锋联赛》,但它最终却成了一个沉重的负担。

And then Overwatch 2 is the same thing.

《守望先锋 2》也是一样。

And what it boiled down for me, like what sort of ultimately broke me in my Blizzard career was I got called in the CFO’s office, and he sits me down and he says, he gives me a date, which at the time was 2020 and was going to slip to 2021, but at the time, it was 2020.

对我来说,最终让我在暴雪职业生涯中崩溃的是,我被叫到首席财务官办公室,他让我坐下,他说,他给了我一个日期,当时是 2020 年,并将推迟到 2021 年,但当时是 2020 年。

4:17:03 And he said, “Overwatch has to make in 2020, and then every year after that, it needs a recurring revenue of…” And then he says to me, “If it doesn’t do dollars, we’re gonna lay off a thousand people, and that’s gonna be on you.” And that was just the biggest fuck you moment I had in my career.

他说,“《守望先锋》必须在 2020 年实现盈利,之后的每一年,它都需要……的经常性收入。”然后他对我说,“如果它不能赚钱,我们就会裁员 1000 人,而这一切就由你承担了。”那是我职业生涯中最重要的时刻。

It felt surreal to be in that condition.

处于那种状态感觉很超现实。

And as somebody who’s worked on a lot of games, made a lot of games, you get in these meetings where they’re like, “There’s Fortnite, has 1,400 people working on it.

作为一个开发过很多游戏、制作过很多游戏的人,你参加这些会议时,他们会说:“有《堡垒之夜》,有 1,400 人在开发它。

If you just hire 1,400 people and make it free-to-play, we’ll make that money, right?” And that was…

如果你只雇用 1,400 名员工并使其免费,我们就能赚到这笔钱,对吧?”那是……

I had believed I would never work any place but Blizzard.

我曾相信除了暴雪我永远不会在任何地方工作。

I loved it.

我喜欢它。

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.

这是我的一部分,我觉得我是其中的一部分,我真的以为我会从这个地方退休。

4:18:12 I never thought the day would come, and that was it.

我从未想过这一天会到来,仅此而已。

I was like, we’re done here.

我当时想,我们已经完成了。

Luckily for Blizzard, that CFO is no longer there.

对于暴雪来说幸运的是,那位首席财务官已经不再存在了。

Lex Fridman4:18:25

I mean, Blizzard is one of the greatest companies in the history of Earth.

我的意思是,暴雪是地球历史上最伟大的公司之一。

4:18:25 They’ve created so many incredible video games.

他们创造了许多令人难以置信的视频游戏。

It’s so difficult to create so many hits, and they were done not by chasing money.

创造如此多的热门是非常困难的,而且它们并不是为了追逐金钱而完成的。

They’re done by small incredible teams, the hodgepodge that you describe taking big risks and falling in love with the thing they do and then just chasing it, working extremely hard.

它们是由令人难以置信的小团队完成的,你所描述的大杂烩冒着巨大的风险,爱上了他们所做的事情,然后只是追逐它,极其努力地工作。

And just because you figured out a way how to make a lot of money doesn’t mean it’s not at the core this incredible creative journey that’s incredibly difficult to pull off.

仅仅因为你找到了一种赚大钱的方法,并不意味着它不是这个令人难以置信的创意之旅的核心,而且很难实现。

And just because you got a bunch of really smart creative people who have somehow figured out how to pull it off multiple times in a row doesn’t mean you can just treat it like a machine.

仅仅因为你有一群非常聪明的创意人员,他们以某种方式想出了如何连续多次完成它,并不意味着你可以像对待一台机器一样对待它。

4:19:21 Every single time, it’s this beautiful journey of hodgepodge of weirdos working together, and weirdos have to run that thing.

每一次,这都是怪人一起工作的大杂烩的美好旅程,而怪人必须经营这件事。

If you have, ever have a chance to create something special, you have to have weirdos at the helm.

如果你有机会创造一些特别的东西,你就必须有怪人来掌舵。

And the degree to which you don’t have weirdos at the helm, creative minds at the helm and you’re a businessperson at the helm, get out of their way, right?

在某种程度上,你没有怪人掌舵,没有创意头脑掌舵,而且你是一个商人掌舵,别挡他们的路,对吗?

You can’t, you cannot have the meetings like you’re describing.

你不能,你不能像你所描述的那样举行会议。

And I don’t just speak about this particular company.

我不仅仅谈论这家特定的公司。

It’s just the entire industry.

这只是整个行业。

I just, there’s so much joy to be had if we keep creating great games, and I just hope we get to see those great games.

我只是,如果我们继续创造伟大的游戏,就会有很多快乐,我只是希望我们能够看到那些伟大的游戏。

Jeff Kaplan4:20:09

I think there’s a message to creative people out there and people who make stuff.

我认为这对有创造力的人和创造东西的人来说是一个信息。

4:20:09 We’re generally—we’re so focused on the love of the craft that we get lost in it and we love doing it and we’re not cutthroat and we don’t have that kind of ambition.

一般来说,我们太专注于对这门手艺的热爱,以至于迷失在其中,我们喜欢这样做,我们并不残酷,我们没有那种野心。

We have a different kind of ambition.

我们有不同的野心。

But there’s this whole world, especially as soon as you’re lucky enough to have success, that are very cutthroat and very ambitious.

但整个世界都是非常残酷和雄心勃勃的,尤其是当你足够幸运获得成功的时候。

And for whatever reason, we keep giving ourselves to them, and we need to stop giving our so…

不管出于什么原因,我们不断地把自己奉献给他们,我们需要停止奉献我们的……

World of Warcraft, when we made it, there was no CFO at Blizzard.

当我们制作《魔兽世界》时,暴雪还没有首席财务官。

You don’t need a CFO to make World of Warcraft.

制作《魔兽世界》不需要首席财务官。

You need artists, engineers, designers, producers, and an audio team.

您需要艺术家、工程师、设计师、制作人和音频团队。

Lex Fridman4:21:07

You don’t need to bring in…

你不需要带进来...

4:21:07 Just because you’re making a lot of money doesn’t mean you need to now start adulting by bringing in a CFO.

仅仅因为你赚了很多钱并不意味着你现在需要通过引入首席财务官来开始成熟。

You can figure it out.

你可以弄清楚。

Jeff Kaplan4:21:16

And there are great finance guys.

还有很棒的金融人士。

4:21:16 Like I’ve worked with finance guys who get it and get out of the way and respect, and they’re gamers, and they sort of understand, but like, I wish developers would understand their own value more and stop handing the golden goose to people who don’t deserve it.

就像我和财务人员一起工作过一样,他们明白这一点,并让开并受到尊重,他们是游戏玩家,他们有点理解,但我希望开发人员能够更多地了解自己的价值,并停止将金鹅交给不值得的人。

Lex Fridman4:21:40

How painful was it to say goodbye?

说再见有多痛苦?

Jeff Kaplan4:21:44

It broke me.

这让我心碎。

4:21:44 I think after you’ve been at a place like Blizzard, which I love Blizzard.

我想当你去过像暴雪这样的地方之后,我喜欢暴雪。

To this day, I have nothing but warm, fond memories.

直到今天,我除了温暖、美好的回忆之外什么也没有。

I mean, there’s those moments where you’re like, “I wish that hadn’t happened,” but on the whole, that place is mecca for game development, and everything I have is due to Blizzard.

我的意思是,有时候你会想,“我希望那件事没有发生”,但总的来说,那个地方是游戏开发的圣地,我所拥有的一切都归功于暴雪。

They provided for me and my family, made me the person I am, so separating from Blizzard was one of the most painful things.

他们养育了我和我的家人,让我成为了现在的我,所以与暴雪分离是最痛苦的事情之一。

And I was very sad when I resigned, and I didn’t realize how broken I was until recently, like the mourning, grieving I had gone through of like…

当我辞职的时候我非常难过,直到最近我才意识到我有多破碎,就像我经历过的哀悼、悲伤……

I think I’m a little fucked in the head for not being there any…

我想我因为没有在场而有点头脑混乱……

How could I give that up?

我怎么能放弃呢?

How could I not be there anymore?

我怎么可能不再在那里呢?

It was—it was really, really painful leaving.

离开真的非常非常痛苦。

Lex Fridman4:22:48

Can we just speak to, I don’t know, I don’t think we can give enough love to Blizzard.

我们能不能直接说,我不知道,我觉得我们还不能给予暴雪足够的爱。

4:22:48 It’s a legendary company.

这是一家传奇的公司。

For me personally, for everybody, for millions of people, created some of the greatest games ever, Warcraft, StarCraft Universe, Diablo, WoW, Overwatch.

对于我个人、每个人、数百万人来说,他们创造了一些有史以来最伟大的游戏,《魔兽争霸》、《星际争霸宇宙》、《暗黑破坏神》、《魔兽世界》、《守望先锋》。

What made it such a legendary game company?

是什么让它成为一家如此传奇的游戏公司?

Just looking back at the whole of it?

只是回顾一下整个过程吗?

Jeff Kaplan4:23:11

The start is Mike, Allen, and Frank.

首先是迈克、艾伦和弗兰克。

4:23:11 It was run by three gamers.

它由三名玩家经营。

They were, all three of them, programmers.

他们三个都是程序员。

They made the games before they just ran the company, so they knew what each of us as developers beneath them were going through, and they protected us.

他们在经营公司之前就制作了游戏,因此他们知道我们每个作为他们手下的开发人员正在经历什么,并且他们保护了我们。

They shielded us from all of the nonsense, and even when they would align with a businessperson, they had a COO in the early days named Paul Sams, and Paul protected us.

他们保护我们免受所有废话的影响,即使当他们与商人结盟时,他们早期也有一位首席运营官,名叫保罗·萨姆斯(Paul Sams),保罗保护了我们。

4:23:47 You know, they just, they found great people who got it.

你知道,他们只是找到了懂得这一点的优秀人才。

The company when I joined was, like, 95% developers and, like, 5% operations.

我加入时,公司的 95% 是开发人员,5% 是运营人员。

It’s, when I left, it was, you know, 50/50, and that’s like a 4,500-person company.

当我离开时,比例是 50/50,就像一家拥有 4,500 名员工的公司。

That love of the games and the respect and good treatment for game developers really turned it into the place that it was, just the commitment to excellence, the high-quality bar and then finding these passionate people like Chris Metzen or Sam Didier, they were, like, the visionaries of early Blizzard, Allen Adham, of just these worlds that we’re still making and we’re still playing in today.

对游戏的热爱以及对游戏开发者的尊重和良好待遇确实把它变成了原来的样子,只是对卓越的承诺,高品质的酒吧,然后找到像 Chris Metzen 或 Sam Didier 这样充满激情的人,他们就像早期暴雪的梦想家 Allen Adham,正是我们仍在创造和今天仍在玩的这些世界的梦想家。

It was infectious and it was inspirational, and you wore the Blizzard blue with an esprit de corps.

它具有感染力,鼓舞人心,你穿着暴雪蓝色的衣服,充满了团队精神。

4:24:51 Like, you felt proud to be part of it and you felt like you had made it to be there, and everything you did, you did wanting to respect and honor those who had come before you.

就像,你为能成为其中的一部分而感到自豪,你觉得你已经做到了那里,你所做的一切,你确实想要尊重和尊敬那些在你之前的人。

I know that sounds almost cheesy saying it that way, but it really had that sense of reverence, like you knew you were part of something special.

我知道这样说听起来很俗气,但它确实有那种崇敬感,就像你知道你是某个特殊事物的一部分一样。

You didn’t take it for granted.

你并没有认为这是理所当然的。

Lex Fridman4:25:15

Yeah.

是的。

4:25:15 That’s the sense.

就是这个意思。

Reading everything, that’s the sense I got.

阅读所有内容,这就是我的感觉。

Everybody there was a part of it that truly, truly, truly honored that time.

在场的每个人都真正、真正、真正地纪念那段时光。

Just to, just to take a small slice, what were some of the brain…

只是为了,只是为了切一小片,脑子里有什么……

So you mentioned Chris Metzen.

你提到了克里斯·梅森。

You gave so much love to so many people on the team, but I gotta ask about Chris Metzen, who I would, by the way, love to do a podcast with at some point.

你们给了团队中这么多人如此多的爱,但我想问一下 Chris Metzen,顺便说一句,我很想在某个时候和他一起做播客。

What were the brainstorming sessions with him like?

与他的头脑风暴会议是什么样的?

It seems like those are pretty awesome.

看起来这些都非常棒。

Jeff Kaplan4:25:44

They were the best.

他们是最好的。

4:25:44 Like, you could walk into a room.

就像,你可以走进一个房间。

Like, the way I would work with Chris is early on when I was more junior, it was just sort of getting creative direction from him.

就像,我和克里斯一起工作的方式是在我初级的时候,只是从他那里得到创意指导。

“Hey, Chris, I’m about to work on this zone called Westfall.

“嘿,克里斯,我即将在这个叫做西部荒野的区域工作。

What are your ideas?

你有什么想法?

You know, how could I capture them in gameplay?

你知道,我怎样才能在游戏中捕捉到它们?

Well, that won’t quite work.

好吧,那不太管用。

How about like this?” It was more like that.

这样怎么样?”更像是那样。

Later on, like, I, I still remember the first discussion I ever had with Chris about Wrath of the Lich King, I went up to his office like, “Hey, we’re, we’re finally doing it.

后来,我,我仍然记得我和克里斯第一次讨论《巫妖王之怒》时,我走进他的办公室,说道:“嘿,我们,我们终于开始做这件事了。

We’re doing the Northrend expansion.

我们正在进行诺森德扩张。

You know, what excites you about Northrend?” And that’s all you had to say.

你知道诺森德的什么让你兴奋吗?”这就是你要说的。

And he would draw a map and he’d start pulling up old, like, Warcraft II and Warcraft I manuals- …

他会画一张地图,然后开始翻出旧的,比如《魔兽争霸 II》和《魔兽争霸 I》手册——……

4:26:39 and, you know, showing you, like, pictures he and Sammy had drawn and, like, maps and, and he, all of it, he would just go on for an hour and then I would sort of digest.

你知道,向你展示他和萨米画的图画、地图以及他所有的一切,他会持续一个小时,然后我就会消化掉。

I’d just listen, taking constant notes.

我只是倾听,不断做笔记。

I’m photographing his whiteboards all the time, and then I go back and start to put those into design flow of, like, “Okay.

我一直在拍摄他的白板,然后我回去开始将它们放入设计流程中,比如,“好吧。

What, what’s a zone?

什么,什么是区域?

What’s a dungeon?

什么是地牢?

What could be cool?

什么可以很酷?

What should come first?

应该先做什么?

What should come last?” You know, Lich King, for example, we wanted to try a very specific design to counter a problem we had in Burning Crusade, which is everybody entered through the Dark Portal through Hellfire Peninsula, all the server programmers hate you because everybody loads into the same zone at the same time.

最后应该做什么?你知道,例如巫妖王,我们想尝试一种非常具体的设计来解决燃烧远征中遇到的问题,即每个人都通过地狱火半岛进入黑暗之门,所有服务器程序员都讨厌你,因为每个人都同时加载到同一个区域。

Lich King, we split them up for better player flow.

巫妖王,我们将它们分开是为了更好的玩家流程。

4:27:27 Plus, it’s more interesting the more choice you have.

另外,你的选择越多,就越有趣。

You know, Sid Meier says, “Games are a series of interesting choices,” so we give them two starting zones, but that was the flow with Chris.

你知道,席德·梅尔说,“游戏是一系列有趣的选择”,所以我们给了他们两个起始区域,但这就是克里斯的流程。

And so often we would just, like, okay, in that first meeting, Chris had put a zone called Grizzly Hills on the board.

很多时候,我们只是想,好吧,在第一次会议上,克里斯在黑板上划了一个名为“灰熊山”的区域。

Well, I don’t know anything about Grizzly Hills.

好吧,我对灰熊丘陵一无所知。

“Hey, Chris?

“嘿,克里斯?

Talk about Grizzly Hills.” If you didn’t interrupt him, he’d just go for an hour.

谈论灰熊丘陵。”如果你不打扰他,他只会呆一个小时。

And you have no idea how much of it, like, he had pre-thought about or had existed in previous lore and how much of it he was just making up on the spot.

你不知道其中有多少是他预先想到的或存在于之前的传说中的,又有多少是他当场编造的。

He’s just that charismatic and captivating.

他就是那么有魅力和迷人。

Lex Fridman4:28:14

Creating these worlds and being able to- …

创造这些世界并能够-...

4:28:14 brainstorm through them and together, I mean, that is what you’re doing.

通过他们一起集思广益,我的意思是,这就是你正在做的事情。

As a consumer of those worlds, you kind of take it for granted that they’re incredible, but, like, you’re crafting them.

作为这些世界的消费者,你会理所当然地认为它们是令人难以置信的,但是,就像你正在创造它们一样。

Like, you’re looking at a blank sheet of paper and then together coming up…

就像,你正在看着一张白纸,然后一起出现......

Jeff Kaplan4:28:32

My job, as I saw it working with Chris, was I had to on World of Warcraft specifically working with Chris, is I was like the translator into gameplay of what Chris wanted, how to get it to play like how Chris wanted.

我的工作,正如我所看到的与克里斯一起工作,是我必须在《魔兽世界》中专门与克里斯合作,我就像是克里斯想要的游戏玩法的翻译,如何让它像克里斯想要的那样玩。

4:28:32 So my favorite story is we’re working on Burning Crusade and we’re in this meeting and Chris is like…

所以我最喜欢的故事是我们正在开发《燃烧的远征》,我们参加了这次会议,克里斯就像……

He’s the gentlest, sweetest guy, but because he carries himself with such confidence and everybody’s in awe of him, the junior developers get kind of intimidated by him.

他是最温柔、最可爱的人,但因为他对自己充满信心,而且每个人都敬畏他,初级开发人员有点被他吓到了。

So we’re in this meeting and we’re talking about Silvermoon City because we’re introducing the Blood Elves, and Chris is like, “And Silvermoon City’s got the tallest fucking tower in all of Azeroth.

所以我们在这次会议上谈论银月城是因为我们要介绍血精灵,克里斯说,“银月城有全艾泽拉斯最高的塔。

I mean, it is the tallest thing.

我的意思是,它是最高的东西。

You know, it’s mind-blowing, the awe of it.”

你知道,这令人兴奋,令人敬畏。”

4:29:24 Only the blood elves could build it.” Fast-forward like two weeks later.

只有血精灵才能建造它。”快进两周后。

I’m walking through the hall and I see a bunch of level designers and artists are all like crowded around the screen, and on the screen they’ve dragged Blackrock Mountain and Karazhan and the Stormwind Cathedral.

我走过大厅,看到一群关卡设计师和美术师都挤在屏幕周围,屏幕上他们拖着黑石山、卡拉赞和暴风城大教堂。

I’m like, “What the fuck are you guys doing?” And they’re like, “Well, Chris said that the Silvermoon Tower had to be the tallest thing in World of Warcraft-” “…

我想,“你们他妈的在做什么?”他们就像,“好吧,克里斯说银月塔必须是魔兽世界中最高的东西——”“……

and so we’re measuring how tall all of these other things are so we can make the tower taller.” And I’m like, “Guys, Chris doesn’t know how tall the Burning Steppes, you know- …

所以我们正在测量所有这些其他东西的高度,以便我们可以让塔更高。”我说,“伙计们,克里斯不知道燃烧平原有多高,你知道——……

and the cathedral in Stormwind- …

还有暴风城的大教堂——……

is.

群岛

What Chris means is just make the tower really fucking tall.”

克里斯的意思是让这座塔变得非常高。”

4:30:20 “You don’t need to measure it.” And they’re, “Oh, okay.

“你不需要测量它。”他们说:“哦,好吧。

That’s okay?” Like, “Are you willing to take the heat if he—” I’m like, “I’m willing to take the heat on this one, guys.”

可以吗?”就像,“如果他——”我会说,“我愿意承受这个压力,伙计们。”

Lex Fridman4:30:29

Yeah.

是的。

4:30:29 It’s just a feeling.

这只是一种感觉。

It’s a vibe.

这是一种氛围。

It’s-

这是——

Jeff Kaplan4:30:32

It’s a vibe.

这是一种氛围。

Lex Fridman4:30:33

Yeah.

是的。

4:30:33 And I also just personally have to give all the love in the world for the current Diablo IV team, because I’ve spent, most recently out of the Blizzard games, I’ve spent a huge amount of time in Diablo, and they’ve created some…

我个人也必须为当前的《暗黑破坏神 IV》团队献上全世界所有的爱,因为我最近在暴雪游戏中花费了大量的时间在《暗黑破坏神》中,他们创造了一些……

And it’s not just the loot, all right?

这不仅仅是战利品,好吗?

It’s the, the whole experience, the art, everything together.

这是整个体验、艺术,一切都在一起。

And the seasons they’ve created, they’ve created a really wonderful world.

他们创造的季节,他们创造了一个非常美妙的世界。

So I can, I could see, I could feel how much effort goes into that.

所以我可以,我可以看到,我可以感觉到为此付出了多少努力。

Jeff Kaplan4:31:02

They’re crushing it.

他们正在粉碎它。

4:31:02 And I think Diablo IV in like modern times is one of the best worlds that they’ve built.

我认为《暗黑破坏神 IV》在现代是他们建造的最好的世界之一。

And they know, they understand Diablo players.

他们知道,他们了解暗黑破坏神玩家。

Like that community is so hard and so demanding, and that team is amazing.

就像那个社区是如此的艰难和要求如此之高,而那个团队也太棒了。

Lex Fridman4:31:20

Yeah, there’s a lot of richness.

是的,有很多丰富的东西。

4:31:20 It’s like there’s this really…

好像真的有这个……

I mean, I don’t know how often you get that, but it’s really the perfect Diablo game.

我的意思是,我不知道你有多少次遇到这种情况,但这确实是一款完美的暗黑破坏神游戏。

They’ve really like evolved a lot, grew a lot.

他们真的进化了很多,成长了很多。

So there’s this whole mathematical component of just so many numbers everywhere and it’s all balanced really masterfully.

因此,到处都有如此多的数字组成的整个数学组件,而且它们都非常巧妙地平衡。

And then, of course, you have to come up with new content with the seasons and they figure out ways to do that, and at a crazy pace.

当然,你必须根据季节提出新的内容,他们会以疯狂的速度找到实现这一点的方法。

And still make it super fun.

并且仍然让它变得超级有趣。

Jeff Kaplan4:31:50

They’re a great live team, yeah.

是的,他们是一支很棒的现场团队。

Lex Fridman4:31:52

And for me personally, like I said, the co-op, the couch co-op experience has been really…

对我个人来说,就像我说的,合作公寓、沙发合作公寓的体验真的……

4:31:52 like that aspect of it is really great, just all of it.

就像它的这方面真的很棒,只是全部。

It’s one of the greatest games in recent history.

这是近代史上最伟大的游戏之一。

One of the things I wanted to mention, ’cause this is a powerful speech, is sort of instead of doing some kind of a corporate goodbye as you were leaving Blizzard, you allegedly shared with your team a video of David Bowie giving advice.

我想提的一件事是,因为这是一次强有力的演讲,在你离开暴雪时,你并没有进行某种公司的告别,据称你与你的团队分享了一段大卫·鲍伊提供建议的视频。

And people should go watch this clip.

人们应该去看这个剪辑。

But if I may read it, Bowie says, “Never play to the gallery.

但如果我可以读一下的话,鲍伊说:“永远不要在画廊里演奏。

4:32:28 Always remember that the reason that you initially started working was that there was something inside yourself that you felt that if you could manifest in some way, you would understand more about yourself and how you co-exist with the rest of society.

永远记住,你最初开始工作的原因是你内心有一些东西,你觉得如果你能以某种方式表现出来,你会更多地了解自己以及如何与社会其他人共存。

I think it’s terribly dangerous for an artist to fulfill other peoples’ expectations.

我认为对于一个艺术家来说,满足别人的期望是非常危险的。

I think they generally produce their worst work when they do that.

我认为当他们这样做时通常会做出最糟糕的作品。

And the other thing I would say is that if you feel safe in the area that you’re working in, you’re not working in the right area.

我要说的另一件事是,如果你在自己工作的区域感到安全,那么你就没有在正确的区域工作。

Always go a little further into the water than you feel you’re capable of being in.

总是比你认为自己能进入的水更深一些。

Go a little bit out of your depth.

稍微超出你的深度。

4:33:07 And when you don’t feel that your feet are quite touching the bottom, you’re just about in the right place to do something exciting.” Speaking of which, you are just about in a place to do something exciting.

当你感觉自己的脚没有完全触底时,你就处于正确的位置,可以做一些令人兴奋的事情了。”说到这里,你即将要做一些令人兴奋的事情了。

After leaving Blizzard you told me that you tried to take some time off.

离开暴雪后,你告诉我你试图休息一段时间。

How did that work out for you?

你觉得效果如何?

Jeff Kaplan4:33:34

Not so well.

不太好。

4:33:34 My wife, who is wonderful, told me I needed to take at least a year off and just, you know, I’d been going really hard.

我的妻子非常好,她告诉我我需要至少休息一年,只是,你知道,我一直在努力。

I’d gone 19 years barely taking vacation and I let Blizzard consume me.

我已经 19 年几乎没有休假了,我让暴雪吞噬了我。

And, you know, I was crushed by leaving because I loved the place, and I didn’t know what to do with myself.

而且,你知道,离开后我感到很沮丧,因为我喜欢这个地方,但我不知道自己该怎么办。

I was pulling weeds in the backyard.

我正在后院拔杂草。

Lex Fridman4:34:06

Literally.

字面上地。

4:34:06 Gardening.

园艺。

Jeff Kaplan4:34:07

Yeah.

是的。

4:34:07 Well, she won’t let me garden in the garden ’cause that’s hers- …

好吧,她不会让我在花园里做园艺,因为那是她的——……

but I’m allowed to pull the weeds.

但我可以拔草。

So I got very good at that.

所以我非常擅长这一点。

I was very proficient.

我非常熟练。

And then of all things, I cracked out on Call of Duty: Black Ops Cold War and I unlocked Dark Matter Ultra, which I’d…

然后最重要的是,我玩完了《使命召唤:黑色行动冷战》,并解锁了《Dark Matter Ultra》,我……

that’s like a crazy achievement to do in that game.

在这款游戏中这就像一个疯狂的成就。

4:34:29 So I did that, and then I just, I couldn’t help it, like it’s how I’m programmed.

所以我就这么做了,然后我就忍不住了,就像我的程序就是这样的。

It was like, at this point, it’s late spring, early summer and I’m just sitting in the backyard and I just started writing with Notepad about, “Here’s a game I want to make.” And it was so terrifying because for 19 years I had worked with the greatest developers, I thought, in the industry.

就好像此时,春末夏初,我坐在后院,开始用记事本写下“这是我想做的游戏”。这太可怕了,因为我认为,19 年来我一直与业内最伟大的开发人员一起工作。

And, you know, there’d be moments where it’s like, “Okay, I wanna do like a game world map.” Like, “Hey, Erin, you’re amazing at making game world maps.

而且,你知道,有时候会这样,“好吧,我想做一个游戏世界地图。”就像,“嘿,艾琳,你在制作游戏世界地图方面非常出色。

Like, you do that.” And you know, I, like, “I need some story hooks.

就像,你就这么做。”你知道,我喜欢,“我需要一些故事挂钩。

Hey, Chris, what do you think would be cool here?”

嘿,克里斯,你觉得这里什么很酷?”

4:35:17 Like, you know, it’s so collaborative and I was surrounded by the best of the best, and there I was by myself.

就像,你知道,它是如此的协作,我周围都是最优秀的人,而我独自一人。

And I was out there again, and I loved it.

我又回到了那里,我很喜欢那里。

It brought all the joy of game making.

它带来了游戏制作的所有乐趣。

I thought games were no longer fun to make because it was only about business, and somebody’s asking me for unreasonable amounts of money and unreasonable amounts of time.

我认为制作游戏不再有趣,因为它只与商业有关,而且有人向我索要不合理的金钱和不合理的时间。

And I had forgotten the pure joy of the craft of making games, and I was designing, I was going on, I was watching YouTube videos to learn Unreal and Adobe Illustrator and all these things to like help me make games, whatever, Blender.

我已经忘记了制作游戏的纯粹乐趣,我在设计,我在继续,我在观看 YouTube 视频来学习 Unreal 和 Adob​​e Illustrator 以及所有这些东西来帮助我制作游戏,无论如何,Blender。

Um, I had no right to be doing any of that, and it just felt so amazing to do it.

嗯,我没有权利做任何事,但这样做感觉太棒了。

And I sort of realized, I came to two realizations.

我有点意识到,我有两个认识。

One, I never wanna work for someone else again.

第一,我再也不想为别人工作了。

4:36:19 I never wanna create something and then have somebody take my baby away from me, you know?

我从来不想创造一些东西,然后有人把我的孩子从我身边夺走,你知道吗?

That’s really hard when that happens, and it’s sort of happened a few times now, you know, where you have to just let something go that you created.

当这种情况发生时,真的很难,而且现在已经发生过几次了,你知道,你必须放弃你创造的东西。

And I wanted it all to be focused on the craft of making games, the art, programming, design, audio, you know?

我希望一切都集中在游戏制作工艺、美术、编程、设计、音频上,你知道吗?

Like, just not about the bullshit of the games industry.

就像,不仅仅是游戏行业的废话。

I’m not interested in the games industry.

我对游戏行业不感兴趣。

I’m not interested in the business of games.

我对游戏业务不感兴趣。

I’m not interested in the entertainment industry.

我对娱乐圈不感兴趣。

It’s just game jamming, making stuff that we’re gonna play together.

这只是游戏即兴创作,制作我们要一起玩的东西。

And around that time, my I call him my development soulmate.

大约在那个时候,我称他为我的发展灵魂伴侣。

There’s a programmer named Tim Ford.

有一位程序员,名叫蒂姆·福特。

4:37:20 He reached out and he’s like, “Hey, man…” He was like an associate tech director on Overwatch at the time.

他伸出手来,“嘿,伙计……”他当时就像《守望先锋》的技术副总监。

And he’s like, “Yeah, I don’t think I can do this anymore.

他说:“是的,我想我不能再这样做了。

It’s just not like it was, you know, I just handed in my notice.” And I’m like, “Whoa, you know, well, if you wanna do something together, like fuck it.

事实并非如此,你知道,我刚刚递交了通知。”我说,“哇,你知道,好吧,如果你们想一起做某事,比如去他妈的。

Let’s take a stab and, you know, just see what happens.” And Tim came over to my house, and well, before that, he says, “My last day’s on Friday.”

让我们尝试一下,看看会发生什么。”蒂姆来到我家,在那之前,他说,“我的最后一天是星期五。”

4:37:57 “And my exit interview’s at like 1:00.

“我的离职面谈大约是在 1:00 左右。

I’m gonna be over to your house at like 2:00 that afternoon.” And I’m like, “Well, don’t you think you should take some time off, Tim, you know, before whatever’s next for you?

下午 2:00 左右我会去你家。”我说:“蒂姆,你不认为在接下来的事情发生之前你不应该休息一下吗?

Take a month off, you know?

休息一个月你知道吗?

Meg, his wife, will appreciate it, you know?

他的妻子梅格会很感激的,你知道吗?

Just go pull weeds in the garden for a while.” And he’s like, “I’m a programmer.

去花园里拔一会儿杂草吧。”他说:“我是一名程序员。

All I’m gonna do is program for a month if I take a month off.

如果我休息一个月的话,我要做的就是计划一个月。

I might as well start programming our game.” Which-

我不妨开始编写我们的游戏。”其中——

Lex Fridman4:38:32

Brilliant

辉煌

Jeff Kaplan4:38:32

…

……

4:38:32 it was so awesome when he said that.

他说这句话的时候真是太棒了。

Lex Fridman4:38:34

Brilliant.

杰出的。

Jeff Kaplan4:38:35

He came over and I pitched him this idea for a game, and I pitched him, “Let’s start a company.” And that was it.

他过来了,我向他推销了这个游戏想法,然后我向他推销说:“让我们创办一家公司吧。”就是这样。

4:38:35 Like, that was the birth of us making a studio.

就像,这就是我们创建工作室的诞生。

Lex Fridman4:38:49

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.

与此同时,对于外界来说,你已经从地球表面消失了,但你实际上正在开发一款游戏。

Jeff Kaplan4:38:58

Yeah, I needed to be away from the world.

是的,我需要远离这个世界。

4:38:58 I needed to not have…

我不需要……

I wanted to not get attention from anyone.

我不想引起任何人的注意。

I needed to not read my name on Reddit or…

我不需要在 Reddit 上看到我的名字,或者……

you know, any internet site.

你知道,任何互联网网站。

I wanted to not come up, let some other Jeff Kaplan bubble to the top- …

我不想上来,让其他杰夫·卡普兰冒到顶峰——……

of the Google, you know, search list.

谷歌的搜索列表。

Lex Fridman4:39:25

You know our man Dinoflask is gonna be all over this conversation, right?

你知道我们的恐龙瓶会出现在这次谈话中,对吧?

Jeff Kaplan4:39:29

Oh, God, well, there’s, yeah, this one’s gonna set him back some time.

哦,上帝,好吧,是的,这个会让他倒退一段时间。

4:39:29 But, yeah, I needed-

但是,是的,我需要-

Lex Fridman4:39:35

You know what to do.

你知道该怎么做。

Jeff Kaplan4:39:36

I needed for none of that to happen.

我不想让这一切发生。

4:39:36 I just needed to be able to, like, mourn the loss of Blizzard-

我只是需要能够,比如,哀悼暴雪的损失——

4:39:42 …

……

and create on my own so it was great.

并自己创作,所以非常棒。

And at that time, like as soon as it was announced that I was leaving Blizzard, I had like 60 people reach out to me.

当时,就像我宣布离开暴雪一样,大约有 60 个人联系了我。

It was, this was April of 2021 and investment money was nuts.

那是 2021 年 4 月,投资资金疯狂了。

Both like the VC money and the strategic money was crazy, like the, especially the Chinese companies, because apparently they weren’t getting publishing numbers in China or something.

风险投资资金和战略资金都很疯狂,尤其是中国公司,因为显然他们没有在中国获得发布数据或其他东西。

The whole economy was crazy, and so just everybody was trying to throw money at me, which was a very good position to sort of be at to start a company.

整个经济都很疯狂,所以每个人都想向我扔钱,这对于创办一家公司来说是一个非常好的位置。

So what Tim and I did was say, “We’re not doing this for money, but here’s the game we wanna make, and it’s gonna take this many developers, and we think it’s gonna take this length of time, and that means the budget is this.

所以蒂姆和我所做的是说,“我们这样做不是为了钱,但这是我们想要制作的游戏,它需要这么多的开发人员,我们认为它需要这么长的时间,这意味着预算就是这样。

4:40:42 And we need, for any of these people who wanna invest in us, we gotta hit that number, but after that, we’re not gonna go for more money.

我们需要,对于任何想要投资我们的人,我们必须达到这个数字,但在那之后,我们不会去寻求更多的钱。

It’s not an auction to raise as high as we can go.

这不是一场我们能筹集到的最高金额的拍卖。

We’re gonna optimize for control.”

我们将优化控制。”

Lex Fridman4:40:59

I don’t know if this is something that you can talk about, but I got a chance to see the game for a few hours, and I have to say it’s incredible, Jeff.

我不知道这是否是你可以谈论的事情,但我有机会观看了比赛几个小时,我不得不说这太不可思议了,杰夫。

4:40:59 Like, it’s incredible.

就像,这太不可思议了。

But I almost immediately fell in love with the world and everything I saw.

但我几乎立刻就爱上了这个世界和我所看到的一切。

See, I’m tempted to say some of the things I saw but it’s just an incredible game.

看,我很想说出我所看到的一些事情,但这只是一场令人难以置信的比赛。

So how much can you talk about it?

那么你能谈论多少呢?

Do you know what it’s going to be called?

你知道它会叫什么吗?

Can you talk about that?

你能谈谈吗?

Do you know about the company?

你了解公司吗?

Are you allowed to say any of that?

你可以说这些吗?

Jeff Kaplan4:41:27

Sure.

当然。

4:41:27 The most unconventional way to talk about this stuff for the first time.

第一次谈论这个话题的最非传统的方式。

So, our company name is Kintsugiyama, which most people will struggle to pronounce.

所以,我们的公司名称是 Kintsugiyama,大多数人都很难发音。

Lex Fridman4:41:39

Nice.

好的。

Jeff Kaplan4:41:39

And the company name has a deep meaning to me, which I’m happy to explain later if you’re interested.

公司名称对我来说有着深远的意义,如果你感兴趣的话,我很乐意稍后解释。

4:41:39 And the game name that we’re working on, it’s called The Legend of California, and it’s an open world game.

我们正在开发的游戏名称是《加州传奇》,这是一款开放世界游戏。

People are gonna call it a survival crafting game.

人们会称其为生存制作游戏。

People like to compartmentalize these.

人们喜欢将这些分开。

I think it’s an action game.

我认为这是一款动作游戏。

It’s a game that takes place on a mythical island of California.

这是一款发生在加利福尼亚州神秘岛屿上的游戏。

Lex Fridman4:42:11

Mm-hmm.

嗯嗯。

4:42:11 In the 1800s.

在1800年代。

Jeff Kaplan4:42:14

In the gold rush.

在淘金热中。

4:42:14 If you’re trying to-

如果你想-

Lex Fridman4:42:16

In the gold rush

在淘金热中

Jeff Kaplan4:42:16

…

……

4:42:16 if you’re trying to nail the most important time in California history, it’s gotta be that gold rush.

如果你想确定加州历史上最重要的时刻,那一定是淘金热。

Lex Fridman4:42:23

So, it’s this beautiful, almost ultra-realistic version of California, but it’s in an alternate history, alternate version of California-

所以,这是一个美丽的、几乎超现实的加州版本,但它是在另一个历史、另一个版本的加州——

Jeff Kaplan4:42:31

Yes

是的

Lex Fridman4:42:31

…

……

4:42:31 where it’s an island, almost like an Atlantis type of ethereal island, but still very realistic to what the California terrain is- …

它是一个岛屿,几乎就像亚特兰蒂斯类型的空灵岛屿,但仍然非常现实加利福尼亚的地形 - ......

and that time period.

以及那个时间段。

So it’s this weird, like, amalgamation of this ultra-realistic and the surreal.

所以这是一种奇怪的、超现实和超现实的融合。

Jeff Kaplan4:42:50

The theme of the game is very weird.

游戏的主题非常奇怪。

4:42:50 We’re not trying to make a historical game.

我们并不是想制作一款历史游戏。

There’s no historical accuracy to this.

这没有历史准确性。

In fact, the island when first discovered is uninhabited.

事实上,该岛首次被发现时无人居住。

That’s already not true.

这已经不是事实了。

As we know, there were lots of people in California.

众所周知,加州有很多人。

It’s an island, which we know is not true.

这是一座岛屿,但我们知道这不是真的。

We want it to feel authentic to that time period because we think that time period is cool.

我们希望它给人一种真实的那个时期的感觉,因为我们认为那个时期很酷。

Prospectors, you know, cowboys.

探矿者,你知道,牛仔。

Like, it’s a really fun thing for us to explore, all of those themes—people in mines.

就像,探索所有这些主题——矿井中的人们,对我们来说是一件非常有趣的事情。

We wanna build mines and we just wanna create a world that you can live in.

我们想要建造矿山,我们只是想创造一个你可以居住的世界。

I love creating worlds.

我喜欢创造世界。

Everything that I’ve worked on before, from World of Warcraft to Overwatch, it’s always been, how do you create this place for players to escape to?

我以前做过的所有作品,从《魔兽世界》到《守望先锋》,一直都是这样,你如何创造一个让玩家逃离的地方?

So.

所以。

Lex Fridman4:43:45

So, it’s an online, multiplayer game.

所以,这是一个在线多人游戏。

4:43:45 I should say the experience of it is just gorgeous, and then the music is wonderful.

我应该说它的体验非常美妙,而且音乐也很棒。

Jeff Kaplan4:43:53

I’m glad you like it.

我很高兴你喜欢它。

Lex Fridman4:43:54

And one of my favorite things is just going down to the mine and digging.

我最喜欢的事情之一就是去矿井里挖掘。

4:43:54 I mean, that’s done extremely well.

我的意思是,这做得非常好。

And as you described, the whole world is voxels, so it’s generated.

正如你所描述的,整个世界都是体素,所以它是生成的。

Can you explain how that works?

你能解释一下它是如何工作的吗?

Jeff Kaplan4:44:09

Yeah.

是的。

4:44:09 As a world, we handcrafted the world, so like the shape of California is always the familiar shape of California, except it’s an island.

作为一个世界,我们手工制作了这个世界,所以就像加利福尼亚州的形状始终是加利福尼亚州熟悉的形状一样,除了它是一个岛屿。

So, you know, there’s no Nevada on the eastern side.

所以,你知道,东部没有内华达州。

We handcrafted all of that.

我们手工制作了这一切。

It looks gorgeous and places like Yosemite are where you would expect Yosemite to be.

它看起来很漂亮,像优胜美地这样的地方就是你所期望的优胜美地。

And so all of those familiar landmarks are there, but then we have like dozens of points of interest, and those move around the map in, depending on the map seed.

因此,所有这些熟悉的地标都在那里,但我们有几十个兴趣点,并且这些兴趣点在地图上移动,具体取决于地图种子。

And the map is also tiered in terms of difficulty.

而且地图也按照难度进行了分级。

We don’t really have levels in this game.

我们在这个游戏中并没有真正的关卡。

We have tiers, and there’s only four tiers right now.

我们有等级,但现在只有四个等级。

Maybe, maybe that will change.

也许,也许这会改变。

But the way that the map tiers itself each time changes with every world seed.

但地图每次分层的方式都会随着每个世界种子的变化而变化。

So not only…

所以不仅……

4:45:04 Any server that you join will have a different seed in terms of how the tiers play out.

您加入的任何服务器在等级发挥方面都会有不同的种子。

So, Mojave might be the easiest newbie area on your server, but on my server it’s an endgame, tier four area.

所以,莫哈韦可能是你的服务器上最简单的新手区域,但在我的服务器上它是一个残局,第四层区域。

But all of our notable points of interest also move around.

但我们所有值得注意的兴趣点也会移动。

So, we have a really amazing point of interest that we call Dread Rock that’s inspired by Alcatraz.

所以,我们有一个非常令人惊奇的兴趣点,我们称之为恐惧岩,其灵感来自恶魔岛。

And like, sure, sometimes it’s in San Francisco, but sometimes it can be sitting in the middle of the Mojave Desert also.

当然,有时它在旧金山,但有时它也可能位于莫哈韦沙漠中部。

Lex Fridman4:45:39

Mm-hmm.

嗯嗯。

4:45:39 It integrates it into the environment, to where it makes sense- …

它将它融入到环境中,融入到有意义的地方——……

to be in that environment.

处于那个环境中。

And like you said, so much of what makes a world is sound and lighting.

正如你所说,声音和灯光是构成世界的重要因素。

And that, that’s definitely a thing that I’ve noticed.

这绝对是我注意到的一件事。

I mean, it’s probably the most beautiful sunset and sunrise I’ve seen in a game.

我的意思是,这可能是我在游戏中见过的最美丽的日落和日出。

Jeff Kaplan4:46:04

We have a great lighting artist who’s this amazing guy named Mike Marra, and some of the inspiration for the game like…

我们有一位出色的灯光艺术家,他是一位名叫迈克·马拉 (Mike Marra) 的出色人物,他为游戏提供了一些灵感,例如……

4:46:04 There’s a lot of inspirations for this game, but there’s a painter named Albert Bierstadt, who I discovered while researching California, and he painted these just epic landscape pieces of, you know, Yosemite and a lot of other, the gorgeous parts of-

这个游戏有很多灵感,但是有一位名叫阿尔伯特·比尔施塔特的画家,我在研究加利福尼亚州时发现了他,他画了这些史诗般的风景画,你知道,优胜美地和许多其他美丽的部分——

Lex Fridman4:46:29

Yeah, we’re looking at one, one photo of his.

是的,我们正在看他的一张照片。

Jeff Kaplan4:46:31

Yeah, it’s just amazing, and his paintings were huge, too.

是的,这太神奇了,而且他的画也很大。

4:46:31 I’d love to see one in person.

我很想亲自见到一位。

Lex Fridman4:46:38

And so you see a painting like that and you’re saying, “We wanna create that world.”

所以你看到这样的一幅画,你会说,“我们想创造那个世界。”

Jeff Kaplan4:46:42

Yeah.

是的。

4:46:42 I mean, when I see that painting, this is, this is what video games brings to the table.

我的意思是,当我看到那幅画时,这就是电子游戏带来的东西。

So, every art form that evolves after another gets to incorporate previous art forms.

因此,每一种艺术形式的不断发展都会融合以前的艺术形式。

4:46:55 Movies got to take sound and, you know, fine art.

电影必须要有声音,而且,你知道,还有美术。

We get to take everything, including movies.

我们可以拿走一切,包括电影。

So, you know, it’s, it’s Katamari Damacy, the art form.

所以,你知道,这就是 Katamari Damacy,一种艺术形式。

But like…

但就像……

I see a Bierstadt painting, and I wanna walk around that world.

我看到一幅比尔施塔特的画,我想在那个世界里走走。

I wanna see what’s around the corner.

我想看看拐角处有什么。

And our lighting artist, Mike, he, you know, he sees these pictures, and he’s like, “Okay.

我们的灯光艺术家迈克,他,你知道,他看到这些照片,然后他说,“好吧。

Yeah.

是的。

Hold my beer.” Like, “I’ll make it look like that.” And he, and he…

拿着我的啤酒。”就像,“我会让它看起来像那样。”还有他,还有他……

We are all blown away by the, like, how much impact just the lighting has.

我们都被灯光的影响力所震惊。

And I’m not an artist, so I don’t think about things like the color theory, the lights, the clouds, what all of that’s bringing to this.

而且我不是艺术家,所以我不会考虑诸如色彩理论、灯光、云彩之类的东西,所有这些都会带来什么。

I just know I want to live in that world, and these are the types of worlds that we want to make.

我只知道我想生活在那个世界中,而这些就是我们想要创造的世界类型。

Lex Fridman4:47:45

So, what do you want the tone of the game to be, the feeling of the game?

那么,你希望游戏的基调、游戏的感觉是什么?

Jeff Kaplan4:47:50

This is really different.

这确实是不同的。

4:47:50 It’s been hard for people.

这对人们来说很难。

When people were talking to us about, you know, they know me and Tim, and they’re, “Oh, the Blizzard guys, the Overwatch guys.

当人们和我们谈论时,你知道,他们认识我和蒂姆,他们会说,“哦,暴雪的人,守望先锋的人。

You’re making, like, a bright, aspirational future team-based hero shooter, right?” And I’m like, “Why would I want to do that?” I felt like, first of all, respects to Blizzard, and I don’t want to try to crib Blizzard and make a pseudo-Blizzard game, you know?

你正在制作一款光明的、充满抱负的未来团队英雄射击游戏,对吧?”我想,“我为什么要这么做?”我觉得,首先,尊重暴雪,我不想试图抄袭暴雪并制作一款伪暴雪游戏,你知道吗?

This is…

这是……

I want to make a Kintsugiyama game, you know?

我想做一款金继山游戏,你知道吗?

Me and Tim and this crack team, you know, we’re only 34 people.

我和蒂姆以及这个精干的团队,你知道,我们只有 34 个人。

We want to define what a Kintsugiyama game is, and this world seemed so inspiring to us, you know?

我们想要定义什么是 Kintsugiyama 游戏,这个世界对我们来说似乎非常鼓舞人心,你知道吗?

The setting is really interesting.

设定真的很有趣。

You know, I think California can be a game world.

你知道,我认为加州可以成为一个游戏世界。

4:48:47 I think we can make it beautiful and interesting.

我想我们可以让它变得美丽又有趣。

We don’t have to follow history or geography.

我们不必遵循历史或地理。

We can kind of do a spin where, you know, it feels authentic.

我们可以做一个旋转,你知道,感觉很真实。

We can have guns that feel like they’re kind of from that time period, but we’re not spaceships and aliens and steampunk.

我们可以拥有感觉像是那个时代的枪,但我们不是宇宙飞船、外星人和蒸汽朋克。

That’s what we would have done at Blizzard.

这就是我们在暴雪会做的事情。

We’re gonna be a little different here.

我们这里会有点不同。

So, the tone of this game, you know…

所以,这个游戏的基调,你知道……

Metzen would describe Blizzard as the hero factory.

梅森将暴雪描述为英雄工厂。

You know, we make…

你知道,我们做...

And what he means by that is not only are we making heroes, but we make the players into heroes.

他的意思是我们不仅要创造英雄,还要让球员成为英雄。

4:49:25 This game is gonna have an edgier tone.

这场比赛将会有一种更加尖锐的基调。

You’re gonna enter this world.

你将进入这个世界。

It’s gonna feel lonelier.

会感觉更孤独。

It’s gonna feel mysterious, larger than you.

它会让人感觉神秘,比你还要大。

You’re gonna feel small until you earn the right to feel big.

在你获得感觉自己伟大的权利之前,你会感觉自己很渺小。

It’s gonna feel really dangerous.

感觉真的很危险。

You’re gonna want to see what’s over that next hill, but if the sun is setting, like, get to shelter.

你会想看看下一座山上有什么,但如果太阳正在落山,那就赶紧躲起来。

Can’t wait to get back to my ranch and put my cozy fireplace on and wait till morning, you know?

迫不及待地想回到我的牧场,打开舒适的壁炉,等到早上,你知道吗?

We want more of that vibe.

我们想要更多这种氛围。

Lex Fridman4:49:58

It’s more solitary, almost scary but beautiful.

它更加孤独,几乎令人恐惧,但却很美丽。

4:49:58 That mix, that tension.

那种混合,那种张力。

I hate to ask this question, but given our previous discussion about a timeline slide, what do you think a timeline looks like?

我不想问这个问题,但考虑到我们之前关于时间线幻灯片的讨论,您认为时间线是什么样的?

When do you think it’s possible for somebody in the world to be able to play this game?

您认为世界上什么时候有人可以玩这个游戏?

Jeff Kaplan4:50:23

So, this is the beauty of me and Tim kind of getting to run the show and why we’re excited about it.

所以,这就是我和蒂姆主持这个节目的美妙之处,也是我们对此感到兴奋的原因。

4:50:23 We can kinda do whatever we want- …

我们可以做任何我们想做的事——……

within reason.

在合理范围内。

So we’re just gonna kinda quietly put it up on Steam and see what happens.

所以我们只是悄悄地将它放到 Steam 上,看看会发生什么。

Lex Fridman4:50:43

Nice.

好的。

Jeff Kaplan4:50:43

You know, no, like, big corporate marketing group would ever think to do that in a million years- …

你知道,不,大型企业营销集团会在一百万年内想到这样做——……

4:50:43 without, like, some, you know, $10 million announce or whatever.

没有,比如,有些,你知道,宣布 1000 万美元或其他什么。

We’ll just kinda put it on Steam and be cool if people wishlisted it.

我们会把它放在 Steam 上,如果有人将其列入愿望清单,我们就很酷了。

There’s my plug.

这是我的插头。

And then I think we are shooting to have some sort of public-ish alpha in March.

然后我认为我们会在三月份推出某种公开的 alpha 版本。

And then our plan, and something I’m really excited about, ’cause I’ve never gotten to do this before, we wanna put the game in early access.

然后是我们的计划,这是我非常兴奋的事情,因为我以前从未这样做过,我们希望让游戏进入抢先体验阶段。

Some people hate early access and won’t touch it, and I understand it, and then some people are like, “I wanna be in on the ground floor and see the thing from day one and watch it evolve.” So, we’ll put it into early access, and we’ll just run that until who knows, you know?

有些人讨厌抢先体验,不会碰它,我理解这一点,然后有些人会说,“我想在一楼,从第一天起就看到事情并观察它的发展。”所以,我们将把它放在早期访问中,我们会一直运行直到谁知道,你知道吗?

Lex Fridman4:51:37

Is it scary to you to have a sort of game with some rough edges out there in the wild where people are interacting with it through the alpha- …

在野外有一种有一些粗糙边缘的游戏,人们通过阿尔法与它互动,你是否感到害怕?

4:51:37 through the beta?

通过测试版?

Jeff Kaplan4:51:47

Yes, and this game has more rough edges, like, the most rough edges we would have at Blizzard is, like, showing it at BlizzCon, which was heavily polished and controlled.

是的,这款游戏有更多粗糙的边缘,就像我们在暴雪的最粗糙的边缘一样,就像在暴雪嘉年华上展示它一样,它经过了严格的打磨和控制。

4:51:47 This is gonna be more, you know, in development than anything else I’ve ever worked on.

你知道,这将比我做过的任何其他事情都更加重要。

But that’s-

但那是——

Lex Fridman4:52:06

I love it.

我喜欢它。

Jeff Kaplan4:52:07

…

……

4:52:07 part of the excitement too, you know?

这也是兴奋的一部分,你知道吗?

It’s kind of like this is how the sausage gets made.

这有点像香肠的制作方法。

I mean, you’re gonna see it front row.

我的意思是,你会在前排看到它。

Lex Fridman4:52:16

I’m gonna try to get myself into the alpha somehow.

我会尝试以某种方式让自己进入阿尔法阶段。

4:52:16 Anybody who is listening to this, I highly recommend this game.

任何正在听这个的人,我强烈推荐这个游戏。

You will not be disappointed.

你不会失望的。

The world itself is just beautiful.

世界本身就是美丽的。

So, whoever’s behind it, you and Tim and the team, are just doing an incredible job.

所以,无论是谁在背后支持,你、蒂姆和团队,都在做着令人难以置信的工作。

And thank you for putting out rough versions of it so we get to-

感谢您发布了它的粗略版本,以便我们能够-

Jeff Kaplan4:52:35

Yeah.

是的。

4:52:35 Of course.

当然。

Lex Fridman4:52:35

…

……

not wait forever for the perfect thing.

不要永远等待完美的事情。

And because you feel in…

因为你感觉...

You feel like you’re a part of it if you get the imperfect thing.

如果你得到不完美的东西,你会觉得自己是其中的一部分。

I’m one of the people who like the imperfect.

我是喜欢不完美的人之一。

We get to see the rough versions develop, and get to be a part of it developing.

我们可以看到粗略版本的开发,并参与其中。

I saw the logo.

我看到了标志。

It’s a mountain.

这是一座山。

Can you explain the meaning behind the name?

你能解释一下这个名字背后的含义吗?

Jeff Kaplan4:53:01

So, Kintsugi is a Japanese craft of repairing broken pottery.

金继是一种日本修复破损陶器的工艺。

4:53:01 So there’s a lot of philosophy that goes into it as well.

所以这里面也有很多哲学。

And you know, I wanna do a good job of explaining it, but basically, like, you take a broken piece of pottery, and then they would use golden joinery-

你知道,我想很好地解释它,但基本上,就像,你拿一块破碎的陶器,然后他们会使用金色的细木工——

4:53:24 Like golden lacquer to put the piece back together.

就像金漆将碎片重新组合在一起一样。

And the thought was rather than hiding the scars, you make them more beautiful.

我的想法是,与其隐藏伤疤,不如让它们变得更美丽。

And the philosophical parts that sort of appealed to me with that is there’s a lot of me and Tim in that, of…

吸引我的哲学部分是,其中有很多我和蒂姆的影子……

We’re so appreciative for our time at Blizzard, but we didn’t come away unscarred.

我们非常感谢在暴雪度过的时光,但我们也并非毫发无伤。

And there’s also a philosophy in Kintsugi that nothing’s ever perfect, and the pursuit of perfection is actually a mistake, and that there’s beauty in imperfection.

金继还有一种哲学,那就是没有什么是完美的,追求完美实际上是一个错误,不完美中也有美。

And so I relate that to myself personally.

所以我将这与我个人联系起来。

That’s how I feel in an aspirational way.

这就是我充满抱负的感受。

I’m not saying I’ve achieved it, but in an aspirational way, I want to be that way.

我并不是说我已经实现了这一目标,但我希望以一种有抱负的方式实现这一目标。

And I think it’s also an analogy for the making of games.

我认为这也是游戏制作的一个类比。

Like, it’s a…

就像,这是一个……

4:54:22 Making of games is a constant pursuit of imperfection.

制作游戏就是不断追求完美。

A game is never gonna be perfect.

游戏永远不会是完美的。

Just ask the players.

问问球员就知道了。

They’re very vocal about it.

他们对此非常直言不讳。

And seeing the beauty and the imperfections and the strength in something that’s been broken that can be stronger.

看到美丽和缺陷,以及那些被打破的事物中可以变得更强大的力量。

Lex Fridman4:54:44

You had a heck of a difficult couple years here.

你在这里度过了艰难的几年。

4:54:44 And so in some sense, it represents that beauty in imperfection.

所以从某种意义上说,它代表了不完美中的美。

So everybody listening to this I hope, I hope you do have it out on, on Steam.

所以我希望每个听这个的人都能在 Steam 上发布它。

Go check out Legend of California.

去看看加州传奇吧。

Truly a beautiful world.

真是一个美丽的世界。

I’m so glad you are actually creating this, low-key, quietly creating this beautiful, incredible world.

我很高兴你真的在创造这个,低调的,安静的创造这个美丽的,不可思议的世界。

Ridiculous question, but can we talk about some of the greatest games of all time?

可笑的问题,但我们能谈谈一些有史以来最伟大的游戏吗?

Jeff Kaplan4:55:19

Yes.

是的。

Lex Fridman4:55:20

What…

什么……

4:55:20 I mean, I know this is a bit of a nerding-out kind of thing, and outside of the games you’ve been part of creating, I think Blizzard has created some of the greatest games of all time.

我的意思是,我知道这有点无聊,除了你参与创作的游戏之外,我认为暴雪还创造了一些有史以来最伟大的游戏。

Outside of those, what do you think are in the list?

除了这些之外,您认为列表中还有哪些内容?

Jeff Kaplan4:55:35

So there’s one that’s the best.

所以有一个是最好的。

4:55:35 It’s Legend of Zelda: Breath of the Wild.

这是《塞尔达传说:荒野之息》。

And then there’s this list of greatest games: Zork, Ultima,

然后是最伟大的游戏列表:Zork、Ultima、

Lex Fridman4:55:47

So Breath of the Wild is, is the best, yeah?

所以《荒野之息》是最好的,是吗?

Jeff Kaplan4:55:49

The greatest game ever made.

有史以来最伟大的游戏。

Lex Fridman4:55:51

What makes it the greatest game ever made for you?

是什么让它成为您有史以来最伟大的游戏?

Jeff Kaplan4:55:53

Every aspect is so thoughtful, so well designed.

每个方面都是那么周到,设计得那么好。

4:55:53 The art matches the design and the tech, and even integrating with the Switch in the way it does.

艺术与设计和技术相匹配,甚至与 Switch 融为一体。

How do you keep making Zelda better?

你如何不断让《塞尔达》变得更好?

How can Legend of Zelda: Ocarina of Time exist and somebody make an even better Zelda game?

《塞尔达传说:时之笛》怎么可能存在并且有人能制作出更好的塞尔达游戏呢?

The way you can chop down a tree and float in a river, and, like, the world is a toy and everything works as you wished and hoped it would work.

就像你砍倒一棵树然后漂浮在河里一样,世界是一个玩具,一切都按照你的意愿和希望进行。

And there’s a narrative aspect to it, and there’s really fun combat and action and itemization.

它有一个叙事方面,并且有非常有趣的战斗、动作和逐项。

There’s so many things that that game gets right that other games are lucky if they get one of those things right, and are…

这款游戏在很多方面都是正确的,其他游戏如果正确地完成了其中一件事,那就很幸运了,并且……

become best in their genre just for getting that one thing right.

仅仅因为做对了一件事而成为其流派中的佼佼者。

And Breath of the Wild does them all right and the best.

而《荒野之息》就做到了这一点,而且是最好的。

Lex Fridman4:56:50

There’s a certain kinda lightness to the way the world feels, the openness of the world feels.

世界给人一种轻松、开放的感觉。

4:56:50 That’s unlike any other game, right?

这与其他游戏不同,对吧?

That’s uniquely that company, uniquely that-

这就是那家公司的独特之处,独特之处——

Jeff Kaplan4:57:00

Yeah.

是的。

4:57:00 No one else-

没有其他人——

Lex Fridman4:57:01

Because nobody else creates that.

因为没有其他人创造它。

4:57:01 You’re right.

你说得对。

Under the pressure of having created a bunch of Zeldas that are, like, really great games, to be able to deliver once again.

在创造了一堆非常出色的塞尔达传说游戏的压力下,能够再次交付。

Jeff Kaplan4:57:11

Nintendo is, like, the Mecca.

任天堂就像麦加​​一样。

4:57:11 Like, they’re the best, you know?

就像,他们是最好的,你知道吗?

That’s all there is to it.

这就是全部了。

Lex Fridman4:57:17

Do you understand how that company works?

你了解那家公司是如何运作的吗?

Jeff Kaplan4:57:20

No.

不。

Lex Fridman4:57:20

That they’re not…

他们不是……

Jeff Kaplan4:57:21

I don’t at all.

我一点也不知道。

Lex Fridman4:57:23

Like, because, I mean, they’ve been around for a long time and still to be able to deliver.

就像,因为,我的意思是,他们已经存在很长时间了,而且仍然能够交付。

Jeff Kaplan4:57:27

I kind of rationally or irrationally just worship.

我有点理性或非理性地崇拜。

4:57:27 It’s just sort of: if it’s from Nintendo, it’s gonna be great.

有点像:如果它来自任天堂,那就太好了。

4:57:35 And even if my first impression is like, “Wow, they’re doing what weird thing with the controller this time,” and then you get your hands on it and you’re like, “God.” My son and I, we both played Legend of Zelda: Breath of the Wild, and he makes games also.

即使我的第一印象是,“哇,这次他们用控制器做了什么奇怪的事情”,然后当你拿到它时,你会想,“上帝。”我和我儿子都玩过《塞尔达传说:旷野之息》,他也制作游戏。

And we had this moment where he’s like, “I’m so sad after I played it.” And he’s like, “I know I’ll never make anything like this.” And it’s that weird, like, you honor it so much and think it’s so great.

我们有过这样的时刻,他说:“玩完之后我很难过。”他说:“我知道我永远不会做出这样的东西。”这很奇怪,就像,你非常尊重它并认为它是如此伟大。

Red Dead was like that for me.

Red Dead 对我来说就是这样。

Red Dead Redemption 2 is…

《荒野大镖客:救赎 2》是……

that’s a game I put on a shrine.

那是我放在神社上的游戏。

Not just how brilliant the game itself is, but as a game maker, as a craftsperson who makes games, how the hell do you make that?

不仅仅是游戏本身有多精彩,而是作为一个游戏制作者,作为一个制作游戏的工匠,你到底是怎么做出来的?

Like, only Rockstar with all the years of making those types of games.

就像,只有 Rockstar 多年来一直在制作此类游戏。

No one else can come in entry level-

没有其他人可以进入入门级——

4:58:33 …

……

and compete with that.

并与之竞争。

So that’s-

所以那就是——

Lex Fridman4:58:36

Purely single player, narrative driven.

纯粹的单人游戏,叙事驱动。

4:58:36 So you also respect that kind of, like, pure-

所以你也尊重那种,比如,纯粹——

Jeff Kaplan4:58:42

Yeah.

是的。

4:58:42 I don’t give anyone a pass.

我不给任何人通行证。

I feel like a lot of gamers and game developers, like, if it has writing, they’re like, “The story’s so good.” I’m like, actually, very few games have great story.

我觉得很多游戏玩家和游戏开发者,如果有文字,他们会说,“这个故事太棒了。”事实上,我觉得很少有游戏有精彩的故事。

But Red Dead has a great story.

但《Red Dead》有一个很棒的故事。

It’s got great character development.

它有很好的性格发展。

It’s got a good plot.

它有一个很好的情节。

And the dialogue is like…

对话就像……

It’s like Tarantino-level- …

这就像塔伦蒂诺级别的——……

high-quality dialogue.

高质量的对话。

So…

所以……

Red Dead’s up there.

Red Dead 就在那里。

I have my other games that make the list for me, and these are…

我还有其他游戏在我的列表中,这些是......

Both these games are…

这两款游戏都是……

I would never tell you to play them.

我永远不会告诉你玩它们。

EverQuest and Rust are two of the most defining games to me and my career and my life.

《无尽的任务》和《Rust》是对我、我的职业生涯和生活来说最具决定性的两款游戏。

And Rust, I would never recommend somebody go and play it.

还有 Rust,我绝不会推荐有人去玩它。

Rust will come calling to you if you are up to play it.

如果你想玩的话,Rust 会来召唤你。

Lex Fridman4:59:42

It is a cult.

这是一种邪教。

4:59:42 It’s 100% a cult.

这100%是邪教。

Jeff Kaplan4:59:46

That’s-

那是——

Lex Fridman4:59:46

It…

它…

4:59:46 When you are ready, it will come down.

当你准备好时,它就会下来。

Jeff Kaplan4:59:48

It will come down.

它会下来的。

4:59:48 It will let you know.

它会让你知道。

Lex Fridman4:59:51

The, the sky will part.

,天将分开。

4:59:51 Okay.

好的。

Jeff Kaplan4:59:52

In Rust, you are considered a complete noob that doesn’t know what he’s doing- …

在 Rust 中,你被认为是一个完全的菜鸟,不知道自己在做什么——……

4:59:52 if you don’t have a thousand hours.

如果你没有一千个小时。

Even a thousand hours-

哪怕是一千小时——

Lex Fridman5:00:01

A thousand hours

一千小时

Jeff Kaplan5:00:01

…

……

5:00:01 people would be like, “Oh, you only have a thousand hours-” “…

人们会说,“哦,你只有一千个小时——”“……

in that game.” Yeah.

在那场比赛中。”是的。

But Rust and a lot of inspiration for me in the game I’m working on now…

但是 Rust 以及我现在正在开发的游戏中给了我很多灵感……

My game is not like Rust in that it’s not a PvP-centric game, but it will have PvP.

我的游戏与 Rust 不同,它不是一个以 PvP 为中心的游戏,但它会有 PvP。

Lex Fridman5:00:20

What aspect of Rust do you draw inspiration from?

您从 Rust 的哪些方面汲取灵感?

5:00:20 Just…

只是……

Jeff Kaplan5:00:23

I love the resetting world.

我喜欢重置世界。

5:00:23 It’s a- …

这是一个——……

great game mechanic and it’s one that I want to evolve and work upon.

这是一个很棒的游戏机制,我想要改进和研究它。

Lex Fridman5:00:34

How often is the world reset do you think, in Legend of California?

您认为《加州传奇》中的世界多久重置一次?

Jeff Kaplan5:00:39

I don’t know yet.

我还不知道。

5:00:39 Probably every month.

大概每个月。

We want it to be fast enough that you’re not too attached, but we wanna make it rewarding.

我们希望它足够快,让你不会太执着,但我们想让它变得有意义。

Like, the trick is coming up with not why am I upset that the world resets, but why am I excited that the world- …

就像,诀窍不是想出为什么我对世界重置感到不安,而是为什么我对世界感到兴奋……

resets?

重置?

And we know players can get very angry about resetting worlds, but anybody who’s played 5,000 hours of Rust, like some of us, the resetting world is the magic.

我们知道玩家可能会对重置世界感到非常生气,但任何玩过 5,000 小时 Rust 的人,就像我们中的一些人一样,重置世界就是魔法。

It’s, “I can’t wait for the next reset because the adventure starts all over again.” And if you wanna play the first time with me—like, if we wanna play World of Warcraft, and I’m level 80 and you’re level one, there’s no meaningful experience we can have together—but in Rust, we just wait for a reset and we’re both naked on the beach, you know, from minute one.

它是,“我迫不及待地等待下一次重置,因为冒险重新开始。”如果你想第一次和我一起玩——比如,如果我们想玩《魔兽世界》,而我是 80 级,你是 1 级,那么我们在一起就没有什么有意义的经历了——但在 Rust 中,我们只是等待重置,你知道,从第一分钟起我们就在海滩上赤身裸体。

Lex Fridman5:01:34

What about the experience of Rust where you can have everything taken away from you?

Rust 可以让你失去一切的经历怎么样?

5:01:34 So that part that you-

所以那部分你-

Jeff Kaplan5:01:41

We’re not doing that.

我们不会那样做。

Lex Fridman5:01:42

Great, great.

太棒了,太棒了。

5:01:42 Because that feels awfully stressful.

因为那感觉压力很大。

Jeff Kaplan5:01:44

See…

看看……

5:01:44 I just lost the entire Rust audience when I said we’re not doing that because- …

当我说我们不这样做时,我失去了所有 Rust 观众,因为……

if you’re a Rust player, you’re not thinking you’re gonna lose everything you have.

如果你是 Rust 玩家,你不会认为你会失去你所拥有的一切。

You’re thinking, “I’m gonna take everything somebody else has.” But-

你在想:“我要拿走别人拥有的一切。”但是——

Lex Fridman5:01:56

See, my perception of the Rust audience is there’s, like, three people, they’re in a castle somewhere.

看,我对 Rust 观众的看法是,就像三个人,他们在某个地方的一座城堡里。

5:01:56 It’s a very exclusive group.

这是一个非常独特的团体。

Jeff Kaplan5:02:04

They are, they are highly skilled, highly passionate…

他们是,他们技术高超,充满热情……

5:02:04 highly knowledgeable, but yeah, it’s an inspiration for me.

知识渊博,但是,是的,这对我来说是一种启发。

That and EverQuest were defining…

那和《无尽的任务》定义了……

And I’ve…

我已经……

The amount of hours I’ve logged in both those games are insane.

我登录这两款游戏的时间太长了。

Lex Fridman5:02:18

What do you think has more hours from Jeff Kaplan, EverQuest or Rust?

你认为 Jeff Kaplan、EverQuest 和 Rust 哪一个的工作时间更长?

Jeff Kaplan5:02:22

Well, you said I was 6K on EQ, so that puts me at…

好吧,你说我的 EQ 是 6K,所以这让我……

5:02:22 I’m at 5K in Rust.

我在 Rust 中的速度是 5K。

Lex Fridman5:02:30

And, and also in that collection is Zork.

而且,Zork 也在该系列中。

Jeff Kaplan5:02:33

Zork was…

佐克是……

5:02:33 I mean, Zork, it just brings me back to that old IBM PC with my mom and my brother, trying to figure out, you know, like, how to keep the lights on or else a grue’s gonna eat us, you know?

我的意思是,Zork,它只是让我想起了我和妈妈、兄弟的那台旧 IBM 电脑,试图弄清楚,你知道,比如,如何让灯保持亮着,否则怪物会吃掉我们,你知道吗?

Lex Fridman5:02:47

Yeah.

是的。

5:02:47 So certain games just capture your heart and they stay with you forever.

因此,某些游戏会俘获您的心并永远陪伴您。

What do you think is the future of video games?

您认为电子游戏的未来是什么?

So there’s a lot of conversations about AI helping expand maybe the storytelling aspects, the world creation aspects, becoming a tool that people can use more so.

因此,有很多关于人工智能帮助扩展讲故事方面、世界创造方面的讨论,成为人们可以更多使用的工具。

Maybe creating more believable NPCs, that kind of thing.

也许创造更可信的 NPC 之类的事情。

But also there’s, as we’ve talked about, the video game industry is changing and evolving and trying to figure out, well, there’s the indie game makers that will have more power…

但正如我们所讨论的,视频游戏行业正在发生变化和发展,并试图找出独立游戏制作商将拥有更多权力……

Or these larger game makers will have more power, so what do you think the future of games looks like?

或者说这些更大的游戏厂商会拥有更大的力量,那么你认为游戏的未来会是什么样子呢?

Jeff Kaplan5:03:32

I think with AI in mind in particular, I think the current state of AI, trying to integrate it into development is mostly a hot mess.

我认为特别是考虑到人工智能,我认为人工智能的当前状态,试图将其整合到开发中大多是一团糟。

5:03:44 But I do think that, you know, games are a technology-driven art form.

但我确实认为,游戏是一种技术驱动的艺术形式。

And somebody much smarter than me once described it—and I’m paraphrasing—making a game is like making a movie if you had to invent the camera every time, because you’re kind of inventing the technology of your specific game.

一个比我聪明得多的人曾经描述过——我是这样解释的——制作游戏就像制作电影,如果你每次都必须发明相机,因为你在某种程度上发明了特定游戏的技术。

And I think AI can play a role in that, and it would be silly not to look at it as an option.

我认为人工智能可以在这方面发挥作用,如果不将其视为一种选择,那就太愚蠢了。

The problem with AI right now is it’s overconfident in what it tries to deliver.

人工智能目前的问题是它对自己试图提供的东西过于自信。

Like, I fooled around, obviously like everybody, you mess around with, you know, ChatGPT and Gemini and you fool around with some of the art generation, and it’s fun for non-artists to fool around on Midjourney.

就像,我到处闲逛,显然像每个人一样,你和 ChatGPT 和 Gemini 闲逛,你和一些艺术一代闲逛,对于非艺术家来说,在 Midjourney 上闲逛很有趣。

But it’s mostly weird and shitty.

但这大多是奇怪和糟糕的。

5:04:44 And even, like, when trying to have AI answer for me…

甚至,就像,当试图让人工智能为我解答时……

Like, I don’t normally make UI in a game, and so I’m trying to figure out, like, UMG and Unreal Engine and I’m asking ChatGPT how to fix, like, a simple problem, like, how do I make the chat wrap, you know?

比如,我通常不会在游戏中制作 UI,所以我试图弄清楚,比如 UMG 和虚幻引擎,我问 ChatGPT 如何修复一个简单的问题,比如,我如何使聊天结束,你知道吗?

And it, like, overconfidently gives me the wrong answer.

它过于自信地给了我错误的答案。

And it’s, like, right one in 10 times.

大约十分之一的概率是正确的。

So its hit rate has to be a lot better.

所以它的命中率一定要好很多。

I think there’s a lot of moral concerns around AI when it comes to creative pursuits as well, like no one’s creative work should ever be used by AI without their permission.

我认为,在创造性追求方面,人工智能也存在很多道德问题,比如未经许可,任何人的创造性工作都不应该被人工智能使用。

5:05:33 You know, voice actors and artists, it can’t be lifting from them without their permission.

你知道,配音演员和艺术家,未经他们的许可,不能从他们身上拿走。

That’s just immoral.

那是不道德的。

It’s no different than just sort of stealing.

这和偷窃没有什么不同。

So that’s wrong.

所以这是错误的。

I think how I’m curious, like especially as somebody who runs a small studio with 34 people, it’s like, what are the points of tedium that maybe AI could help out with that I don’t wanna do, and I’m not gonna hire someone to do?

我想我很好奇,尤其是作为一个经营着一个 34 人的小工作室的人,就像是,人工智能可能可以帮助解决哪些单调乏味的问题,而我不想做,而且我不会雇人来做?

So I have, like a really dumb example: I’m making a bunch of images, I size them all incorrectly ’cause I’m dumb and I’m not an artist, and I did it all in Photoshop, and I have like 2,000 images that are the wrong size.

所以我有一个非常愚蠢的例子:我正在制作一堆图像,我对它们的尺寸都不正确,因为我很笨而且我不是艺术家,而且我在 Photoshop 中完成了这一切,我有大约 2,000 个尺寸错误的图像。

I can have ChatGPT resize those and zip it in a file for me, and it literally takes it like a minute to do that.

我可以让 ChatGPT 调整它们的大小并将其压缩到一个文件中,这实际上需要一分钟的时间。

5:06:31 I wasn’t gonna hire an intern to do it.

我不会雇用实习生来做这件事。

I was just gonna work an hour later or two hours later that night to do it.

那天晚上我本来打算晚一小时或两小时后做这件事。

Like, it made my life easier.

就像,它让我的生活更轻松。

It didn’t take a job.

这不需要工作。

That seems okay.

看来还可以。

As long as that ethical line stays in place, what I- what I don’t worry about is, no matter how good AI gets, never gonna draw a picture like Arnold Tsang.

只要这条道德线保持不变,我——我不担心的是,无论人工智能有多好,永远不会画出像阿诺德·曾那样的画。

It’s never gonna tell a story like Chris Metzen.

它永远不会讲述像克里斯·梅森那样的故事。

You know, that human spirit is irreplaceable.

要知道,人的精神是不可替代的。

Lex Fridman5:07:03

Yeah, it’s hard to put into words what is that magic that humans produce, but they do.

是的,很难用语言来形容人类所产生的魔力是什么,但他们确实如此。

5:07:03 Truly great creative minds, truly great creative teams, they- they create something special.

真正伟大的创意头脑,真正伟大的创意团队,他们创造了一些特别的东西。

It’s hard to really articulate exactly what’s missing with- with AI, you know, what people call AI slop.

很难真正准确地阐明人工智能所缺少的东西,你知道,人们称之为人工智能溢出。

‘Cause it creates really beautiful imagery and beautiful stories, and very believable text.

因为它创造了非常美丽的图像和美丽的故事,以及非常可信的文字。

But it’s not quite…

但这并不完全是……

It doesn’t have that, I don’t know what it is, the edge that’s human.

它没有这个,我不知道它是什么,人类的优势。

Maybe it’s the imperfections.

也许这就是不完美之处。

Jeff Kaplan5:07:41

Yeah, I think so.

是的,我想是的。

5:07:41 Like AI to me right now currently, it’s like an interesting fever dream, you know?

就像人工智能对我来说,就像一个有趣的发烧梦,你知道吗?

Lex Fridman5:07:48

Yeah.

是的。

5:07:48 Yeah.

是的。

Yeah.

是的。

Jeff Kaplan5:07:49

That’s the point I’m at with it.

这就是我的观点。

Lex Fridman5:07:52

And a useful tool for the mundane tasks, like you said.

正如您所说,这是一个用于日常任务的有用工具。

5:07:52 But do you think the small studios have hope in the future of gaming?

但你认为小型工作室对游戏的未来还有希望吗?

Jeff Kaplan5:08:00

Small studios are the future of gaming.

小型工作室是游戏的未来。

5:08:00 The big studios basically acquire the small studios for new IP and ideas, and the small studios grow in.

大工作室基本上收购小工作室是为了获得新的IP和创意,小工作室也会随之成长。

The really compelling, new, innovative ideas are gonna come out of small studios.

真正引人注目的、新颖的、创新的想法将来自小型工作室。

Lex Fridman5:08:17

What advice would you give to video game creators, small teams, if they wanna create a truly special game?

如果视频游戏创作者、小团队想创造一款真正特别的游戏,您会给他们什么建议?

Jeff Kaplan5:08:25

Well, they know how to do it.

嗯,他们知道该怎么做。

5:08:25 I mean, if they’re doing it, they know how to do it.

我的意思是,如果他们正在这样做,他们就知道该怎么做。

It’s more to video game developers in general, own the craft.

一般来说,视频游戏开发者更需要拥有自己的手艺。

Own our art form.

拥有我们的艺术形式。

Stop giving it to these fucking corporate jackals.

别再给这些该死的公司豺狼了。

You are the golden goose.

你是金鹅。

Keep your eggs.

保留你的鸡蛋。

Lex Fridman5:08:51

Jeff, formerly from the Overwatch team, I have to say from the bottom of my heart, and I think I speak for millions of people, thank you for everything you’ve created in this world.

Jeff,前《守望先锋》团队的成员,我必须发自内心地说,我想我代表了数百万人,感谢你在这个世界上创造的一切。

5:08:51 Now that I’ve gotten the chance to see the new game, I’m, I can’t tell you how excited I am to try it.

现在我有机会看到这款新游戏,我无法告诉你我有多么兴奋去尝试它。

Thank you for everything you’ve created.

感谢您创造的一切。

Thank you for everything you represent.

感谢你所代表的一切。

Thank you for remaining and fighting for us as one of us.

感谢您作为我们中的一员留下来并为我们而战。

So thank you, and thank you for talking today.

谢谢你,也谢谢你今天的发言。

Jeff Kaplan5:09:24

Thank you, Lex.

谢谢你,莱克斯。

Lex Fridman5:09:26

Thanks for listening to this conversation with Jeff Kaplan.

感谢您收听与杰夫·卡普兰的对话。

5:09:26 To support this podcast, please check out our sponsors in the description, where you can also find links to contact me, ask questions, give feedback, and so on.

为了支持这个播客,请在描述中查看我们的赞助商,您还可以在其中找到联系我、提出问题、提供反馈等的链接。

And now, let me leave you with some words from Franz Kafka, “Don’t bend.

现在,让我用弗朗茨·卡夫卡的话来说说:“不要屈服。

Don’t water it down.

不要浇水。

Don’t try to make it logical.

不要试图使其符合逻辑。

Don’t edit your own soul according to the fashion.

不要按照时尚来编辑自己的灵魂。

Rather, follow your most intense obsessions mercilessly.” Thank you for listening, and hope to see you next time.

相反,无情地追随你最强烈的痴迷。”感谢您的收听,希望下次再见。

文稿来自 Lex Fridman 官网公开发布的官方 Transcript(含说话人与时间戳)。
Jeff Kaplan (00:00:00): There’s three types of fun, fun for the player, fun for the designer, and fun for the computer. Lex Fridman (00:00:06): Is it PvP? Jeff Kaplan (00:00:07): It’s all PvP. In fact, Rust is the most PvP thing in all of PvP. Lex Fridman (00:00:16): Well, I don’t know what that means, but- Jeff Kaplan (00:00:19): 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. Lex Fridman (00:01:11): How painful was it to say goodbye? Jeff Kaplan (00:01:14): It broke me. Lex Fridman (00:01:16): 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. Lex Fridman (00:02:10): 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. Lex Fridman (00:02:59): 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. Lex Fridman (00:03:53): 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. Lex Fridman (00:04:07): 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? Jeff Kaplan (00:04:32): 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 was just giving 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. Jeff Kaplan (00:05:27): 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. Jeff Kaplan (00:06:27): 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, 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- Jeff Kaplan (00:07:10): … 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 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. Lex Fridman (00:08:13): It’s a text-based game? Jeff Kaplan (00:08:14): Text-based game. You know, you just type in, “Go west. Open mailbox.” You know? And… But it’s that power of imagination. It’s why the book is always better than the movie, you know? Lex Fridman (00:08:29): Yeah. So, you’re starting to see these creations of worlds that you can navigate. You can step into this world and you can lose yourself in that world. Jeff Kaplan (00:08:38): Yeah. You’re transported. You’re living there. Lex Fridman (00:08:41): Was Zork popular? Jeff Kaplan (00:08:43): Zork was insanely popular. And then there was Zork II and Zork III. Lex Fridman (00:08:48): A trilogy. Zork trilogy. I see it. Okay. Jeff Kaplan (00:08:51): 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- Jeff Kaplan (00:09:32): … 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 want to 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. Jeff Kaplan (00:10:22): 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. Lex Fridman (00:10:48): And, of course, that led to Ultima Online, which is a legendary game in itself, perhaps connected to EverQuest. 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, the MMO world. What were influential? What were fun for you? Jeff Kaplan (00:11:11): 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. Lex Fridman (00:11:28): You were busy. Jeff Kaplan (00:11:29): 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. Lex Fridman (00:12:11): So- Jeff Kaplan (00:12:12): … 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.” Jeff Kaplan (00:12:44): 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. And just, just connecting with people. Like I said, the, the websites. Jeff Kaplan (00:13:40): 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, what time machine did you just step out of?” And a guy named Stephen Heaslip… I’m probably pronouncing his name wrong. I apologize, but it was actually through that site that I learned about EverQuest. Jeff Kaplan (00:14:16): They had those programmer .plan updates, the .plan files. And guys like Carmack would … You know, they’d post about what code they were writing or how they had optimized something, or just their personal life. Like, you know, the Ferrari talk would always happen … once they had achieved success. And there was an id programmer named Brian Hook, and he said, “I’m leaving id to go work at Verant,” which became Sony Online, “to work on this game called EverQuest.” And I was like, “How does anybody leave id, the greatest institution in all of gaming ever, to work on any other game?” I’m like, “This guy must be crazy. Or whatever this EverQuest thing is, I need to see it. I need to know what’s going on.” And if he hadn’t have made that post, I never would have checked out EverQuest. Lex Fridman (00:15:22): We’ll talk about EverQuest, but since you mentioned Carmack and Quake, what can we say about the genius of John Carmack? Why was he such an important and influential human in the history of gaming? Jeff Kaplan (00:15:34): Those early geniuses at id … Like, I wouldn’t be sitting here talking to you right now if they hadn’t had the breakthroughs that they had at the time. Gaming engines were evolving, but the level of breakthrough that they achieved with Wolf 3D, that was the first … I remember playing Wolfenstein when it was a 2D game. You’d run around. You’d dress up as a German. You’d throw a grenade. Jeff Kaplan (00:16:08): To see it in 3D… And it’s funny. You look back at the screenshots or videos of it now, and it seems almost childish. Like, “Oh, why were you so excited about that?” And you were transported. There… It was the intimacy of first person. You know, putting the hands in front of you, holding the gun, being transported to Nazi Germany, but you’re the hero fighting the Nazis. And then the evolution. Like, when Doom came out, I’m a huge Army of Darkness fan. Like, one of my favorite movies of all time. And I was like, “This is Army of Darkness, the video game.” You know? Like, “Give me the boom stick. Here we go.” And the graphical advances… But it wasn’t just how the game looked, it was how it played. Jeff Kaplan (00:17:01): The smoothness kept getting better. The responsiveness, the sharpness of the gameplay. You have to credit id in those days and Carmack and Romero. I … As somebody who worked on an FPS, I … That wouldn’t have existed without them. Credit where credit’s due. Lex Fridman (00:17:22): And by the way, we should say you’re … As a gamer, your range is incredible. You are a legit first-person shooter gamer, but you also obviously love the more MMO world, rich, exploratory kinda game. So it’s fascinating. But yeah, there is … On the technology stack that brought something like Quake or Wolfenstein 3D to life, there’s a threshold which you pass of realism where you can immerse yourself into that world. I had the same exact experience with Wolfenstein 2D taking a step to 3D, and it was like tears in my eyes. Like, “This is incredible.” Like, my memories of Wolfenstein 3D is it was like ultra realistic. It’s silly to say now. Lex Fridman (00:18:14): It was the feeling like you were there. Yeah, what an incredible age. And some of that, the storytelling, a lot of that is the technology that brings that kind of 3D world to life. It’s incredible. But before we get too far on that tangent, you mentioned grad school. We should mention that you have a master’s degree in creative writing from NYU, and you wanted to be a writer. You told me your main influences were Kerouac, but also Hemingway, Salinger, Bukowski, Orwell. What drew you to storytelling in that medium of writing? What aspect of the human experience were you trying to put down on paper? Jeff Kaplan (00:18:59): Well, it started with being a fan first and being inspired and reading, and it’s the, not only being transported to a different world or into a different person, but also, you know, the way that stories can touch emotions in you and trigger feelings sometimes you didn’t even know you had. And that was very appealing for me. And the big challenge with it is, and I think this is for anybody who creates anything, is putting yourself out there. To some degree, there’s a lot of ego that goes into that moment where you say, “Well, I’ve been reading, you know, 1984 or Green Hills of Stranglethorn, and I think it’s amazing. And now I’m gonna try to write something that somebody is gonna read.” Jeff Kaplan (00:20:05): That’s a giant leap of faith. You know, that’s a moment of putting yourself out there completely, and there’s gotta be some part of that that’s ego. There’s some part of it that’s masochistic. And I think for people who want to create and build stuff, they can’t help but to do it. You don’t really have an option. That’s just how you’re wired, and you’re gonna do it anyway. And, you know, I admire people like Dickinson who can just write all the poems and leave them in a drawer to be discovered by somebody else. You know, that’s one way to go about it. Lex Fridman (00:20:46): Yeah, Franz Kafka, you know, a lot of the stories he wrote, never published, and he asked for all of them to be destroyed. And then it’s only because of his friend that ignored his request that we even have many of his stories. It’s like to be that kinda… I mean, clearly, there’s some masochism there, some tortured soul. But then there’s also the ego like you mentioned. I was entertained by this story of James Joyce when he was a young man, 18, 19 declared that he’s going to be the greatest writer of the 20th century. And he turned out in many, in the eyes of many to be one of the greatest writers of the 20th century. But there’s, like, millions of kids just like James Joyce, writers, they’re declaring exactly that, that turn out not to be. Lex Fridman (00:21:37): But that is in some cases, in many cases, maybe most cases, you have to have that ego- … to say, “I’m gonna…” Yeah, right. “I read 1984,” “and I’m going to write the next 1984.” Jeff Kaplan (00:21:50): Yeah. And I do think ego is a big part of it. It’s one of the many lessons I’ve learned. Hearing your Kafka story is funny, because fast-forwarding to how my writing career ended- … I literally threw away everything, I mean, in a dumpster. I used to keep copious notes, like journals, my writing journals, everything I ever read, every story idea. I probably had 20 volumes of just handwritten notes. And then I also kept personal journals of just, you know, to keep the writing habit up of just, you know, what happened in my day, how I was feeling, all of that. And then either digitally or typed, I had all of my manuscripts, and I threw it all in the dumpster. Lex Fridman (00:22:40): What was that decision? Do you remember that decision? What was that like to just take that part of your life and just put it in a dumpster? Jeff Kaplan (00:22:50): Yeah. It was—I think it was necessary. It was necessary. This is like rationalizing it after the fact, you know, which is easy to do. You know? But at the time, I think I was so broken and so defeated with failure that I needed the moment. It was like throwing in the towel for a boxer, you know? It’s that moment of like, “I’m not gonna win this fight, and you need to move on from it.” And if there was any element of that sitting around, I’d be tempted to try again or bring it out of the drawer 10 years later. Lex Fridman (00:23:34): We should mention that you did give it a real try. You’ve mentioned receiving over 170 rejection letters in one year when submitting your stories. So there’s a lot of rejection. So it was a long chain of rejection. And then what was that like, the rejection? Jeff Kaplan (00:23:54): It was hard. I had moved from New York. I did the most terrible dumb thing that I knew I was doing at the time. I had a really great group of writer friends from grad school in New York, and I think writing is a very lonely, solitary thing. But weirdly, writers kind of support each other and just, “Who do you give the story to?” You know, you don’t wanna give it to your mom or dad, you know. You kinda wanna give it to somebody who’s gonna really punch you in the nose and tell you what’s wrong with it. And I had left that writing circle to move back to California. Lex Fridman (00:24:30): Did you take a bunch of drugs, take your typewriter and drove across, uh- Jeff Kaplan (00:24:35): No. Lex Fridman (00:24:35): … acro- Across the United States and then wrote a book about it? Or just to take Kerouac as an example. Anyway, sorry. You went just- Jeff Kaplan (00:24:44): I might have been more successful had- … I done that. Lex Fridman (00:24:47): So sorry. So you went back. Jeff Kaplan (00:24:48): So I moved back to California, and I did it for a girl. And I think within two months of moving back, we were broken up. So… And I knew it when I was standing in my studio apartment when it was empty in New York and I was about to close the door for the last time. I had that, like, you know, little me on the shoulder saying, “Dude, what are you doing?” Jeff Kaplan (00:25:13): “This… You’re making one of those epic life mistakes that is gonna come back to haunt you.” And I ended up alone in California, and I think it was a good three years that I structured my life where I was gonna write for eight hours a day, because it’s that writer’s habit. Like, you have to just force yourself: “This is a job. This isn’t a hobby. Whether I like it or not, rain or shine, sick or healthy, I’m gonna write for eight hours a day.” And I did. I was fortunate. Like I said, my dad had his company and he hired me as a research associate. So I was calling up, generating name lists for a recruiting company, and I would take… Whenever there was East Coast assignments, I would take those so I could start at like 5:00 in the morning. Jeff Kaplan (00:26:04): And I created all this space for me to write, and I just… I had a dog named Jack- … who was… He was a Jack Russell Terrier. And so everybody’s like, “You’re a writer, you named your Jack Russell Terrier Jack.” I’m like, “Because I named him after Jack Kerouac.” “It’s poetic and epic,” and- Lex Fridman (00:26:21): Yeah, of course. Jeff Kaplan (00:26:22): … I just looked like a dumbass, but- … it was just me and this dog. And I was writing, you know, all that time intensely. And this was mid to late ’90s, so even though the internet existed, email was very primitive and you had to send a manuscript off, like printed paper- … to all… Like, I was trying to get short stories published in literary magazines, and you had to send an envelope with a return self-addressed stamp. So it was expensive, too. Like if you didn’t have money, you were just… There was a cost to it- … to every single one of them. Lex Fridman (00:27:02): You had to pay for the rejection letter that you would eventually receive. Jeff Kaplan (00:27:07): Yeah. And the, like, big thing that you were hoping for was that the editor would write you a note with the rejection letter. Like, um- Lex Fridman (00:27:17): Keep going. Jeff Kaplan (00:27:18): Yeah. And you’d like cling onto this. Like, it was like, “Oh, Glimmer Train said, you know, showing promise.” You know, and you just hang onto that for like a week, you know, pretending like that was… But it was just soul-crushing. And I really stuck… And I became more and more isolated. Part of that was leaving that group of writing friends in New York. I’m prone to just introversion anyway. The type of person I am. Breaking up with the girlfriend at the time. I just sort of fell into that world of, like, all I was doing was writing. And it broke me. Like, I went into very deep and heavy depression. I drank too much. I really had a problem with alcohol. And all those things compounded into just deep, deep depression. And I don’t… There wasn’t like a magic rejection that broke me. Jeff Kaplan (00:28:31): That would have been epic if like- … someone out there is like, “The dude who…” “I’m the dude who broke Jeff that one day.” But I just had a moment where I said, “This is gonna destroy me.” And… Like, I don’t want to be discouraging to anybody, because I really do believe, like you hear it so much, like, “You have to work for your dreams, never give up.” Like, we’re trained this way. Like, “Never give up.” The universe… Actually, maybe not the universe. A group of editors at literary magazines across the United States was telling me it was time to give up as a writer, like I wasn’t cut out for it. And I stopped. Lex Fridman (00:29:24): Sometimes, you know, closing a door is required for another door to open. Jeff Kaplan (00:29:30): Yes. Lex Fridman (00:29:30): That’s one of the hardest things to do, is to walk away. Jeff Kaplan (00:29:33): Yeah. And I think, rightly so, our parents, our coaches, our mentors train us not to give up. And I think a lot of us take pride in that, “I’m never gonna give up. I’m gonna do this come hell or high water.” And sometimes there’s that reality, especially when you’re now in your mid-20s, where you have that moment of like, “Am I really gonna be this? Like, am I ever gonna sort of find the light here?” And, maybe, and it’s so hard, it’s so hard to have this moment, “Maybe this isn’t my calling in life,” especially when you don’t know what the next calling is gonna be. Lex Fridman (00:30:15): That’s so painful. It’s ’cause you’ve invested so much of yourself, of who you are, of the dreams you’ve had, of this just whole conception of yourself, and you’re watching yourself slide down in terms of becoming isolated, suffering more and more. And then you just have to somehow figure out how to get out of that. And it is true. In that situation, the way to get out is the dumpster. Is to cut it off. Is there advice you can extract from that? There’s a lot of young folks who are in that same situation. Jeff Kaplan (00:30:54): Yeah. I, this is one of those hindsight things where, you know, having gone through it and ended up okay on the other side, which you don’t know at the time, you know? When you’re a young person in your late teens or early 20s, there’s so much pressure on you. And I really think adults don’t help. You know? Every time you run into the younger nephew or whoever and you start to say things like, “Oh, what’s your major? What are you gonna do with that?” “What do you wanna be?” It’s such bullshit to do to a human being. You know? Lex Fridman (00:31:29): You’re so lost in the world. I mean, most of us are lost our entire lives, but especially in your 20s, you know, like, you’re lost. So the questions like, yeah, “What are you doing? What’s your major? What’s the career?” And so on, that’s not the point, man. I’m trying to move through the world, I’m trying to run through the world to find the thing that sparks my heart, to find the passion, to find what I’m meant to be on this earth for. And there are really, I mean, that is a real hero’s journey of searching as a young person. That’s a real, like, you know, all the adults, with their wisdom, they’ve stopped searching often. They’ve done the lazy, the comfortable thing. They found their thing. Lex Fridman (00:32:18): And so now they look back, they don’t remember how much suffering and how much uncertainty that young people have to deal with. Jeff Kaplan (00:32:28): It’s, there’s confusion, there’s pressure. Like, the pressure we exert on younger people for having it figured out is insane. So the advice that I always give, and it sounds so stupid, like this sounds really trite, but focus on what you wanna do, not what you wanna be. The pressure that society kind of puts on us is, you know, “Oh, do you wanna be an astronaut? Do you wanna be a firefighter? Do you wanna be a writer? Do you wanna be a game maker?” And I think we get lost in the trappings of, like a vision of what that role is- … and how to perform as a fake actor in that role. Versus when you’re off the clock and no one’s asking you any questions- Jeff Kaplan (00:33:29): … you, you know, you’re not at Thanksgiving dinner and your uncle’s pressuring you into, you know, what your future’s gonna be for the rest of your life. When you go home, how do you spend your time? Like, what makes you happy? What brings you fulfillment? And through those paths, you’re gonna find out what you’re gonna become, not what you wanna be. It’s, “What do you wanna do?” Lex Fridman (00:33:55): What do you wanna do? The thing that brings you joy on a moment by moment basis. Yeah. That’s brilliantly put. And speaking of which, that’s where you took the pivot. You switched to video games. How did that happen? Gradually? Suddenly? Jeff Kaplan (00:34:13): Gradually and suddenly. So when I had that fateful moment where I just sort of gave up with writing, I had these days where I’d structure eight-hour chunks of just, this was writing time, you know? I’d sit solitary typing. All that was gone. And, you know, I could still support myself, which was nice. And then I had this free time and I wasn’t spending it with anybody, I was just alone. Me and the dog, Jack. And I just poured it all into EverQuest. You know, I, it was 1999 when that game came out. And I had a friend, Victor, like kind of a lifelong friend. One of the few friends I had who played computer games, ’cause there was a stigma to that. Jeff Kaplan (00:35:06): You know? It wasn’t, you didn’t walk around telling people you played games. They thought you wasted your time. And my friend, Vic, had bought EverQuest. I’m like, “That’s that game that that guy Brian Hook went to work on. Is it good?” And he’s like, “Yeah, you gotta play it.” And the moment I logged in, I was just transported. It was the world of Norrath. And it wasn’t just the world itself and how it looked, I thought the game was gorgeous, it was the mechanics, you know, that I was this halfling rogue that, you know, had to go out and adventure in the world, and when I killed stuff, I got experience, and I needed better loot to kill more stuff to get more experience. And the sort of draw of progression in the game was amazing. Jeff Kaplan (00:36:01): I, and I just lived my life of, “I can’t wait ’til the next time I log in.” There was a lot of escapism going. It wasn’t all healthy. When all was said and done, when I finally had quit EverQuest three days later, you could type in the command /played to see how much played time you had. I had, I think it was like 272 played days in three years. So you start to do the math on like, how much time- … in those three years I was living in that world. It was… it was kind of insane. Lex Fridman (00:36:42): Well, that’s over 6,000 hours- … of gameplay. Wow. So here going to Perplexity, EverQuest is a long-running 3D fantasy, massively multiplayer online role-playing game, MMORPG, set in the world of Norrath, as you were saying. First released in March 1999, it is an online role-playing game where thousands of players create characters, group up, and explore a persistent shared world. It’s widely regarded as one of the foundational MMORPGs, helping define raid content, guild systems and 3D online worlds. That’s the other component of it. There’s… It’s all humans and they group up- … and they raid together in the game. Jeff Kaplan (00:37:28): Yep. In the context of EverQuest, raiding is usually around 30 people or more getting together to conquer something that you couldn’t beat otherwise. And to do successful raiding, you usually needed to join what in EverQuest everyone referred to as an Uber Guild. So I had this great pride in my EverQuest journey that I… Most of the time leveling up I was unguilded or I was in like a role-playing guild with rogues only. And it was when I got to Level 50 in EverQuest, which was the top level, I got invited into this guild called Legacy of Steel, which on our server was the top. Every server had a top guild. Jeff Kaplan (00:38:18): And I was on a server called The Nameless Server, and the top guild was Legacy of Steel. And that, the thrill of getting 30 people together to go see if you could beat, you know, Nagafen, who was the fire dragon, or Vox, who was the frost dragon, and needing perfect coordination to pull it off, it was insane how fun. Like, you would literally scream out. You’re alone in your room at home- … but you felt like you were there with these people and you would audibly cheer out when you won, and you’d feel depressed when you lost, and it was a game of high highs and low lows, and it did everything right. It was amazing. Lex Fridman (00:39:05): So that was a big leap for you to go from the proud lone warrior to a member of a guild, an Uber Guild. And then there’s that epic story of you rising to the top to become the leader of this Uber Guild. Jeff Kaplan (00:39:22): The leader… Yeah. So organizing people in an online game like EverQuest is like herding cats- … ’cause, you know, everyone has their own will. Some people are loot motivated, some people want the guild to do well, some people are just lonely and want people to hang out with. And there was also a lot of depression in the EverQuest community. It was something I suffered with, but a lot of people, you know, anytime you’re feeling sad or down, you’re looking for escape. And one of the great things video games brings us is escapism. And escapism isn’t always bad or negative- … but when you sort of abuse it to escape your real life problems, it’s bad and negative. Lex Fridman (00:40:18): So there’s a mix of pain and darkness that pain can manifest as- … all part of this community. Jeff Kaplan (00:40:27): Yeah. And what’s weird is you enter the cycle where being with other people gives you comradery and relief and makes you feel like you’re not doing so bad in life, but you can quickly enter a cycle of… But then you’re withdrawing from life and it makes you feel that way more to where you can only get the fix from the game at that point. So it’s… Psychologically, there’s a lot going on there. Lex Fridman (00:40:57): And so you had to work with all of that. You have to get a bunch of people together to do a raid, who are all human beings going through complicated psychological journeys of their own. Some are talking shit, some are just quietly lonely, just looking for some loot. Jeff Kaplan (00:41:16): In the late ’90s, everyone was talking shit. You know what I mean? Like, the gaming culture was just a different thing back then. But it was a great group. It was super fun. It was people from all walks of life. And to coordinate these people, like you just had to repeat everything like 200 times. Like, “Okay, we’re gonna port from North Ro. Everybody get to North Ro.” And then you’d have to repeat that for like six hours- Jeff Kaplan (00:41:47): … to have any chance of like 20% of the people showing up in North Ro. And I sort of like… At first I joined the guild, I was just like the bright-eyed, bushy-tailed. Like, I was like one of the few rogues in the guild. I just wanted to be helpful. I really admired the people running the guild. Like, we had a great guild leader. And it was just a really fun experience. And, you know, the guild leader one day just disappeared. Like, he quit and he was going through, you know, his own thing, and that’s what would happen in EverQuest. Like, people would just kinda disappear all of a sudden. There wasn’t a, “Hey, in about a month, I’m gonna stop playing because I’m starting this new job.” Jeff Kaplan (00:42:34): People had to quit in some dramatic way, where they just disappear, and basically, our guild leader stopped playing. Lex Fridman (00:42:43): Did you miss them when they disappeared? Like, we, we should say that most of the people, maybe all of them, were anonymous. So you just- …have a username, and you don’t really say who you are in real life. Jeff Kaplan (00:42:53): Absolutely. In those days, there was a great stigma to mentioning your, any real-life info. You just kind of kept it all really close to your chest, and you never knew who was male or female. You kind of assumed everybody was male. Lex Fridman (00:43:11): Safe assumption. Jeff Kaplan (00:43:11): And then it was a surprise if they were actually female. Like my wife, for example, that’s how I met her. Lex Fridman (00:43:19): You met her in EverQuest? Jeff Kaplan (00:43:20): I met her in EverQuest. Lex Fridman (00:43:21): That is a true love story, right there. Jeff Kaplan (00:43:23): Yeah. Yeah. The funny part for me with EverQuest is, you know, you play a game as much as I played EverQuest, and people are like, “You threw years of your life away.” Like, “You can’t win a game like that.” And I’m like, “I don’t know, like, sitting here today, my whole career and my family are thanks to EverQuest, so I think I won the game.” Lex Fridman (00:43:49): Yeah, yeah. You’re like the “Well, actually…” guy. Jeff Kaplan (00:43:52): Well, yeah, exactly. Lex Fridman (00:43:54): Your life will be on the Wikipedia page somewhere that says, “Well, here’s an example of somebody-” “… why video games are awesome.” Yeah, I mean, some of it… I should mention this as an aside. For me and many people I know, yes, it’s hundreds of hours, but some of the happiest hours and days of my life. Like, looking back, it all worked out. During it, you are pretty low, and you think, “What am I doing with my life?” All that kind of stuff. Lex Fridman (00:44:23): But, like, looking back, just the all-nighters you pull playing a particular video game, allowing yourself to really fully be immersed, seeing the sun come up—and by the way, many of those games, for me, were Blizzard games. It’s just an incredible thing that video games have been able to do. I think, you know, it used to be, and still is somewhat the case, that books do that same kind of thing. They- …they take you on a journey. But video games, for a long time, you’re right, they had a stigma. Like, I couldn’t tell people. I felt like I was doing, like, heroin or something. Like, I felt like I was doing this secret, dark thing. It usually is in the dark. There’s just a secretive nature to it, like I’m doing something really dark and shady. Jeff Kaplan (00:45:10): It wasn’t mainstream. Lex Fridman (00:45:12): It wasn’t. Jeff Kaplan (00:45:12): It wasn’t accept-… There was a stigma to it. And one of the weirdest parts of that is, you know, I mentioned, like, you could type in the /played in EverQuest. Well, if you did the /played on how much TV people watch, what would that look like? It would blow- …6,000 hours out of the water, easily. Well, it… 20 years ago it would have, you know? Not today. Lex Fridman (00:45:39): Now it’s the phone, yeah. Yeah. But then, it is hard to say goodbye to that world. Those are also really painful times. How hard was it to say goodbye for you? Jeff Kaplan (00:45:52): To EverQuest? It was really hard. And there were times where you try to quit. Lex Fridman (00:45:58): Oh, you took a break sometimes? Jeff Kaplan (00:45:59): Yeah. You think you’re quitting for good. You’d have those moments of, like, “I’m doing this too much. I need to move on in life. I’m gonna put it down and walk away, and hopefully not come back.” And there were times where you did come back. When I finally did leave EverQuest, it was actually extremely easy, because I was psychologically done with the game at the time. It was not shortly, but not too long after a new expansion had come out. At the time, it was Shadows of Luclin. Jeff Kaplan (00:46:34): Which didn’t speak to me like the expansions before. Like, the one before that was called Scars of Velious, which was an amazing expansion. And I had gotten the job at Blizzard, and I guess I’m just an obsessive person. So all the time and energy that I had put into EverQuest, the second, you know, the second, my first minute started at Blizzard, that was my new obsession. Lex Fridman (00:47:04): So speaking of which, you have to tell the epic origin story of how you got the job at Blizzard. As we said, you were this legendary gamer, and now legendary troll, on EverQuest. Username, Tigole. You gave a lot of edgy feedback to the devs, telling them in now famous… There’s several rants. There’s a famous one where you tell many of them to do a bunch of things, including to pull their heads out of their asses. You were loved and respected because you gave a lot of specific ways that the game could be improved. And that’s an important thing to say. You weren’t just talking shit. You actually really loved and cared for the game, and you gave them, in the language of the time, advice on how to improve their game. Lex Fridman (00:47:56): And it’s funny, because, like, you look back to those messages, it’s inspiring to me. It should be informative and inspiring to a lot of people, because you’re really, legit, full-time talking shit. And now, and you always have been, like, one of the kindest, most loved human beings in the entire gaming industry. Anyway, how did that lead to you getting a job at Blizzard? Jeff Kaplan (00:48:21): So when the first guild leader left, Legacy of Steel, the founder… He, he was a guy named… His online name was Dread. That was his name. He left, and our guild was kind of in this listless spin for a while. And eventually, somebody stepped up and took his position as guild leader, and that person’s name was Ariel- Jeff Kaplan (00:48:45): … who was this blonde wood elf warrior female, who always refused to wear a helmet because she thought their character was so pretty, wanted to show their face all the time. So Ariel was a great guild leader for us, and made me like an assistant guild leader, raid leader, officer type in the guild. And over time, Ariel got busier and busier, and, you know, would send me messages like, “Hey, I’m not gonna be online, you know, tomorrow,” or, “I’m not gonna be online tonight. Can you run the raid? Can you run the raid?” And running the raids was very natural for me. And it was my first experience with leadership in my life, of like how do you motivate people? Like, what does motivation look like? What does discipline look like? How do you inspire people? Jeff Kaplan (00:49:43): When do you force people versus encourage them, you know? So it was a learning experience for me on the fly, and I had the safety net of the real guild leader would log in eventually. Lex Fridman (00:49:57): I should mention, I’m just now reading about, doing a bunch of research on Justinian of the Roman Empire, and he rose from being a peasant to being emperor, so I see a lot of parallels in your life journey, from peasant to emperor, but go ahead, I’m sorry. Jeff Kaplan (00:50:14): At- at least EverQuest guild leader, that’s- that’s as much- Lex Fridman (00:50:17): Uber guilded- Jeff Kaplan (00:50:17): … as I could say. Lex Fridman (00:50:18): Uber guild leader. Jeff Kaplan (00:50:18): Uber guild leader. Best guild on the Nameless server. So as time went on, Ariel became busier and busier, and then one day, they contacted me and we were having this like whisper back and forth, and they said, “You’re gonna have to take over the guild. I’m just too busy.” And then it came out later … Well, let me back up a second. I started fooling around … Like around this time Half-Life 1 had come out, and with both Duke Nukem and Half-Life 1, one of the incredible things that those companies did back in the day was when they shipped the game, they shipped the editor on the CD. Jeff Kaplan (00:51:02): And if you were curious enough, you could like fire up that editor and fool around with it. So I made a- a Duke Nukem level, and you’d send it off to like those UK programming magazines, and you know, you’d get excited because your level was in, you know, some random magazine. And then I started making like Half-Life levels. And Ariel had stepped down as guild leader. I had become guild leader. Jeff Kaplan (00:51:30): And then at one point, Ariel contacts me and says, “Hey, you know, you were talking about those Half-Life levels you made. I want to see those.” I’m like, “Oh, that’s cool.” Like, “I didn’t know you played Half-Life.” Like, “Yeah, maybe we can get a server up and I can play them.” And Ariel tells me, “No, mail them to this address in Irvine.” And- because I- again, to rewind in the time machine for a second, to send something like a Half-Life level over the internet would have- … taken like 12 hours. So you actually like burned it onto a CD and stuck it in the mail. So I put my Half-Life levels, I sent them to Ariel, and he says, “You know, my name’s Rob. I’m a designer at Blizzard Entertainment.” Jeff Kaplan (00:52:24): “I hear you’re in Pasadena ’cause you mentioned it.” You know, I would write about, you know, the Rose Parade and all these things on our website. You know, I kind of … It was blogging before blogging existed, so he knew I lived in Pasadena, and he’s like, “Irvine’s only an hour away. Why don’t you come down, see Blizzard, and you can also meet …” and he names like four people in the guild. And I’m like, “They all work at Blizzard too?” He’s like, “Yeah, we’re all Blizzard.” And it was so weird because during that era, I didn’t have a lot of money. It was not like … Kind of nowadays it feels like everybody plays every game, but you had to be selective. So like I never bought StarCraft or Diablo or Warcraft. Jeff Kaplan (00:53:13): I was much more of the Half-Life, Quake, Quake III guy around that time, and I’d never played a Blizzard game, and I just got invited to go to Blizzard Entertainment. Lex Fridman (00:53:25): Was Blizzard already legendary, you know, with the Warcraft and StarCraft? Is there … Was it building this like great legend of this game company that seemingly doesn’t miss? Jeff Kaplan (00:53:37): It was very much on its way to enshrining itself as being one of the legendary game … Like, it was beloved- … by gamers, but there were still ignorant people like me who hadn’t played, you know, War II or Diablo II or StarCraft, which was shocking to people. Lex Fridman (00:53:56): So you weren’t like freaking out, freaking out? Jeff Kaplan (00:53:59): No, I was freaking out in a different sense. I’m like, “Am I gonna get mugged when I-” Like, “Who are … Is this a scam?” Because you didn’t meet people off the internet. So I drove down there. I ended up … There was Rob Pardo- … who at that time was the lead designer on Warcraft III, and he was Ariel. You know, so okay, it wasn’t a woman after all. It wasn’t this blonde wood elf. You know, I don’t know what you expect at that point. Jeff Kaplan (00:54:34): It was Rob Pardo. To this day, a great friend of mine named Scott Mercer was the enchanter in our EverQuest guild, a guy named Dalomin. There was a guy named Roman Kenney who was like this totally psychotic wizard who played in our guild. And I had lunch with these guys, you know, we just went out to Irvine to like a restaurant. And, you know, forgive me for the misuse of the phrase, but it was like my coming out moment. And we talked about games having that stigma and being embarrassed about who you are and what you like. Like I, up until that point, I would never tell friends, family, like, “I love games. I’m playing this game EverQuest. It’s so cool, we just killed a dragon.” And so you were hiding this part of your identity. Jeff Kaplan (00:55:28): And I’m out to lunch with these guys in Irvine, and we’re talking about dragons and swords and, you know, raid tactics and talking shit on all the people in the guild. And I literally had this moment where I felt like myself for the first time. I just felt so comfortable, and that was an eye-opening moment. And after that, after that lunch happened, he invited me for a couple more lunches down, you know, just… I just saw it as like, “Oh, now, I’m…” You know, I made friends with these people online. Now we know each other in real life, and they happen to work for this game company. And at another one of the lunches, they invite this troll warrior to have lunch with us, whose name in the game was Barfa, the Troll Warrior. Jeff Kaplan (00:56:25): And Barfa wasn’t somebody who played with us all the time, but kind of like Ariel got into the guild kind of on the side. You know, it was one of those like inside invites of like, “Who’s Barfa?” “I don’t know, but Barfa is in the guild now.” And there was at the time, it was a new dungeon called The Hole, and we had never done it before. And we jumped down in this hole, and we’re doing this whole dungeon, and everything goes wrong, as it’s prone to do in EverQuest. And the whole guild escapes except for Barfa, whose troll character’s so big, he can’t jump out of the exit. Jeff Kaplan (00:57:13): And I hand the potion to Barfa, and I say, “Here, use this. It’ll teleport you out.” And I’m a rogue, I can just stealth and get out of the dungeon on my own. So I saved Barfa, not really knowing who Barfa was, and I did it with a very expensive potion. Mm-hmm. Having lunch, Rob introduced me, “This is Allen Adham. He plays Barfa.” Mm-hmm. I’m like, “Oh, Barfa!” And we, you know, he has a… “You saved me in The Hole that time.” Well, it turns out Allen was the founder of Blizzard, and he was the head… He was sort of the head of everything at that time. It was Allen, Mike Morhaime, and Frank Pearce. And what I didn’t realize what these lunches were, like I just loved them because I felt like I was myself. Jeff Kaplan (00:58:03): I felt true happiness being surrounded by these, you know, people who were talkin’ about video games and I felt comfortable around. And one day, Rob logs into EverQuest. He wasn’t playing much at the time, and he said, “I want you tomorrow to check the Blizzard job site.” Mm-hmm. I’m like, “Okay, like, I’ll check the Blizzard job site.” And they had announced World of Warcraft, and posted on the job site—mm-hmm—was the job for an associate quest designer. And the funniest part of it was, I forget if it was a requirement or a plus in the job description, but they’re like, “We really want somebody with a creative writing degree.” Hmm. And I’m like, “You guys set this up for me.” Like, they were just looking… Jeff Kaplan (00:58:56): And it was that hindsight moment of like, actually, these guys were just interviewing me for six months. And they were actually friends, and they were really cool about it too. And I just had the fuck it moment like that, that job opened up. I applied with all my heart, you know? Like, they had a bunch of quest writing on it. And then I went through like a pretty hardcore six-month recruiting process because they never hired designers from out of the company. Traditionally, designers were promoted from within Blizzard. Either they would like transfer out of other disciplines, or they would come from quality assurance, tech support. So hiring somebody off the street was kind of a big deal for them, and they really put me through a grilling. Jeff Kaplan (00:59:52): I met with… It was the first time I met Chris Metzen who is maybe the most inspirational, creative person on the planet. And you instantly… They paired me… They did this interview pairing. There were these two guys. It was Kevin Jordan who was one of the original designers on WoW. Really, he doesn’t get enough credit for his contributions. He was one of the earliest class designers, PvP designers. But he’s a really quiet guy. And they paired him with Chris, and Chris just owns the room, you know? Chris, you could just sit and listen to him. He’s so creative. He’s so passionate. And the way he articulates things, like you just instantly become a fan of Chris when you’re around Chris. Jeff Kaplan (01:00:48): And Chris, Kevin, and I go to lunch at this Italian place that was across the street from Blizzard, and I remember… Chris made a stop to buy cigarettes, you know, on the way to the interview. And then every other word out of Chris’s mouth was like, “Fuck,” and, “Shit.” And I’d come from this whole, like, corporate culture from my dad’s recruiting business, where I’d never imagined somebody would curse in an interview, or stop to buy smokes. And again, it was like, “I’m around my people.” Like, I never smoked, but just, you know, being around people who didn’t care about- Jeff Kaplan (01:01:31): … what the corporate norms were was so inspiring. And then my last interview was with Allen and Rob, and a great programmer named Bob Fitch. Like, I think he’s one of the first five developers at Blizzard. And they took me to an ARCO station that had a Jack in the Box. You know, how, like- … sometimes they’ll combo? It was like ARCO Jack in the Box. And that was my final interview at Blizzard, was at the ARCO Jack in the Box. And I remember thinking to myself, “These guys just brought me to a Jack in the Box that’s in an ARCO station. I need to work here.” Like, this is… “These are my people.” “This is where I belong.” Like, it was the greatest thing ever. And so, yeah, that’s my crazy journey to Blizzard. Lex Fridman (01:02:28): Started at the bottom and end up at the top in a Jack in the Box. Can you speak to… ‘Cause you mentioned some of the low points in the… in depression. Through that journey, how did you find your way out? So, can you just… A lot of people are sitting in those low points right now listening to this. What kind of wisdom can you draw about finding your way out, finding your people? Jeff Kaplan (01:02:55): There were a lot of really low points. I started drinking a lot, and alcohol was something that I really wrestled with until my early 30s. And one of the things I’m most proud of today is sobriety and having been sober for such a long time now. And I remember I would like buy a bottle of Old Grand-Dad and- … like, drink the whole thing by myself, and then watch the Oscars. I remember I was … Of all things, I’m watching the Oscars, which is just such a fake, bullshit environment. Jeff Kaplan (01:03:35): But I was like… You know, I was really drunk and all those people seemed so together and successful and polished, and I just… It made me… It was that contrast that made me feel like such a failure. And it all seems so stupid and unimportant to me now. Um, I became… You know, I got in that constant struggle of try not to drink, but drink to make it feel better. I was lucky my parents were very supportive of me, even in my 20s, even after I, you know, quote-unquote left the house. I went into therapy and that was very helpful. You know, extremely helpful. And one thing I learned is that you have to find the right therapist for you. Jeff Kaplan (01:04:31): It’s not just checking a checkbox of, “I went to therapy.” It’s about finding somebody who sort of helps you get out of whatever rut you’re in, in a way that’s healthy for you. And I tried antidepressants, but I hated… I just hated taking pills and feeling like something was in me, and making me feel different. I- I never responded to it. And then the hardest thing, you know, which I’ve never mentioned to anyone, and is- is hard for me to talk about, but eventually I went through ECT, which is electroconvulsive therapy, shock therapy. And that broke me out. And I would never endorse that as a miracle. That was… I was at such a low point that people were very worried about me and my wellbeing- Jeff Kaplan (01:05:37): … and what was gonna happen, and that was sort of an extreme pull-the-rip-cord, like there’s-nothing-else-to-lose moment. And I think that was the difference maker. That, and starting at Blizzard. Lex Fridman (01:05:56): To find… I mean, there is a- there is a deep loneliness there when before you met those guys at lunch, you’re alone, like in a really deep fundamental way. Like, in the way you weren’t in New York with the writing- with the writer’s group, right? And so tha- that must’ve been an incredible experience just to see the guild. Jeff Kaplan (01:06:16): Yes. It was everything I… As such an introvert, you think that there are extroverts and introverts, and introverts don’t need anybody, but weirdly, I think introverts almost need people more. And we don’t always know how to engage- Jeff Kaplan (01:06:38): … in the right, healthy ways, and how to find people and how to connect with people. And it was- it was great. One… The thing that had attracted me to creative writing was the solitude of it, and the fact that you didn’t have to collaborate, and you could just write what you wanted to write and it was all you. You would succeed on your own or you would fail on your own, and that was very attractive to me. And the thought of creative collaboration was actually off-putting. I’d spent all four years of undergrad interning at Universal Pictures, ’cause I thought I wanted to be in film, and it was such an unhealthy creative collaboration in the film industry. Jeff Kaplan (01:07:27): It’s a very, you know, I look up unhealthily to the film industry and admire it and, you know, grew up with all these legends who had come from there. But it’s like a caste system. And I was on the bottom of the caste system as an intern, and I was seeing how the other people who were low caste in the film industry were treated, and it was just horrible, you know. But games was different. Games was very flat. It didn’t matter if you were the CEO or the boss, like, the way Mike and Allen carried themselves with, you know, me, who was an associate game designer, you felt like an equal. And I think it… Not just the camaraderie, but the part that shouldn’t be overlooked is the work itself and the work ethic. That’s what really pulled me out. Lex Fridman (01:08:33): Hard work on a thing you love. I have to, if you may allow me, read the prophetic “one of us” quote, “one of us” post you made on April 18th, 2002. Because in some deep sense, you, I think, remained one of us. The… I apologize to bring up Justinian the emperor, but remained a kind of peasant gamer, a true, true gamer, who happens to be also be designing the games. And so this post kind of speaks to that. It’s fascinating to read, because that was at the very beginning, right? You didn’t know anything. You didn’t know the games you would end up creating. Title of the post, “If you want something done right.” He wrote, “This week, I accepted a position as associate game designer with Blizzard Entertainment. Lex Fridman (01:09:26): Specifically, I will be designing quests for World of Warcraft, Blizzard’s MMORPG based on the popular Warcraft series. In addition to my duties as quest designer, I will also be expected to contribute to helping design the end game content for World of Warcraft. The reason I’m sharing this information, besides the fact that I have a masochistic love of reading rants and flames about myself, is because I know that the fans of this site are hardcore MMORPG players. The readers of the site have also come to know my personal opinions on what constitutes a fun gaming experience versus what feels like a complete waste of time or poorly designed encounter.” Wow, you’re very eloquent in this post and without too much shit talking. Lex Fridman (01:10:11): “You’ve all read my opinions on such things as tedious key camps, obvious time sinks devoid of any story or linear narrative, quests which reward the lucky over the skilled, and quest rewards which are out of sync with the amount of time and effort required to complete them. I hope that my association with World of Warcraft will serve to comfort MMORPG fans that one of us is on the other side of the fence, looking out for the interest of the player.” And you go on to describe some of the high hopes you have for World of Warcraft, which is really fun to read because you don’t realize- Jeff Kaplan (01:10:50): Now- Lex Fridman (01:10:50): … it’s gonna be, like, one of the greatest games of all time played by millions of human beings, just where those millions of human beings are playing for hundreds of hours, thousands of hours. It’s crazy. It’s funny that this… one of us is writing at the dawn of a new age. The final paragraph is, “So with all that is going on with me, you’ll have to excuse any lapse in updates to the site here. I will try my hardest to give you slack or something to read while you should be working. But in the meantime, there’s a whole world of NPCs. They need to learn the words kaksagur and mo’fucker, and the like. Although something tells me I’m already in trouble with the boss.” “One of us,” Jeff, “one of us.” That was a beautiful, beautiful post. Did you in fact get in trouble with the boss? Jeff Kaplan (01:11:44): No. No. My boss was Allen. And Allen was very understanding and he… they kind of knew what they were getting into- … when they hired me. And that post actually embarrasses me when I hear it now. There’s so much ego in it- … and I think that’s… it’s got that 20 year old- … you know, “I don’t know what I don’t know.” Lex Fridman (01:12:11): “I know exactly how to fix this video game and all video games and-” But there’s brilliance behind that. There’s a passion behind that. Like, when you’re a gamer and you really put in the hours in a game like EverQuest, you understand what makes for a compelling experience. You don’t, at that time, understand how much hard work is required to create that experience and how much uncertainty there is, how difficult it is, how many trade-offs there are. How your designs, when they actually are brought to the world and are experienced by thousands of people, millions of people, they are different from the vision you had for it. So all those elements you don’t know, but you have to have that ego in the beginning, right? Lex Fridman (01:12:51): Do you even have the guts to try? Do you have the guts to put in all that work? So what were the… what was it like? What were the vibes of early Blizzard like? They’ve… at this point, Warcraft I and II, Warcraft III is in production. StarCraft. These are legendary games. I don’t… I spent probably over 1,000 hours in these games combined. I played Warcraft I, II, III. I played StarCraft I and II. I played WoW, of course. Diablo I, II, III, IV. I played Diablo II with “Stay a while and listen,” with Deckard Cain. Jeff Kaplan (01:13:27): “Stay a while and listen.” Lex Fridman (01:13:29): I mean, some of these characters, some of these experiences just, they’ll stay with me forever. Anyway, so big thank you to those early Blizzard folks. What was it like? What was the team like? What were the developers like? What was the vibes like in those early days? Jeff Kaplan (01:13:46): It was the dream. When I showed up at Blizzard on my first day, the office was on the University of California Irvine campus at the time. They have this research and development park where, if you’re like a tech company, you can get office space there, and Blizzard took up… When I joined, it was three-fourths of the building was Blizzard, and there were… There was like a building right next to it that had like Cisco and, you know, it was like all kind of techy places. Jeff Kaplan (01:14:20): And it was so funny because you drive up and, like, everything was very serious and corporate, and then outside of the Blizzard offices, it’s everybody is wearing black T-shirt and shorts and throwing frisbees and playing Hacky Sack and on scooters and skateboards, and you’re like, “Okay, that’s where, that’s where Blizzard is.” So it was that environment. I remember walking in the door and thinking like, “It feels like I’m walking into a dorm room-“ Jeff Kaplan (01:14:48): “… ’cause it was just posters on the wall.” And there were actually, like people would have futons because they’d be sleeping because we would work so much back then. But the vibe was… It was very small. Like Blizzard, the day I joined in May of 2002, was fewer than 200 people, and that included… There was a whole group up in San Mateo called Blizzard North. So Blizzard South, the Irvine group, was responsible for StarCraft and Warcraft, and there were two development teams at Blizzard. It was called Team One and Team Two at Blizzard South. Team One was revered. These are the RTS guys. They made, you know, StarCraft, Warcraft II, and they were, at that time, they were working on Warcraft III. Jeff Kaplan (01:15:45): Team Two was kind of the red-headed stepchild. Like apparently, before I joined, they had tried to spin off a second team multiple times and failed, and then they finally decided they were gonna make World of Warcraft. There was a game called Nomad. I don’t know what that game was exactly, but that was what Team Two was working on at first. That got scrapped, and Allen steered the team towards World of Warcraft. And there’s an amazing designer named Eric Dodds. He’d go on later in his career to be the game director of Hearthstone. Him and Ben Brode basically were the core designers behind that. But Eric and Kevin Jordan were these two key designers working on World of Warcraft for Team Two, and then you had this tech group that was headed up by John Cash. Jeff Kaplan (01:16:49): And John Cash, the, the first day that I showed up to work on Team Two, they said, “You have to go get your login from John Cash.” I’m like, “John… The John Cash from id?” Jeff Kaplan (01:17:03): And you know, John Cash has a skin. You could be John Cash in Quake III. So, and then he saw me, and he was a huge EverQuest player, and he was like, “You’re the guy who runs Legacy of Steel.” I’m like, “You’re John Cash.” We had that moment where we kind of fanboyed out on each other. And it was just… The vibe was so cool there. Like, there were very few producers. So a game team, there are five core disciplines that make a video game. You’ve got engineers or programmers who are writing the code. You’ve got the art team that’s making all the visuals for the game, and that spans everything from like 3D modeling, characters, environments, to also animation, tech art, you know, making it all work. Jeff Kaplan (01:18:00): You’ve got game design, which some companies don’t have design. The artists and the engineers do it. Valve famously has very few designers because everybody there is a designer. But in companies where design is a discipline, which it very much is so at Blizzard, game designers are sort of the creating the game experience people, you know, setting up all the systems and content in a way that gets the player to navigate through the game. Lex Fridman (01:18:33): So that’s part of a story, part of this quest design, part of it is like how you move through the game world. Jeff Kaplan (01:18:38): Yes. So game designers, there’s a spectrum, like same with art, same with engineering, of roles within game design. Some are more heavy on the systems side. So like any game that you’ve played where loot drops- … you know, Diablo IV, World of Warcraft, you know, Escape from Tarkov, whatever. If there’s loot dropping, a designer has planned out very carefully what drops where and at what percentages. That would be like a systems designer. A content designer is somebody who’s gonna make quests or write storylines, or there might even be a narrative designer, which is even more focused on a story. But designers, you know, run the gamut, and then you’ve got these jack-of-all-trade designers that can do it all. Jeff Kaplan (01:19:33): So that’s the design group. There’s production, which is project management, and production is different at every game company you go to. So if you talk to someone from EA or Blizzard, production might be very different. They might be the boss. They might actually be a designer or they might be more of a project manager. And then one of my favorite disciplines on a game team that’s often overlooked is sound and- Jeff Kaplan (01:20:03): … you know, audio, which is comprised of the sound designers and composers. And there are two things, I think there are two things that no one realizes how much they bring to a game until they’re missing, and that’s audio and lighting. Because most of the time, we’re playing without these things, and it just feels a little off and wrong. And when you have a great lighting artist or you have a great composer or sound designer, like, it… the experience. You’re just tapping into these senses that you wouldn’t otherwise. But that’s who comprises the game team. Lex Fridman (01:20:46): Is the lighting, you know, all the different kinds of graphics, would that be under the art team? Jeff Kaplan (01:20:56): Yeah. Lighting, you’re gonna have lighting under the art team, but they’re gonna be best friends with the graphics programmer. And, you know, like I mentioned with design, there’s this wide spectrum on the engineering team. You have some guys who are like architectural geniuses who are coming up with, you know, the server client model or the networking or whatever. Others are more, like, gameplay focus. On Overwatch, we had an audio programmer just doing nothing but audio hooks for the audio team. And on every game team, you’re gonna have graphics programmers who will work with people like the lighting artists or the environmental artists, character artists on shaders, and basically any way to make the game. They’ll always ask, “What’s your vision?” Jeff Kaplan (01:21:48): What are you trying to get it to look like?” They’ll want an illustration of what should the world look like, and they’ll be the ones who say, “I know how to write code that will let you do that.” So you partner a great graphics programmer with a great lighting artist, and that’s… That’s actually the creative tension behind games and what makes game teams so unique, is if we were to line them up on some crazy spectrum on one end, you’re gonna have the artists who… They’re creative, dare I say emotional- … you know, they are artistes on that end. And on the other end, you have the most logical, brilliant programmers who their minds just work very differently from the most creative art- Jeff Kaplan (01:22:38): Like artists could be sitting, you have a meeting with them and they’ll just sit illustrating. If there’s any piece of paper, they’re drawing on it. And programmers, you know, they’re just so brilliant and organized in their thinking and everything is so logical. And then in the middle are people like the sound designers, the game designers, and the producers. They’re kind of a little bit in all those fields, but it’s the brilliance of taking people who are so vastly different in their interests and talents, but aiming them at that shared goal or that shared vision of the game that, like, really makes something special. Lex Fridman (01:23:21): And there, I mean, you showed me the size of the team for World of Warcraft, but you also are well known for working on quite small teams to create these incredibly huge games. What is the power of a small team in this kind of context where a lot… there’s that creative tension? Is it because a small team avoids maybe the compartmentalization, like the modular where the artists now have their own wing building where they never talk to the engineers, that kind of thing? Jeff Kaplan (01:23:54): Absolutely. I mean, you hit the nail on the head. The bigger the team, the more you become a cog in the machine. And on a small team, the way I like to describe it is you get to have a loud voice. If we’re a small team, let’s say we’re gonna make a game and it’s at sort of the incubation period of a game and there’s only 10 of us, all 10 of us are in the room for every decision. You know, I’m not a server networking guy, but I’m in the room for that discussion. I’m not an illustrator, but I’m gonna sit in the room when we decide what the art style looks like. As soon as the team starts to grow, we become compartmentalized. Jeff Kaplan (01:24:36): It’s exactly like you said. And there’s a weird thing that happens that’s just kind of a human nature thing. The less you interact with somebody, the more you sort of become alienated from them and vilify their point of view. You tend to look at what they do and say with skepticism- … rather than trust and belief in them. And I find on smaller teams where we all know each other’s names, I know what everybody’s working on every day, they know what I’m working on, everybody can talk to each other, there’s none of that stereotyping of a discipline. On big unhealthy teams, you start to say things like, “Well, the artists just don’t get it.” Jeff Kaplan (01:25:28): “They don’t understand what we’re trying to make.” And when you back up and you think about the statement that you just said, it’s like… such an asshole statement. Like, really, all the artists don’t get it? Like, that’s… A, that’s not true. B, that’s sort of demeaning to them. Like, they signed up for the… This is their life’s work, too. This game is gonna be as much theirs as it is mine. So who am I to say a statement like that? Lex Fridman (01:25:55): Yeah. It’s harmful to a discipline to think that you understand the world. Most other folks don’t, and you have nothing to learn from them, really, and they’re deluded in some kind of way. That’s so powerful. Jeff Kaplan (01:26:12): Fast-forwarding a little bit, when we formed Team 4 and… Which went on to make Titan and ultimately fail, and then that got rebooted as the Overwatch team, the idea that I tried to get through to the team was to make an assumption. And really, like, Blizzard is one of the top game developers in the world, and we were very fortunate when I was there, and I imagine it’s this way today, that we could recruit whatever talent we wanted. The best of the best wanted to come work at Blizzard. And if you sort of go through the paces of that and say, “Okay, when we recruit somebody…” Let’s say we’re recruiting an artist to make props. Jeff Kaplan (01:27:06): Boxes, chairs, whatever. That is the best prop artist in the industry. That’s who’s gonna show up on our doorstep, so when they show up here, we should treat them like the best prop artist in the industry instead of starting from a place of doubt and cynicism. So, when that person speaks up and says, “I think…” Like, with Overwatch, for example, “I think we should do this.” You know, “We should do X instead of Y.” Instead of saying, “Well, I’m a believer in Y, why are you against my idea X?” You should take a moment, have a deep breath, and say, “Man, the best prop artist in the industry is suggesting something.” Why don’t I listen to it?” Lex Fridman (01:27:57): I actually do it for myself, like this kinda thought framework or thought experiment. Whenever I’m talking to a new person, especially if I feel, myself, a little bit tinge of that feeling. Usually, it happens with, like, a really young person, like an undergraduate student or someone like this. I pretend that they are the smartest person in the world in my head, and then not… Like, it puts me in the mode of, like, assuming I have a lot to learn from them, and it helps. You actually, like, really listen. I literally think they’re the smartest, wisest human on Earth. It helps me. Jeff Kaplan (01:28:36): I had that, like, I think… You know, I’m no expert. I’m a game designer, so, like, as much psychology as I know is how to manipulate people into having fun, hopefully. Like, I don’t know, I don’t have an important job. Lex Fridman (01:28:51): Yeah, right. Jeff Kaplan (01:28:52): But psychologically speaking- Lex Fridman (01:28:54): That’s fun. Jeff Kaplan (01:28:55): … I think a lot about is ego, and I think about insecurity. And insecurity, we all have. Like, all of us as human beings have insecurity. It just manifests itself in different ways. Jeff Kaplan (01:29:11): And as we kind of go through our life journey, the insecurity also changes. So, like, some people, for example, use their insecurity to rip other people apart. Some people destroy themselves through their own insecurity. Some people destroy everybody with their insecurity. But I had that moment as a young lead, when I first was made a lead on, like, World of Warcraft, where I felt it was very important to be right and to, you know, be shepherding the correct idea. And I actually got pulled aside. Like, Pardo and I had a meeting with a couple people who weren’t game designers, and it’s always tricky as a game designer because constantly everybody is throwing ideas out on a game team. Like, there’s no shortage of ideas ever. Jeff Kaplan (01:30:04): And we were in some meeting about something, and these people kind of threw out these ideas. And I wasn’t mean to them, but I very kind of systematically, like an insecure, you know, ego-driven new lead would do, I kind of, “Let me tell you why that’s wrong, and let me tell you what we’re gonna do instead.” And after the meeting, you know, Pardo pulled me aside, and he said, “You’re a very smart designer, but you shouldn’t do what you just did to those people. You should always listen to what people have to say and try to make their ideas work.” And I just… Jeff Kaplan (01:30:47): Over and over, I was like, “Okay, anytime an idea comes my way, let’s try to make it work.” And it went from this kind of thing that I didn’t believe into to actually, like, a core part of who I am today as a leader, as a game designer, as a game director. And some of the best ideas have come from developing other peoples’ ideas- Jeff Kaplan (01:31:16): … where your first reaction is like, “No, that’s wrong,” and then just kind of sticking with it and going, “But how could we make it work?” And the most gratifying part when it succeeds is they get all the credit, and you’ve sort of elevated this person whose idea wouldn’t have been championed, whose idea by the insecure, egotistical lead of, you know, early 2000s would have just said no. Now their idea is the thing everybody in World of Warcraft or Overwatch is just loving, and they get all the credit. Lex Fridman (01:31:59): I should give context to the listener who don’t know about the great Jeffrey Kaplan that you’re one of the most humble and always give credit to the team for everything and anything. And so everything we talk about today, I know you’re probably resisting constantly giving credit to the team on everything. So you’re the famous, “Hi, I’m Jeff from the Overwatch team,” right? So just as a small aside, thank you for your humility through your career, and thank you for always celebrating the team. But let’s talk about WoW. Let’s talk about World of Warcraft. Tell me what the early days of developing WoW was like. Maybe we should talk about what World of Warcraft, WoW is, going to Perplexity here. Lex Fridman (01:32:52): World of Warcraft is a massively multiplayer online RPG where you create a character, level it up doing quests and dungeons, and progress your gear and power in an open fantasy world called Azeroth. At a basic level, you move, use abilities from your action bar, follow quests, and gradually learn a combat rotation that fits your class. And there’s all kinds of characters and roles and classes. You pick a race, appearance, starting zone, small racial bonuses. In a class, how you fight, what your role is in groups. Can you continue, fill in some of the gaps, what is World of Warcraft? Jeff Kaplan (01:33:29): World of Warcraft, first of all, more than anything, is a world. Like, it’s a world that you can live in with real other people, and everybody’s kinda living out their fantasy. Chris Metzen, who was the creative director on World of Warcraft, and really, like, Allen Adham, who’s one of the founders of Blizzard, calls Chris “the heart and soul of Blizzard.” And it’s almost like when you’re making a Blizzard game, you’re making Chris’ imagination at some point. And Chris famously said, “The lead character of World of Warcraft is the world.” And I always believed that. So you’re trying to create this place that’s exciting and dangerous, but comfortable, but uncomfortable and gorgeous, and, you know it should feel massive, and it really is. Jeff Kaplan (01:34:23): It’s, you know, can take a half an hour to get from one end of the world to the other. But it’s this world you’re living in. The world is divided into two warring factions. There’s the Horde and the Alliance, and that was a very important, very controversial decision that was made by Allen Adham, was the champion of the Horde and Alliance. Lex Fridman (01:34:51): And that in the early days, there was a really strong division. Jeff Kaplan (01:34:54): Strong division. Lex Fridman (01:34:55): Like… You pick a side and then you hang around with only people of your kind. Jeff Kaplan (01:35:02): Yeah, and you get it tattooed in real life on you. Like, the amount of people who walk up to me and show me their Horde tattoo. Lex Fridman (01:35:10): That’s awesome. Jeff Kaplan (01:35:11): Like, it’s epic. It’s like it’s become who they are. Like, if you were to say, like, “Hey, Lex, come play World of Warcraft with me. We’re Alliance on Tichondrius,” you’d be like- … “Dude-“ Lex Fridman (01:35:22): Lose my number. Jeff Kaplan (01:35:23): “… Alliance?” Like, “Okay, I don’t think we can be friends anymore.” But the Horde-Alliance decision was really controversial because in EverQuest, it was mixed race. They had all the races kind of like WoW did, but they could all group with each other. And Pardo and I came from EverQuest, where we felt like this was a horrible decision Allen was making. And we argued—Allen, Rob, Bob Fitch, and I would have lunch every single day, and we would just talk about WoW and the core design of WoW. Rob wasn’t even on WoW at that time. He was finishing Warcraft III. And we would fight over the Horde-Alliance split, if it was a good idea or not. And Allen had… He came from more of the Dark Age of Camelot community, which was another massively multiplayer online game that was more PvP based. Jeff Kaplan (01:36:19): And he said the magic of that game was they had three factions, and he liked the fact that you were instantly on a team. You weren’t a loner in the world. And whether you liked it or not, you had people on your side. And Rob and I just argued and argued against it, and then sometime before beta, Allen retired. He went on to run a hedge fund, of all things. Like, got super into poker, got super into finance, left, and retires, like, I think it was nine months to a year before WoW shipped, which is kinda nuts. And Rob takes over as lead designer in Allen’s stead, and to Rob’s credit, the first thing he did was go… Speaking to what we were speaking about earlier, he said, “Allen’s a smart guy. The fact that he was fighting so hard for-“ Jeff Kaplan (01:37:16): “… Horde Alliance, we gotta do it.” And Rob and I sort of changed our point of view and got on board with Horde Alliance and went all in. And so, you know, the early days of WoW was… It was a great team. It was a mix of these veterans that we all looked up to. You know, we had Mark Kern running the team. Shane Dabiri was, you know, a legendary Blizzard developer. Bill Petras was the art director, and then we had Metzen, who was sort of like… Metzen was the cool big brother we all, you know, aspired to be. Jeff Kaplan (01:37:59): I’m older than Metzen, but I looked up to him like a big brother. And then there were a lot of us who had never done it before, or they had also pulled a lot of people from other teams and other game types. Like, for example, the guys building the dungeons, they hired out of the Quake community. And because they didn’t have any hardcore MMO designer on the staff at that time, it was, you know, Kevin and Eric and Alan were sort of the only designers, they started building Quake dungeons- … as, like, Quake levels as the dungeons. At one point, WoW was even made in QeRadiant, which was the Quake engine. And then they later, you know, retooled to where they were using a proprietary engine. So we were like this hodgepodge, like the Bad News Bears- Jeff Kaplan (01:38:56): … is how I would describe the WoW team, of this mix of veterans and then people like me. Like, I’m just some fucking idiot, you know- … who played a lot of EverQuest. And I end up at Blizzard. Lex Fridman (01:39:10): Designing quests. Jeff Kaplan (01:39:11): Yeah. Like, okay, we’re gonna design World of Warcraft now. And I’ve said this later with hindsight, I think a huge part of WoW’s success, especially with the early WoW team, Team Two in its earliest formation, was that we didn’t know what we were doing. You kind of… Like, it’s that… Titan was the example for me. Titan was the attempt at making an MMO after World of Warcraft at Blizzard. And we failed horribly, and we had the best of the best on that team. And it’s because everybody was too much of an expert on how to make a groundbreaking phenomenon MMO. World of Warcraft was a bunch of people, like a very successful, sure-of-itself company who had made StarCraft, Diablo, Warcraft, with a bunch of yayhoos basically- … Who was like, “Yeah, we can compete with Sony Online.” Jeff Kaplan (01:40:21): At the time, they were making EverQuest II. Like, if we go back in the time machine, EverQuest II had been announced. And EverQuest fans, we were just drooling for EverQuest II. It wasn’t, “Oh, cool, World of Warcraft.” It was EQ2 was gonna take, you know, the chalice and run with it. And then, of all things, they announced Star Wars Galaxies, and they had a brilliant designer on that, a guy named Raph Koster, who had come from Ultima Online, and he’s just a really smart game designer. If you ever watch one of his lectures, like, he lectured a lot at GDC, and, you know, we’re like, “Oh my God, they’re- they’re making EverQuest II and Star Wars Galaxies, and they have the Star Wars intellectual property.” “We’re fucked.” Jeff Kaplan (01:41:15): Like, “How are we gonna compete?” And everybody had seen the success of EQ, EverQuest, and everybody was gonna make an MMO, and it was just a question of who was gonna win. Lex Fridman (01:41:28): So you’re feeling this immense pressure. You have this small team of just this hodgepodge of this unlikely team that kind of looks fast forwarding to Overwatch, the heroes in Overwatch, but working extremely hard. Now, you- you told me about crazy, crazy work hours, and not because you were forced to, but because you wanted to, because your heart was in it, because you’re like, “This is everything.” Like, you loved it. Jeff Kaplan (01:42:01): Yeah. The games industry has a terrible reputation for insane amounts of overtime. It’s just called crunch. Like, do you crunch or not? These days, crunch is not allowed, not permitted, heavily frowned upon. If we were to work overtime, somebody’d write an article about it next week and say how horrible we are for working overtime. Back then, we worked insane, and I mean insane hours. The longest shift I ever worked straight was 30 hours. That’s when we were gold mastering Warcraft III. This was in my… I think War III shipped on July 3rd, 2002, so this would have been, like, late June, early July. Probably late June. And I had nothing to do with War III. Jeff Kaplan (01:43:04): I should just say that. Like, in the credits, I’m additional help or additional testing or something like that. When I showed up in May of 2002, it was all-hands-on-deck World of Warcraft for E3. We got through E3, and then all hands on deck, the whole company, get War III out the door. Lex Fridman (01:43:26): For shipping Warcraft III. Jeff Kaplan (01:43:27): For shipping Warcraft III, and because I had not been involved with the game at all, and I was a brand new wet-behind-the-ears game designer, they’re like, “You’re just gonna help test whatever we tell you to test.” So we’re trying to gold master, and there’s a crash that happens rarely. If you run one of the cinematics, like you have to be watching the cinematic after one of the levels, and then there was a crash that happened. And so a programmer put in some logging to catch it, and then they needed somebody to just over and over again, “I need the crash to happen so I can fix the bug.” And I sat there for 30 hours and just watched the cinematic for 30 hours- Jeff Kaplan (01:44:15): … straight. And it was the funniest thing, like it was almost surreal watching everybody leave at the… which was a trickle out. Like, everybody kind of trickles out, like, at- … different hours, you know? The family guys go much earlier than the single guys. And then watching everybody show up again in… the next morning, and they’re all, like, dressed different, and they look all refreshed. And I’m just like in the same position. You know, like eyes are beet red. Lex Fridman (01:44:45): To the soundtrack of the cinematic and yeah. Jeff Kaplan (01:44:47): Yeah. But we crunched World of Warcraft, we crunched… The date slipped, so you do this thing. I remember Mark Kern standing the team up and saying, “We’re gonna crunch early so we don’t have to crunch later in the project.” And I really believe he wasn’t manipulating us. Like, I really genuinely believe that he believed in that. But with games, anything can happen, and they’re just… We slip uncontrollably all the time. And we slipped, and it sort of created just this death march, endless death march that… Like to this day, members of the WoW team will remember, like, Newport Rib. If I say that, they’ll have, like, twitches because, like, they would cater the dinner. They’d bring it in at, like, 6:00 or 7:00 at night. Jeff Kaplan (01:45:43): And they’d… Everybody was eating Newport Rib or Panda Express. It was like the worst diet ever. I actually like Newport Rib, no shade- … on them. But you can only eat so much of it. And the carpets are stained and, like, dudes are falling asleep on the couches. And it was an unhealthy work environment. It gets pinned on… ‘Cause at a lot of places it is executive driven. And it is mandated from the top, but the hours that I worked, I never blamed on anyone but myself. I just wanted to. I remember, you know, coming in on Memorial Day, like, with sand from the beach on my feet because I really wanted to get some work done that day, and working through Christmas, and those were things I wanted to do. I never felt like somebody, you know, held my feet to the coals. Lex Fridman (01:46:38): Yeah, it’s such a complicated thing because yeah, okay, you could say that’s unhealthy, but I know a large number of people, especially in their 20s, but actually throughout their career, that have been at companies that do crunch for a thing they believe in, for a thing they love, and it’s some of the most fulfilling years of their life, months and years of their life. And they also… it’s not just fulfilling, they grow from it, they learn from it, and it… You know, and when they… Especially when they talk back about it, about that time, they can see how incredible it was. Of course, when you’re going through it, sometimes it’s extremely difficult, you don’t know. Lex Fridman (01:47:22): And then the crunch, like you mentioned, it’s supposed to be a month or two, and then it, it turns out to be a half a year, and then maybe it turns out to be something like a Titan type game where you never actually ship it, and it’s heartbreaking and the pain, it’s all… But then you look back and you realize how incredible that journey was. Jeff Kaplan (01:47:39): I think, like, my reflections on it many years later, and having gone through, like, pretty crazy levels of crunch to more controlled, I think where crunch is problematic and people are good to be vocal about being opposed to it, is when it’s forced and unnecessary. There’s a lot of like, “Hey, if anybody on the team stays, we all stay”- Lex Fridman (01:48:10): Yeah Jeff Kaplan (01:48:10): … kind of, which I think is not necessary. I don’t think executives who take off and work 40-hour weeks should be telling anybody to stay late. I think that’s wrong and immoral. But to me as an individual, as long as I’m not telling other people to do it, my life’s work is my passion and I want to do it as much as possible. I find myself, I don’t think I’ve ever worked less than 10 hours in a day. Like that… 10 hours is like a normal-ish day to me. Jeff Kaplan (01:48:49): And I enjoy lots of weekends working because I enjoy it. It brings me pleasure and fulfillment. And all of that said, from a place of caution, especially in this era when people are very touchy about it. I don’t try to impose that on anybody else. I don’t want anybody to feel like they’re obligated to, but please understand it’s what makes me who I am, that work ethic. I enjoy it. I actually… Some of my fondest memories are from those WoW crunches. Lex Fridman (01:49:25): And then looking back and reading some of these stories, it’s pretty cool because me, as a fan, on the receiving end of some of those video games, you bring joy to millions of people. It’s awesome. Let me ask you about quests, but first, quick bathroom break if it’s okay. Lex Fridman (01:49:43): Quick 30-second thank you to our sponsors. Check them out in the description. It really is the best way to support this podcast. Go to lexfridman.com/sponsors. We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration. Choose wisely, my friends. And now, back to my conversation with Jeff Kaplan. Okay, we’re back. So I think it’s fair to say that before WoW, MMO leveling, like in EverQuest, consisted of, maybe that’s simplifying it a bit, but standing in one spot and killing monsters for hours. Lex Fridman (01:50:32): You helped develop with WoW, I would say a revolutionary idea of quest-driven leveling, where there’s a story driven, quest driven guide through the world, and it so happens that as part of doing that, you’re also leveling the character. So the leveling is both fun and is the engine that drives the story that then also immerses you into the world and pulls you in more and more and more and more. So take me through this process of developing that idea of quest driven design. Jeff Kaplan (01:51:10): Sure. Yeah, there were actually a lot of people involved in it, and they all kind of contributed in their own unique ways. Alan Adham was the lead designer on WoW. When we first sort of decided we were gonna have a quest-based game, we used to joke that, like, EverQuest barely had any quests in it. Jeff Kaplan (01:51:31): It did have quests, they just… They weren’t really in front of the player in an obvious way. You kind of had to seek them out on a website. And Alan knew that he wanted quests to be a big part of World of Warcraft. And so he hired me. That was my entry level position at Blizzard. And on the same day, he hired a guy named Pat Nagle, which was hilarious to me, because Pat was the… He had this funny title of HR and Facilities at Blizzard, because it was such a small company. So, like, if you sent an application in, Pat would deal with the application, or if the toilet overflowed, Pat would have to deal with it. Jeff Kaplan (01:52:18): And so the whole time I was applying at Blizzard, I was going through Pat, and then on my first day, they put Pat and I in an office together, and he’s like, “Yeah, they hired me also as the quest designer.” And so Pat… And he was the most wonderful guy. We had so much fun. So Pat and I kind of designed the quest system. It was Alan’s idea to have it in the first place. And then there was that great designer I mentioned, Eric Dodds, who helped a lot with the interface of it all. And the idea was… At first, we actually on a whiteboard in Alan’s office, we estimated how many quests we thought EverQuest had to date. Jeff Kaplan (01:53:03): And EverQuest had had, you know, I think four or three expansions at that point in time, and we’re like, “Wow, we have to make all of these quests like EverQuest has.” It’s gonna be a lot of quests, and it’s kind of up to me and Pat to do it all. And we believed all we had to do was match that EverQuest number. And Pat and I started working on, like, the design of the system and how it would interact, and Eric Dodds was really involved in how the interface… You know, like how you were going to interact with the NPCs and all of that. And we split up the world into like two zones. He was gonna take Elwynn Forest, which was the starting area for the humans, and I was gonna take Westfall, which was the sophomore zone after Elwynn for the humans. Jeff Kaplan (01:53:56): Pat and I would meet with Chris Metzen, and those were the funnest meetings ever because Chris just has stories in his head and visions. Chris is, like, artist, storyteller, world builder extraordinaire, and he sort of described what he wanted going on in those zones. You know, you want the gameplay to follow the flow of what was going on with the stories of those areas. So we finished Elwynn and Westfall, and we did, like, a team play test. And our assumption was because the way EverQuest worked, players just wanted to level up. It was a level based game. Jeff Kaplan (01:54:39): You go out. You kill a creature. You get experience points. You level up a little bit. And so the way people played EverQuest is they’d find these areas where there were lots of creatures, and you’d usually find the best experience efficiency cycle you could find, so, like, fast respawn kind of easy things to kill, and that’s how you would progress through EverQuest. And I remember Alan kind of telling us, like, “Hey, the quests… When Pat and Jeff write quests, they’ll aim us to where the creatures are.” You’ll do a quest, and then you’ll spend a few hours killing creatures in that area afterwards, and that’s how he imagined it would work. So we kind of set up the world that way. You know, Pat probably did a dozen, maybe 20 quests in Elwynn. Jeff Kaplan (01:55:33): I’d do a dozen, 20 quests in Westfall, and we’d do this team play test. And we had a bunch of people on the team who never played MMOs, like guys with shooter background, you know, StarCraft fans, et cetera. And they’d play World of Warcraft. I think we played for, like, an hour or two, and we only did Elwynn Forest. And the overwhelming feedback from our team… And these are people who really didn’t play EverQuest, they’re like—My God, Pat, that was horrible. I ran out of quests, like, right away. And we’re like, wait a second. You expect to just have quests just keep going? And they’re like, yeah, we expect to have quests just keep going the whole way. Jeff Kaplan (01:56:20): And we kinda had an oh shit moment right after that Elwynn Forest play test, where we realized, like, we had vastly underestimated the number of quests we were gonna need. And we changed, we developed this philosophy that’s kind of a shared philosophy across Blizzard games in general at this point. And I’ve heard it outside of Blizzard, other people in the industry, which is you design along the path of least resistance. So, basically what that means, like, in EverQuest, the path of least resistance if you wanted your character to hit max level is to find the easiest creatures and kill them over and over again in place, which to some people think is very boring. To me, I would do that for eight hours ’cause I think that’s fun. Jeff Kaplan (01:57:09): But we decided in World of Warcraft, we said, why don’t we make the path of least resistance, so in this case, the way to get the best experience the fastest not to be killing creatures in one place, but will overload the experience into the quests themselves, and then that will move you through the world, which will get you to see everything. It will enable us to tell these awesome storylines. It sort of did a lot for the game, and I think it was like a fundamental change in the genre. Like, if you look at the things that… EverQuest was very popular and very successful, and it was hitting like hundreds of thousands of players. And WoW blew the doors open and was tens of millions of players. Jeff Kaplan (01:57:57): And I think the fundamental difference there was that WoW allowed you to play as a single player. And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they’re so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people. And the fact that people could come into WoW and just kind of the game design, the game design way of des- describing it is directed gameplay. Jeff Kaplan (01:58:42): And some games have extremely tight directed gameplay. Like, for example, if you were to play a single player game like Last of Us, you know, you’ll have those moments where they’ll be like, you’ll come up to a log and then press triangle to duck or else, or whatever the duck button is- Jeff Kaplan (01:59:01): … left stick to duck to go under. And that’s like the ultimate in directed gameplay. Like, they’re telling you exactly what to do. On the other end of the spectrum is a game like Minecraft, like vanilla Minecraft, where you’ll find it’s very divisive amongst gamers who love Minecraft or hate it. The ones who hate it are like, “I don’t know what I’m supposed to do.” Like, “You drop me in this world. I’m supposed to dig or something.” And that’s the type of player that needs directed gameplay or they’re gonna cycle out. Not all players need it. And what WoW did, that it doesn’t seem like an innovation, it doesn’t seem like revolutionary, but it sort of created this directed gameplay that felt optional, but really wasn’t. Lex Fridman (01:59:54): I mean, I think it’s absolutely revolutionary. It basically changed gaming. It changed the way we see games. And it was so successful in part because it became a mechanism by which you could spend hundreds of hours, thousands of hours in the game. I mean, it’s kind of a, like, obviously… It’s one of those… All these great ideas are always like this, right? In retrospect, you’re like, “Well, obviously if you make the path of least resistance quest-driven gameplay, then it’s gonna be the reason that most people play.” But it is true that… I’m with you on… I both like the quests and Cow Level. Lex Fridman (02:00:39): I guess you have to design for everybody. That’s the tricky thing. Like, how do you fine-tune this? If you think of it as a loop of like accept quest, kill 10 rats, turn in quest, ding, level up—that loop. Like, how do you fine-tune that so it’s maximum fun or fun for the maximum number of people? Is it… How- how difficult is that? Jeff Kaplan (02:01:03): It’s extremely difficult. And not everybody’s good at doing that. We all, to some degree, lack the self-awareness of how we tick. So we’re all different types of gamers, but if you ask me to describe the type of gamer I am, I might actually be giving more of a picture of the type of gamer I wish I was or the type of gamer I want you to think I am versus the type of gamer I actually am. Jeff Kaplan (02:01:34): By playing lots of games, you cannot be an exceptional game designer without playing the shit out of as much as you can and understanding on a deep level. And the weirdest part about it is you’re not just looking for the greatest hits. You learn just as much from a shitty game that you do from an amazing game. And also—like, a lousy game can have a great system that was tuned wrong, or lacked the correct interface, or they didn’t put the right visceral polish on it. There’s an executional aspect to all of it. When I’m playing, I’m not only, like, thinking about what makes this fun, I’m thinking about what makes this not fun. But I’m also watching everyone around me. My wife plays games, my kids play games. Jeff Kaplan (02:02:35): And understanding, like, well, what do they do and how are they different to me? Why are they finding enjoyment in this? Why are they not? What’s frustrating? What did they miss? Lex Fridman (02:02:46): And being raw honest with exactly what you’re saying. I mean, if I were to analyze the kind of gamer I am, why do I enjoy Cow Level? And why, above that, why do I enjoy loot? Why is loot so fun? Like, what is it about opening a chest and getting a bunch of stuff? I mean, that might be like at the core of what I enjoy about gaming. That, and walking around a beautiful world with nice music. Jeff Kaplan (02:03:16): As a game designer, I am, at best, a quack psychologist. You know? We can motivate you to do some weird things. The two driving motivators are extrinsic and intrinsic. And all of us, at different times in our lives, in our gaming careers, whatever, we can shift from being intrinsically motivated to being extrinsically motivated. Obviously, loot is a big extrinsic motivation, but even saying that is too simplistic. Like, for example, on the loot boxes of Overwatch, there’s a masterfully designed system that was designed by a game designer, not by a businessperson or whatever. Like, not a commercial person. But beyond that, we also had a really good team who said the visceral opening of the box, the sound it makes- Jeff Kaplan (02:04:19): … the graphics, like the way things spill out and animate, all of that is as satisfying as well. And you’re trying to… Like, there’s the lizard brain part of it. Of like, how does it… Like, I see chest. I know I’m gonna… It’s gonna feel good. It’s gonna feel good. And then there’s the spreadsheety part of it. Of, what does it have? Is it an upgrade? And I think great game designers know how to tap into both of those things. Jeff Kaplan (02:04:49): You know, tap into the intrinsic and extrinsic. There’s… Like, when I was studying writing, you would study the elements of fiction. And, you know, these are just like basic things like plot and character development and setting and theme and whatever. And there’s no, like, textbook that exists for game design, at least none that has been introduced to me yet. But I think about, like, elements of fun. Jeff Kaplan (02:05:19): What are the things that create fun for players? And they’re not the same. Like, it really… Every human being is different. Like, progression is fun. Sense of progression that I’m investing. I’m putting an investment into this game, and then the game is recognizing my investment. That things like leveling, things like the amount of gold you have, those are all investment based. There’s mastery. There’s just pure raw skill. Creativity is one. And hand-in-hand with creativity is customization. And some of those can be aesthetic. Like, look at my customized character, and I have the black curly hair, and I put an earring in my character and I’m customizing in that way. The other is customizing my build. Jeff Kaplan (02:06:13): I’m gonna come up with a whirlwind barbarian and I’m the first to do it. These are all elements of fun that designers can tap into, and in fact are frequently tapping into. But they’re never defined anywhere, and I find that players drift. Like, I’m the type of player who’s not really loot motivated. I’m more motivated by seeing the content the world has to offer. And often that takes me on a detour of being loot motivated, because there might be a dragon or a demon somewhere that I can’t beat without this level of armor and sword. So now I’m loot motivated for some period of time, to get back to being content motivated. Jeff Kaplan (02:07:05): Or if I’m having trouble defeating a boss, I might have to go back and look at the skills and abilities that my character’s using, and I have to go into creativity mode. “Oh, he has that one AE where he…” Area of effect. “…where he puts a curse on me.” And, you know, “If I had this counterability to the curse, I could beat the boss to get the loot, to get to the next boss.” These are all cycles that are tapping into all those different elements of fun. Lex Fridman (02:07:36): And ultimately enjoying and discovering what the world gives you. Has to offer to you. And you’re… You have a lot of hats as a gamer, so you love the RPG/MMORPG world, but you’re also a big shooter guy. Can you explain to me what fun in a shooter context is? And we’ll talk about Overwatch as a specific kind of fun. Maybe… But you’re also a huge fan of the ultra-realistic shooters. Call of Duty. What is the definition of fun there? Jeff Kaplan (02:08:09): There’s a lot of skill and mastery. Off the cuff, flippant comment would be clicking heads, you know? I’m just trying to click heads. Lex Fridman (02:08:18): Okay. Jeff Kaplan (02:08:19): There’s an intimacy also to the first person camera. And now, not all shooters are first person. There is a large trend these days to third person. I really think PUBG and Fortnite sort of opened that third person shooter door. And you’re seeing games like ARC Raiders are third person. But to me, nothing is as pure as first person. Like you’re- … literally living in the world as that being. You can look at your hands, and it’s that pure visceral test of skill of, “Can you click on the thing fast enough?” And when it’s PvP based, you know that’s coming at you. Lex Fridman (02:09:05): Could you lay out for people who don’t necessarily know what PvP and PvE is? And single player- Jeff Kaplan (02:09:11): Absolutely. Lex Fridman (02:09:11): … multiplayer, massively online multiplayer? Jeff Kaplan (02:09:14): So PvP is player versus player. So that means a combative, you know… If Lex and I are up against each other, we’re attacking each other. We call that PvP. You can get killed by another player. Player versus environment is anytime you’re shooting computer-controlled opponents. So if it’s a game about dragons, the dragon is the E, the environment in PvE. Lex Fridman (02:09:41): And we should say that PvP and PvE, the P might be multiple players. It could be five versus five, six versus six for PvP. And for PvE, it could be, like, raids where it’s multiple people, large groups of people going against the AI. Jeff Kaplan (02:09:59): Yep. So single player, that’s a game that you play totally by yourself. Like, you don’t play with anybody else. You can’t play with anybody else. It’s not networked to play with other people. For example, I’m playing a game called Story of Seasons right now on the Switch, which I just play by myself. I have my farm. You know, there’s a town. I’m meeting people in the town, and no one can come and join me and interact with that. So it’s a very controlled experience. Single player games are very difficult, or they can be very difficult and expensive in terms of production to create. Like, if you think of a game, like Uncharted or Last of Us that’s made by Naughty Dog, like, those are kind of the preeminent best single player games you could talk about. Jeff Kaplan (02:10:53): They’re very handcrafted. Every experience is made just for you. One up from that is what I call co-op. And these terms become interchangeable, so I’m using some semantics here. But co-op is any cooperative experience that we can play together, but we’re sharing an exact same experience very intentionally. And it’s me sharing that experience only with other people that I know. So a great example of a cooperative game, maybe one of the best of all time, was Left 4 Dead, which is a game where you and three other people go in and you fight, like, hordes of zombies, and you try to progress through to the end safe room. It’s a very cooperative experience. A game like Diablo IV, you can play cooperatively with other people. Jeff Kaplan (02:11:52): Now, one up from that is multiplayer, and that’s when you’re engaging with strangers who are in the same world that you might not have the same cooperative goals as. You might have very opposed goals to them. You might PvP them, or they might just be random strangers that you pass in a town or city and never see again. And then massively multiplayer, which is what the MMO online sort of stands for, massively multiplayer online game, that’s when you’re breaking into thousands of players. And the worlds become really, really big at that point. Lex Fridman (02:12:34): By the way, we should say that the co-op could be remote connection, but there’s also, what would you call it, couch co-op where you have two people. Some games are really designed well for the experience of two humans sitting together and playing the game together. Which is a really tricky thing to design for, but if it’s done well, it’s a… It’s a really fulfilling experience. Like, with a friend, with a loved one, you can, like, play a game together. And Diablo IV, I should say, is an example of a game that does that really well. They do couch co-op. Like, two people can play Diablo sitting together and there’s a real intimate experience in that. Jeff Kaplan (02:13:13): Yeah, couch co-op—it’s funny, ’cause it actually, like, predates the couch even. Some of those old arcade games- … like, would have two joysticks on them and then you could play- … with somebody else. Or there’s, you know, the famous game Gauntlet— Jeff Kaplan (02:13:27): … had four joysticks and four people playing together. And then anybody who grew up in that early console era, like, you know, NES, Sega Genesis was a legendary one. We would sit and we’d play NHL 93- … on the couch. And anybody who lost, you’d lose the controller. And you could play that with up to four people playing, or we… I remember one of the big games that came out was Mortal Kombat. And we would play Mortal Kombat on the Sega Genesis, and it was the house rules were, you know, whoever lost, so whether you were in your college dorm or just some buddy’s apartment and there’s five people there, you’re constantly cycling everybody in and out. But there’s just a magic to multiplayer, of engaging and sharing in the experience- Jeff Kaplan (02:14:21): … with other people. That’s why I’ve always… I’ve never made a single-player game. Uh, I have great admiration for them. I don’t know if I could do it. The challenge… The reason I love multiplayer so much, the way I describe being a game director or game designer on a multiplayer game, it’s like imagine if you were gonna be a movie director, and you were gonna have all these actors and set designers and props and, you know, writers and scripts and all of this stuff, and your goal was to get a certain movie made. But we’re gonna ask you, the director, to just… You’re gonna leave the room. You can set it all up ahead of time, and then you’re not allowed to be there or talk to anybody involved in it. Jeff Kaplan (02:15:16): And now you need the actors to have an experience, and it’s just kind of the wildest, funnest experiment. Like- Lex Fridman (02:15:24): From a designer/creator perspective, ’cause you don’t know what the players will create, so that’s fun to see. You, you, you lay out the chessboard, you lay out the world, and then you get to watch what they create together. That’s true. Jeff Kaplan (02:15:38): I struggle because sometimes people call me the anti-story guy in games, and that really hurts me because, like, I actually love story in games, and I counter that I’m the anti-shitty story guy. And what I mean by that is like, A, the most magical stories that I’ve ever heard come out of video games are player stories about, you know, the time I gave Barfa a potion and then I met him in real life. Like, that’s better than any video game writing that I’ve heard in a long while. The player story is so much more interesting. You know? “Lex, why do you like the cow level so much?” “Tell me about some goofy time-” “… like a loot goblin drew you into the most danger.” Jeff Kaplan (02:16:33): “And… But there was another player there, and then…” You know, like, those are the stories that I think are more interesting from games. There are some exceptional writers in video games and some exceptional games at story. You know, I’ve mentioned Naughty Dog, like they’re kind of on another level. But Valve has amazing writing. The writing behind Half-Life 2, Marc Laidlaw; the writing behind Portal- … and Portal 2. I think it was Erik Wolpaw, who is hilarious, just amazing, and Rockstar. Jeff Kaplan (02:17:14): Red Dead Redemption 2 is one of my favorite games of all time, and that’s a game where you can see the expertise and mastery of the game design and the narrative design, and the fact that you can have those player stories of just the goofy shit. Like, I remember… ‘Cause the controls are a little awkward in Red Dead for a PC player who’s playing on console. Like, I always get confused about, like, taking out my gun and putting it away, and what’s, you know, the L1 and L2. Jeff Kaplan (02:17:52): Like, as a PC gamer, I’m just like, “Let me bind this stuff to where I want it.” And so like, you know, a guy in town rides by and he’s like, “Howdy, partner.” And I go to, like, give him the Arthur Morgan, you know, “Hey, what’s up?” back, and I just whip out my sawed-off shotgun and, like, blow his fucking head off. And then the whole town is like… Suddenly I’m, like, under… I’m wanted and I’m being chased, and then there’s a train that, like, takes out the posse, and- Lex Fridman (02:18:21): Yes. Jeff Kaplan (02:18:21): It’s like those stories, and the fact that Red Dead can have, you know, this, like, touching, heartbreaking story of Arthur Morgan and his journey, but you can also have, you know, the player story of blowing off the poor guy that’s just trying to- Lex Fridman (02:18:34): And that’s the combination. And then Rockstar does a really good job with, you know, even in Grand Theft Auto with the radio. It can be kind of a side aspect to the game; that great writing there can create—help create the world— … with humor, with color, with depth, with heartbreak, all that kind of stuff. Jeff Kaplan (02:18:53): There was a moment in Red Dead where it… There’s the Daniel Lanois song— …”That’s the Way It Is”. I just… I love Daniel Lanois, so the fact that somehow Rockstar landed him and like, was able to get that song out of him. And there’s this moment where you’re, like, riding back and they start that song, and- Everything up to then had been gorgeous, like, more of a score. There’s Woody Jackson, who’s, like, a really amazing game composer. He had done the score for that, and so nothing had been, like, lyrical with words. And then they play the Daniel Lanois song, and there’s, like, the quotes are coming back— Jeff Kaplan (02:19:41): … from, like, Dutch and Arthur Morgan, and I’m just like, “Goddam, this is, like… This is art.” You know, this is like—I know it’s supposed to be entertainment, I know it’s a business, but the top of the pyramid is art, and- … it just hit me emotionally. Lex Fridman (02:19:58): Yeah, there’s certain games where, you know… I mean, that moment, you just imagine the number of people who shed a tear during that moment, and that’s just a reflection of how much you’re invested into this world, into these characters, and it’s a beautiful thing. I have to ask you about this, this image that you sent me. It’s super cool, so I’d love it if we could nerd out about it a little bit, the zone flow for the original World of Warcraft. There’s a bunch of zones. It’d be awesome if you kinda talk through how, like, this world is built. Take me to that time when you were designing this, before anyone else got a chance to play it. Jeff Kaplan (02:20:35): All WoW stuff. It would start from that inspiration of Chris and the world. And, you know, it was so fun hanging out with Chris because we had whiteboards all over the place, and, you know, “Hey, Chris, we should make Eastern Kingdoms. What do you think it should be?” And he would just tell you the story of each of these as he’s just drawing. And Chris is a really talented artist, so the map would be gorgeous. I have lots of, like, photographs of Chris maps that he would just kind of whiteboard up. He’s like, you know, “Here’s the Dwarven Lands, there’s Wetlands with Khaz Modan up there, and that’s where this, you know, tribe of dwarves were from.” And then they, you know, humans are going to be down with Elwynn Forest. Jeff Kaplan (02:21:25): And then Westfall, there’s, you know, this group called the Defias Brotherhood and they have a place called Deadmines.” So I would talk to Chris because you want to capture the spirit, like, as a game designer, you want to capture the experience that’s in people’s heads. So, like, take Burning Steppes, for example. Supposed to be one of the scariest places with lava and dragons and, you know, all this kind of stuff. That doesn’t feel like where you want to start. It feels like where you want to end, so you kind of work the world flow in a way that puts that at the end. But there was also kind of some magic to the original starting areas, where we gave the dwarves and the humans a free flight path between… The dwarf hometown was called Ironforge, the human hometown was called Stormwind. Jeff Kaplan (02:22:23): And we allowed you to fly for free. So, like, these little newbies who were, you know, level five or something, if you played a dwarf and I played a human, I’m like, “Oh, Lex, don’t worry, I’ll come. You know, I’ll come to Ironforge and we’ll hook up and I’ll just fly out to you,” which is the magic of World of Warcraft. You have to fly over Burning Steppes and Searing Gorge, and you look down and you’re like, “Holy shit, that looks scary and dangerous.” And it plants that seed of things to come. Lex Fridman (02:22:56): So you’ve designed some incredible quests. Is there any that stand out that you’re proud of or ashamed of? I mean, you famously have designed the Green Hills of Stranglethorn quest. One of the most infamous quests in the history of WoW, of gaming, where you had to collect a bunch of pages, or… Green Hills of Stranglethorn, maybe, can you comment on that one or any quest that just springs to mind? Jeff Kaplan (02:23:26): Green Hills of Stranglethorn holds a lot of emotional value for me because amongst WoW players back in the day, it was unanimously hated as one of the shittiest, most annoying quests. But it holds a really special place in my heart. First of all, it’s one of the few times that I just, like, wrote a short story that’s actually in the game. It’s me paying homage to Hemingway, and the guy who gives you the quest, his name is Hemet Nesingwary, which is just me rearranging the letters of Hemingway. There’s another quest giver there that’s Kerouac’s name also mixed up. And then it was the typical hubris of a junior game designer who thinks he’s clever but is actually a dipshit. That’s- That’s the Green Hills of Stranglethorn, like, summed up. Jeff Kaplan (02:24:29): So, like, I wrote the story over, like, it was, I think, winter break, like, everybody was gone and I just was so happy to be in the office, you know, I’m at Blizzard by myself writing late at night. And the whole idea, and this is, this is very much what I call ant farm designer, which is bad. Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer. But I hadn’t learned that yet, and there’s a really great famous Sid Meier quote where he says there’s three types of fun. Fun for the player, fun for the designer, and fun for the computer. Jeff Kaplan (02:25:23): And we catch ourselves, we’re like, you know, we gotta be really care… It has to be fun for the player, not fun for us. So this Green Hills of Stranglethorn quest was like an ant farm design of, I’m gonna write this, honestly, probably pretty shitty story, I haven’t read it since 2003 so God only knows if it’s any good. But I wrote the story and then I divided it up into all of these different pages. And the quest giver, Hemet Nesingwary, wants you to put together, like, the story’s like, he wrote this book, but then the pages got scattered across Stranglethorn Vale. And some… When you’re doing quest design, you’re really thinking about the player flow and you’re directing them from quest giver hubs out until these destinations, and you want them to do all the destinations. Jeff Kaplan (02:26:14): But sometimes we would do these bridging quests where you could do anything in the zone and it sort of had this overlap. And so the pages of Green Hills of Stranglethorn could be looted off of any creature anywhere in Stranglethorn Vale, and it was kind of like that McDonald’s Monopoly game where you have to have all the pieces or else you’re not gonna win. But where I really went south, I don’t think the idea in a vacuum is horrible, but where this really fell apart was the interface of World of Warcraft wasn’t set up. Like the pages didn’t stack, there wasn’t a dedicated container to put all the pages in, so players had very limited bag space. And as they’re fighting in Stranglethorn Vale, I’m just shitting up their inventory with all of these pages and they only needed so many. Jeff Kaplan (02:27:14): Like you might get unlucky and you have like three page fives that are just junk in your inventory, and I might have like eight page sixes. And then everybody… And this was the goal, like the, the designer trying to puppeteer everybody. Everybody in Stranglethorn chat is like, “Hey, I’m looking for a page six. Anyone got a page three?” And that was like my fantasy as a designer of like, and then they’re gonna be social and meet each other, and players are gonna be appreciative for each other, but really all everybody did was just no… Eventually, no one did the quest. They just were super annoyed, or they went to the Auction House. So the quest is famous in that it was so aggravating and annoying and it just became a way… Jeff Kaplan (02:28:06): It not only became a way for me to learn from my mistakes, but because I was very open with the fact that I didn’t think it was good and that the quest had failed, it opened the door for us at Blizzard to be critical of our own work. Like it’s always easier if you’re the first one to go out and say, “Hey, guys, I think I made one of the shittiest quests in the game and here’s why.” And then it sort of challenged people to make better versions of it. Lex Fridman (02:28:35): I mean, again, you continue to speak with so much humility. But WoW turned out to be one of the biggest games of all time both in terms of popularity, how many players play it, revenue, and critical acclaim. And then you rose to become a game director of WoW helping release Wrath of the Lich King, which by many is considered to be the greatest expansion. I mean, there’s a million questions I can ask here, but maybe this is also a good place to ask about the famous Blizzard polish. So Blizzard as a company has historically, and you were certainly a big part of that, delivered these games. Lex Fridman (02:29:18): They were just, got so many pieces right and well-functioning and well-coordinated, and just feel finished in a way that a lot of other games don’t get right. So what does it take to take this gigantic game, this game played by millions of people, loved by millions of people, and deliver it in a way where it’s like it all just works? Jeff Kaplan (02:29:44): To have a level of polish is like a studio wide culture that has to be instilled in everybody, like no one can be satisfied with a bug. Every game is gonna have bugs, and Blizzard games have bugs. It’s a question of, how quickly do you fix them and with what urgency? And as players ourselves, if we’re playing as much as anybody else, we’re gonna be motivated to fix the bugs. There are some really tactical aspects to it, too. The quality assurance department at Blizzard is the best in the industry. Like the people who come and do QA at Blizzard, they are passionate gamers. Many of them want to be developers themselves, and they’re not just doing it for a job. They do it because they fucking love the game. Jeff Kaplan (02:30:45): And the relationship we tried to develop between us on the development teams and QA was extremely tight. And whenever possible, we also tried to sit as many QA members up with the development team as possible, depending on the logistics of… You know, in the early days, we didn’t always have the space for all of QA to sit with us. We were very fortunate on the Overwatch team to have a large amount of QA sitting with us, and then developing that relationship. You know, in the early days there, there were these fears of like, “Well, QA can’t talk to the developers,” and trying to shatter that- Jeff Kaplan (02:31:27): … of, because some of our QA members knew the game so inside out, you would just say to ’em like, “Hey, dude. Just message me anytime. Here’s my home number. Like, call me if there’s a bug. If you think we’re gonna get raked over the coals on this, you gotta speak up. I don’t care what the chain of command is. Like, we gotta fix this thing.” So QA was amazing. Lex Fridman (02:31:52): I mean, so can you speak to QA, quality assurance? At the peak of the craft, what does it entail? Like you’re basically experiencing the game and trying to figure out particular slices of that experience that could be improved? Jeff Kaplan (02:32:09): Yeah. People simplify the role by just, “Oh, these guys just get to play games all day and then, like, let us know if there’s a bug.” They are so systematic in the way they test stuff. They come up with these plans that are actually amazing of, like, who’s gonna test what. There’s a lot of regression testing that goes on. Within QA there will also be compatibility testing. The Blizzard compatibility department was amazing. Like, they had every card, every machine, every configuration, and they would roll through to make sure there wasn’t some quirk that was gonna come up on some video card or some motherboard that you weren’t expecting. But it was all very systematic. It wasn’t just Wild West, let’s play the game. Jeff Kaplan (02:33:02): And then as a developer interacting with QA, you would find that there were certain specialists whether like, like for example, on Overwatch, there were a couple of players that… Like, we all were shooter players when we were making Overwatch, but I’m not like esports level shooter player. I’m like, you know, Gen Xer, “Remember Doom, how good I was”- … type of shooter player. But we had, you know, a couple of these QA specialists who, like, they could just snipe from 100 meters out and hit the shot every time and tell us if there was a frame of input delay, you know? And then you sit that person with an engineer and say, “Hey, I think there’s some input lag here.” Lex Fridman (02:33:58): That’s amazing. Jeff Kaplan (02:33:59): And sure enough, they’d be right. But you have to have that relationship where the devs trust QA. Or just even on, like World of Warcraft, they had a great relationship with QA in that they built out a full raid team to do the raids. And then you’re not only, like, looking for bugs, like, “Hey, the dragon was supposed to fly and instead it just, like, sunk through the world and the game crashed,” which would happen. But, like, if you really value QA, you’re asking them, “What do you… Dude, what do you think? You’re…” You know? Like, “10 million people are gonna see this. Your opinion, multiply it, you know? It matters. What do you think? You know? Are you having fun? Oh, yeah, this is cool. This isn’t cool.” So QA was important. Jeff Kaplan (02:34:48): The other thing that was important is the Blizzard engineering, which you have to architect your game to be hotfixable. Jeff Kaplan (02:34:58): And what a hotfix is, games, there’s a couple ways to fix ’em. The way most of us know, ’cause all the software we have gets a patch, you know? You have to update it. You have to download a new version of it. Windows, you know, you get that annoying message, like, “There’s a new version of Windows.” And it takes, you know, a few minutes and you update it. You know, obviously, we patch our games and that’s where we fix a lot of bugs, but if you really wanna run a game like Overwatch or World of Warcraft successfully, you need master level engineers who have architected the client and server in such a way that you can hotfix the game on a dime. And what a hotfix is, is a server patch that no one’s client has to go down for. Lex Fridman (02:35:44): Mm-hmm. That’s because you’re dealing with a huge number of players and you discover an issue and you want to respond to that issue really quickly. Jeff Kaplan (02:35:51): Yeah. There’s emergency issues like something’s crashing. Like, the worst case scenario is anytime the server’s crashing. Or in Overwatch, like, a really catastrophic bug would be something where you have to disable a hero. Like, someone found an exploit and you have to disable a hero from the lineup. You want to turn around that hotfix if you can in a half an hour, get that hero back live. You might have somebody who only plays that hero, and the only reason they’re gonna play Overwatch is because that hero’s active. You don’t want to wait for patches and you want to hotfix- … as fast as you can. Lex Fridman (02:36:32): And then also to improve the game quickly to just even settle stuff to do that. Jeff Kaplan (02:36:36): Yeah. Players feel it. Like, they… That’s where there’s this idea of, like, the love and the craftsmanship of the developer that you can feel. Like, any product, you know your iPhone or Android or, like, any computer or consumer product, you can feel when there are people who loved it behind it and aren’t just putting it out on a shelf. And games have that as well, where you can feel the heart and soul of the developer in the thing. And some of that’s, like, the joy and delight of, like, that there’s a Cow Level, right? That that’s… You know, you can feel the humanity of the development team- Jeff Kaplan (02:37:25): … through that. But another part of that is, like, do they clean up their fucking yard, you know? Does this game work? Is it… And it’s not just the bugs and the crashes. It’s, like, when balance gets wacky and stupid and, you know, suddenly everybody’s a Barbarian and whirlwinding and no one else will play anything else. You’re like, “We should probably fix that,” you know? Lex Fridman (02:37:50): Oh, those were the days. I sadly was the Barbarian Whirlwind guy. Jeff Kaplan (02:37:54): One-handed. Lex Fridman (02:37:56): It was… Yeah, it brought so much joy. So a lot of people modern day think of you as Jeff from the Overwatch team. Jeff Kaplan (02:38:05): My name is Jeff from the Overwatch team. I’m Jeff from the Overwatch team. I’m Jeff from the Overwatch team. Lex Fridman (02:38:12): But y’all must have forgot, you were the game director of WoW in an era when WoW was one of the biggest games in the world. Just, you know, looking back, what wisdom can you draw from that time when you got to experience this era of gaming that changed gaming forever, where it’s millions of people playing this video game? Jeff Kaplan (02:38:37): It was my first game I worked on, and I joined it as this entry level dude. I still have my offer letter from Blizzard, which was for 35K a year. Jeff Kaplan (02:38:50): You know, that’s what I was making. And very shortly after WoW shipped, you know, Allen left as lead before the beta, or like right around the beta, and then Rob took over as the lead designer, and then he left the team very shortly after WoW shipped to go start StarCraft II. And he put myself and Tom Chilton in charge. Tom is a designer who… He was a great partner of mine and a great leader and he actually came from Ultima Online. And so I always looked up to Tom because he had a lot more experience than I did. And this is like early 2005, the world was on fire, the servers were barely running… WoW was just, had taken off like gangbusters, and they basically put me and Tom in charge of WoW. And at the time they promoted me, my title… Jeff Kaplan (02:40:00): I didn’t even have a lead title, my title was Senior Game Designer. And Tom and I were running the design of WoW at that time. So I thought it was totally normal, and I thought what we were experiencing with WoW was just normal for making a video game because it was the first video game that I had worked on. I thought it was the funnest joyride because we were working on WoW, we were still working insane hours and then I’d get home, eat dinner, and then me and my wife would log in and play WoW, you know, for four hours, and then I’d go in the next day and I’d work… And it was just this… My whole life was World of Warcraft. And I loved it. Jeff Kaplan (02:40:59): Like I loved everything from, you know, the creative meetings with Chris Metzen and just what an inspiration and muse he was, down to the simplest, dumbest design stuff that like we as game designers, like, you wanna talk about why a button is in the lower-left versus lower-right and what does that mean? That’s like two hours of discussion. And is there a better way? Like the 10,000 minutiae problems were thrilling to me. And then also the big disasters. Like the big… I had in the early days of WoW, we didn’t really have all the processes in place for, like, how to deal with being a successful online game, and I literally had GMs, like game masters, these are customer support guys, calling my home phone at 3:00 in the morning. Jeff Kaplan (02:42:02): Like, I remember this one time there was some faction token in Stranglethorn Vale and they figured out a way to exploit it, and this GM calls me panicked, it’s 3:00 in the morning. He’s like, “I’m just spawning…” Uh, what, what did we call ’em? Guardians of Blizzard. They were these giant infernals that we just made that instantly death touched anything. We used to have them when we were in the beta, like off in the distance of places players weren’t supposed to get in case they cheated their way there. And this GM is just spawning them all over Stranglethorn Vale because he’s worried because the players are exploiting. Yeah. It’s like 3:00 in the morning and I’m talking in hushed tones because my wife is sleeping right next to the bed. Jeff Kaplan (02:42:50): I’m doing this ’cause it was actually like before the cell phone days when I actually had a landline. But that’s just how… And I loved it. I loved the thrill of those big moments, the minutiae. And I felt like through the running WoW Live, which was me and Tom together with an amazing team, we kind of learned how to be the WoW team. And putting WoW in a box and shipping it was like only chapter one in a 12-chapter book essentially. And that first how to run the game, how to patch it, what type of content, how to deal with emergencies, what should our customer support be like. I mean, we would debate should we have a launcher or not. You know, in the early days, the only reason the launcher existed in WoW was to run anti-cheat on your machine. Jeff Kaplan (02:43:45): And we had a moment where we figured out how to put that into the game and out of the launcher. And it was the first time I ever really had an in-depth conversation with Mike Morhaime. He’s like, “You gotta bring the launcher back, guys.” We’re like, “Why?” He’s like, “There’s no better way for us to talk to our players.” Um, and I remember trying to hide the launcher. And to this day, Mike was right. Like, that launcher turned out to be the best thing we ever had. That’s essentially what Battle.net has morphed into these days. But all those decisions and when it came time to make Burning Crusade, you know, at that point, Tom and I were leads. We were full, they had actually promoted us. Jeff Kaplan (02:44:29): There was, there were two big exoduses of groups that quit Blizzard; they were disenfranchised if you can believe it. Like we just shipped World of Warcraft and this whole group just walked out the door. I was actually sitting, my desk faced Morhaime’s office, and I watched them all go in and quit, and they were the group that formed Carbine… which made the game WildStar. Ended up taking them 10 years to make, and they were just really unhappy with World of Warcraft, and they were unhappy with… I don’t know what they were unhappy with. They were unhappy enough to walk out the door right after we had shipped WoW. Lex Fridman (02:45:16): That’s incredible. Like, what, what is it? Just because they put their heart and soul into the game and they maybe get exhausted in a certain kind of way? Jeff Kaplan (02:45:23): Yeah, and I don’t want to… It’s not fair of me to speak on their behalf. I think they were promised some compensation that they didn’t immediately see. I don’t know if the game… Like, here’s the weird part when you make a game. When you come up with the idea and you start pitching it to people, that’s the best the game is ever gonna be, and then you work on it. Like, you know, games I worked on take five years, you know? Overwatch was two and a half, three years. Every day you get close to ship, the imagination of the ideal game gets farther and farther from the reality, and you’re always shipping this, like, greatly sacrificed thing that nowhere near matches the imagination- … of the inception of the idea, so you become disenfranchised with the concept. Lex Fridman (02:46:24): So in some sense, you’re shipping… You’re constantly in a state of disappointment. You’re basically shipping a lesser thing than you’ve been dreaming about. Jeff Kaplan (02:46:37): Yes. Lex Fridman (02:46:37): You’re doing less and less and less, saying no and no, and cutting, and all that kind of stuff. Yeah, it’s difficult, psychologically difficult, but nevertheless, the result when you zoom out, it’s one of the greatest games of all time that millions of people played for thousands of hours. It’s just… Did you ever have an experience, a realization how huge WoW was in terms of not, like, statistics on the server and so on, but the cultural impact it had? Jeff Kaplan (02:47:05): The first time was the first BlizzCon, which was in 2005. So when WoW shipped—and this is so weird to tell people—but on the team, not everyone, but a lot of us were very demoralized after WoW shipped. There were all sorts of issues with the servers because the game did way more successful than we expected it to do and the server load was just nuts. Like, we were just… We were doing our best to hire database programmers, you know, ’cause we just didn’t know how to deal with the sheer scope of the game. But when you’re an individual like… And at that time, like I mentioned, there were multiple exoduses of people who quit Blizzard. They went and formed a couple notable studios. One was Carbine, the other was Red 5. Jeff Kaplan (02:48:11): And we lost, like, kind of our core people. Like, when Red 5 started, that was our team leader, that was Mark Kern, and our art director, Bill Petris, they quit. When Carbine started, it was, I think, all of our animators and some of our best programmers and… Like, it’s really demoralizing when you lose team members like that, but then we were also underwater. Like, the servers aren’t running, we’re not able to keep up with demand, and we had to start putting patches out, and now we’re making patches like… For a while we had one animator who stuck around, and then eventually he left also, but you’re doing like, okay, we gotta now do a patch without an animator. Jeff Kaplan (02:49:01): A lot of our art team was gone at that point, and you’re trying to keep the ship afloat and the morale was just in the shitter. Like, everybody felt very down on Team Two, the WoW team was called Team Two, and that we had somehow failed. And during that time, there was this idea to do BlizzCon, and the way that started was EverQuest had done these, like, meetups because they knew it was, like, a big guild social game, and people would get together at like some hotel ballroom and you’d sit with your guild at like a banquet room table. Jeff Kaplan (02:49:44): And to give credit where credit’s due, I remember sitting in the meeting for what was to become BlizzCon, it was Pardo who said, “Blizzard’s bigger than that. We’re not just one game, and I know everybody’s focused on World of Warcraft right now, we should do BlizzCon.” And at the time, we had a game called StarCraft: Ghost was in development, and that was getting ready to show, and there was Frozen Throne, which was the expansion to Warcraft III, but, like, we knew we were gonna make StarCraft II. And then there was a lot of motion happening with Blizzard North, which is a whole separate story, but there was like, hey, we could really do a cool show- Jeff Kaplan (02:50:27): … that’s this BlizzCon thing. And at first, we kind of announced it and it just was crickets. You know when you’re, like, excited about something, you’re like, “Man, everybody’s gonna love. Like, we’re doing BlizzCon,” and everybody’s kinda like, “Crickets. What’s BlizzCon? Who cares?” And we’re, 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 server.” And that was our perspective of what was happening. And then, like I said, give Mike Morhaime credit where credit’s due. He kept us committed to that launcher, and they put the BlizzCon tickets on the launcher, which they hadn’t done before. It was on the website. Jeff Kaplan (02:51:13): And so everybody who logged into World of Warcraft suddenly got this like, “Hey, we’re doing BlizzCon in Anaheim, do you wanna come?” Sold out instant. Like, instantly sold out. 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. And up until that point, your perception was, because you’re just reading online and it was… The perception is such hatred, because people who are passionate online, they express themselves in the harshest ways ’cause it gets attention. You know, that’s the lesson I should’ve learned from my early days. And it’s such an unfortunate thing, because then you met these people in person and they loved World of Warcraft. Jeff Kaplan (02:52:12): And all they wanted to do was talk about World of Warcraft and hear about what was coming next and be around other people who loved World of Warcraft, and- Lex Fridman (02:52:22): It’s incredible. It’s a fascinating theme, to me, about human nature, and it’s absolutely true, and I wish there was a thing that could be solved. But then again, maybe not. Maybe that’s just the way it is. But in person, all of the people that are passionate about a particular topic, and whatever that topic is, it could be games, it could be at conferences, technical conferences, they are all mostly full of love. And just the way they talk about stuff, they nerd out. Even the disagreements are drenched in this respect and appreciation and love for the game, for the topic. And online, you’re right, I don’t know if it’s because of popularity or clicks or so on, but it’s just the way of speaking on the internet is more mockery and- Jeff Kaplan (02:53:12): Cynical. Lex Fridman (02:53:13): If you say, “I love this thing. Here’s an apple. I love apples,” or, “I love bananas. I love fruit…” Like, “I love X,” whatever. You just get made fun of. You get… And then so what the lesson you learn from that is, “Well, I’m just not going to speak up when I love something. I’m going to instead speak up when I, maybe how much I hate another thing that’s similar to it.” Or maybe join in when we’re making fun of a particular quirky thing, about, “Don’t you hate it when bananas are too ripe or too…” Versus like not saying the, calling out the elephant in the room is, “We’re all gathered here today ’cause we love the thing.” Lex Fridman (02:53:58): It’s interesting. It’s that aspect of the internet that I think is jarring to a lot of people depending on the game, but if you go to Discord or Reddit or so on, in the communities that love a particular video game, there’s a… If you’re not used to it, and I don’t often go, so when I go it’s like, “Wow, there’s a lot of, like, pretty intense kinda mockery and derision and so on.” But you get used to it pretty quick and you understand it. I just, I wish there was more love. Jeff Kaplan (02:54:25): I feel bad because I played a role in the earliest development of some of that online culture. It really was social media before it was called social media. You know, I ran a… I actually had this reputation for being edgier than I really was. There were a couple notable posts that survived 30 years that people like to look back on but they don’t look back on the ones where I’m just being chill. And that’s unfortunate. I think a lot as a game designer about the design of social media. And unfortunately, social media in general is designed in such a way where the maximum hyperbole works, and that’s how you get the most points is by being max hyperbolic. Jeff Kaplan (02:55:27): And usually, unfortunately, it’s more in the negative direction than the positive direction. You know, if I say, “That’s, that’s a pretty nice mug. I’ve seen nicer, but I like this one,” no one’s interested in that. I have to either love this thing, or better, this thing’s a crime against humanity- … in some way. And it’s very self-reinforcing and everybody sort of feeds into it and- Lex Fridman (02:56:03): Especially when you’re young. I got to see this kinda interesting thing. So I was at I spent, that’s what we’re talking about, you’re from Pasadena, so I’ve been spending a lot of time in Caltech and working on robots, and we get to see students come in from high school. Undergraduates come in and, like a tour, hang out with the robots. And middle school also. And the interesting thing you see, the younger that they are, the more prevalent this effect, which is all of them are kind of afraid to show that they think a thing is awesome. They’re all… You could just feel they’re checking, “Is it okay?” Lex Fridman (02:56:48): So they’re kinda like the default mode is whatever, this, everything is stupid, this is stupid. You know, ’cause that’s the safe place to be. It’s a real act of vulnerability. I would say it’s an act of courage, especially for a young person, to be like, “Holy shit, that’s awesome.” Like, I’m gonna, if I think this is awesome, I’m gonna be the nerd, I’m gonna take the risk and be made fun of for saying, “I love this,” in that case, it’s, “I love this robot.” So that’s an actual psychological effect that also young people are dealing with, in-person also. So I think, I just wanna say, for young people listening to this, be vulnerable, be courageous and say you love a thing if you love a thing. And do more of that on the internet, I think. Lex Fridman (02:57:35): I think people make up the internet, people build the internet, and young people, more than anybody else, define the future of the internet. So put more love out there in the world. If you love a video game, if you love Overwatch, say you love it. Jeff Kaplan (02:57:50): I couldn’t agree more. You know, as somebody who’s taken a lot of heat online, like any game developer, you just get destroyed. Doing what you do, you must get destroyed, you know? And it doesn’t matter, you get 100 compliments, it’s the one, you know, you’re… And you’re supposed to read it and supposed to be fine with it and have it not affect you. It’ll stay with you for years, you know? I have those. And I think of it, like the cheesy, the cheesy way I think about it is like, is there some kind of social Darwinism going on? And my big worry is that there are creators… Like, now being a creator of anything, writer, musician, you know, make online videos, whatever creator means to you, make games. Jeff Kaplan (02:58:46): Now part of the skillset is being able to weather like a fire hose of criticism like the world has never seen. And I make up these scenarios in my head of like, would Van Gogh have existed if, you know, Reddit and all these things were out there commenting on… Like, how many people were able to communicate with Beethoven in his lifetime, or in a week? Like, how many influences could comment on his music directly to him? Versus like if I want to insult Brad Pitt right now, I can just go on 10 different devices and do it. And it’s like that level of access is very dangerous, and I worry that there is a whole group of people who’s receding from us that will never see the brilliance, and they’re being shut out by the negativity. Jeff Kaplan (02:59:55): There- there’s a very real example, was Jay Wilson, who I think is one of the great design minds, who was the game director of Diablo III. And he took so much heat, it just affected him to the point where he essentially retired from making games. Went and, you know, wrote novels. I was very happy for him because, you know, I’m glad he found his place, and I think he’s getting back into making games now. But we lost, we essentially… Like, think how many people loved Diablo III and played the shit out of Diablo III. And Jay is one of the people you have to thank for that. And yet that community basically removed him from making games for like 10, 15 years, and it feels criminal to me. Lex Fridman (03:00:50): Yeah, absolutely. They… So this is a call to action, again. People out there, support, support, especially young creators, support them. They need it. Like you think negativity has no cost, but it does. You’re robbing the world of some of the great creations. And also, allow creators to suck and to improve. Because that’s what the process of creation is like, is to take risks. To take risks meaning being vulnerable, being cringe. Lex Fridman (03:01:25): To doing the thing that like, the embarrassing failure where you’re standing there in a silly clown outfit, on stage, dancing, and nobody’s laughing. And it’s a… Comedians go through this all the time, when… They talk about this all the time, when they bomb, right? They, the act just doesn’t work, and you have to go through that. And you have to, you have to support the creators through that journey. In order to have great things, we need to support those folks. So, after shipping WoW, Wrath of the Lich King, again, many consider it to be one of the great expansions for WoW, you stepped down as WoW’s game director and switched to developing Titan. Lex Fridman (03:02:14): This epic huge game that promised to be the, sort of the MMO to end all MMOs. I mean, it’s kind of a legendary vision for a game, right? It’s gigantic. With a lot of, like you said, a brilliant team, a team that’s now hardened and knows how to do a great game. But it was canceled after seven years in development. So, tell me, what was the vision of the game and what happened? Jeff Kaplan (03:02:47): Sure. So, as we were experiencing success with World of Warcraft, there was this concept in the studio that WoW wasn’t gonna last forever. Jeff Kaplan (03:02:58): WoW would be maybe successful for five years, and eventually kind of age out. And the studio would be in real trouble if we didn’t have another massively multiplayer online game sort of waiting in the wings. So starting around, I wanna say 2006, maybe 2005 the talk of starting a team really picked up momentum, and we were working on Burning Crusade. Rob Pardo took the helm to start sort of Titan development. We didn’t even really have a team then. And I remember being embroiled in Burning Crusade and going to Titan meetings, and Rob pulled a group from kind of across the company, and we started talking about what this next MMO could be and when it would get going. And eventually, it started in earnest, like real development, around 2007. Jeff Kaplan (03:04:12): The first team members joined, and it was a real ambitious project, including like building a new engine from scratch. I think maybe the first team member was a guy named John LaFleur, who was just a stellar game programmer, and the engine which ultimately failed for Titan ended up becoming the engine for Overwatch, which is a great success story for him. And the idea behind the game, it was gonna take place in future Earth, and the players played as secret agents. And by day, they all had day jobs, and by night, they went off and did cool secret agent stuff. And the secret agent stuff was very first-person shooter, but over-the-top abilities like you would see in Overwatch, because that’s where they came from. And the by day stuff, we were gonna let you run businesses. Jeff Kaplan (03:05:18): We took a lot of influence from games like Animal Crossing, Harvest Moon, the Sims. We had a brilliant game designer and game director named Matt Brown, who was the creative director on The Sims. He came over. And so we had this vision that there was gonna be all this like daytime business house stuff. You could build a house. You could live in a neighborhood. And beyond that, there was also a vision on the technical side, game design and technical side, that unlike World of Warcraft, which the modern day term for it is that it’s sharded. Mm-hmm. So meaning people play on different realms or servers. Jeff Kaplan (03:06:09): In a WoW server, I don’t, I haven’t been on that team in a very long time, but back in the day, you might have 5,000 people on a WoW server before they’d have to spin up another WoW server. The big idea behind Titan is that everybody would play on one server. It was a one server, one world game, and the world was massive. It was gonna take place in future Earth, and we were literally building like, we had what we called Bay City, which was San Francisco. We had, you know, Hollywood, and then we had to build all of California between that, and we also wanted to build like Cairo and London. And there’s this realization of like, how do we connect all of these? The game had driving in it, like full-blown, like GTA-style driving. Jeff Kaplan (03:07:06): It was such a gargantuan, huge undertaking with a, with a brand new engine, a brand new team, a brand new IP, intellectual property, you know, setting, which we really wrestled over. Like, the amount that the IP just, you know, trying to figure out, like, are there aliens or not aliens, you know? Like, all that sounds kinda dumb and fun, but when you’re building a game, like you, especially world-building, you have to have rules. That’s what makes world-building work, is that like, this exists in this world, and this doesn’t, and you know, why? It’s like, ’cause someone said so, and just the way it needs to be. But that development started in 2007, kind of as ideation, brainstorming, early work. Jeff Kaplan (03:07:59): Really got going in late 2007, and then I had to ship Wrath of the Lich King and it was… We had the like, we always did like a champagne toast. I still remember it because it was Election Day. I think it was like Election Day and my birthday, and the day Obama got elected, and then I left the WoW team on that day. It was like memorable in all those ways. And then I joined the Titan team, and that game, we went on, like the fast-forward part of that is we shut it down in 2013. Jeff Kaplan (03:08:43): That was one of the most painful development processes that I’ve ever been a part of, and probably, probably deep into 2009, I knew that the game in its current form could never ship and would never exist, and by 2010—like after numerous times trying to convince the powers that be that, like this game is not gonna happen, it’s in trouble. I remember going to Mike Morhaime in 2010, and, like, you’re going to the CEO of… You know, at that time, Blizzard was a big company, and I’m like, “You gotta shut us down. We’re just gonna burn money.” Lex Fridman (03:09:35): What was your intuition about why? So like from my understanding, there was a few issues. So one, with such a gigantic world, which by the way, is a beautiful dream, this kind of universe simulator, because I love… Every game you mentioned there is great. I empathize with the dream. I would love to play that game. But one of the issues, as I understand, was it was unclear what, like, the quest flow is. Like what are you supposed to really do in this game? What’s the thing that connects all of the pieces together? Jeff Kaplan (03:10:08): So it was a multifaceted failure for many reasons. Ultimately, the failure of Titan lies with leadership, team leadership, myself included. Like, there’s just no getting around that. And then on top of that, like, a lot of games you can point to as being like an engineering failure, like the, you know, the servers didn’t work— … or like an art failure, like no one responded to the look of the game, or a design failure, like the… it’s just not fun or it’s tuned poorly. We failed on art, engineering, and design, and I’m cautious about calling out art because some of the best art ever made at Blizzard was made for Titan. My criticism isn’t of the art that was created. My criticism is that we never had any art cohesion, so the art looked like it could’ve come from 10 different games. Lex Fridman (03:11:08): Mm-hmm. And we should say it cost $83 million across those years. So a large team doing a lot of stuff, but not converging towards a game that could actually ship. Jeff Kaplan (03:11:24): Correct. As, like, a game designer, I use semantics a lot and I like to define my semantics so people know where I’m coming from. Talking about ideas versus vision for a second, ideas are easy. Ideas, you know, I can have 10 in 10 seconds. You know, let’s make a 2D platformer about a mouse, you know, whatever. Like, you can… I want to… A secret agent by day is, you know, doing all this cool shooting stuff, by night is running a flower shop. You know, ideas are just infinite. At least on creative teams, you know, you have no shortage of ideas. What I call vision is the ability to not only take a great idea, but shepherd it into existence, and you’re doing that through inspiration first and foremost. Jeff Kaplan (03:12:24): If you need a team to make it, you need a team to believe in the vision of the idea. And then there also has to be a technological plan for the idea. There has to be a design plan. There has to be an art style for the plan. There has to be a pragmatic production reality to the plan. And Titan kind of was like that was the hubris of Blizzard in that era at its height of, you know, we were over being hurt about, you know, World of Warcraft. I don’t know if people are gonna like it. And we were now in the era of, like, we made World of Warcraft. We can do no wrong. This next thing is gonna be the best ever. And there was also a lot of what I call anticipatory hiring- Jeff Kaplan (03:13:21): … or, like, there’s opportunity hiring and then there’s also anticipatory hiring. I have the exact opposite hiring philosophy. I won’t hire anybody on any team until, like, we’re feeling like we gotta work overtime or, like, we might not ship if we don’t get, you know, somebody else in here. And Titan kinda had that hubris of like, well, we’re gonna build a really big world. We don’t know the story of the world yet. We don’t really have it mapped out what it should be like. We don’t have the art style really defined. We don’t know technically how we’re gonna make the art or what the constraints of it are, but we know we’re gonna build a really big world, so let’s just start hiring environmental artists. Jeff Kaplan (03:14:08): And, like, in one year, we would hire, like, 70 environmental artists from all over the world. You know, we’re getting visas and, like, the top tier talent ’cause at the height of World of Warcraft and nobody knew the team that they were coming on. It was Blizzard’s next MMO top secret and they, you know, their first day at work, like some, you know, poor guy from Belgium just shows up and he’s at his first day at work and he’s like, “Oh, are we making World of StarCraft? Is that…” And they’re like, “No, dude. Let me show you it.” And he’s like, “What is this game?” You know? We were in that world, and we hired way too many people. Jeff Kaplan (03:14:50): The right way to incubate a video game is you have the smallest group possible and you try to get the idea across with whatever technology you can get your hands on, using other engines, using art from whatever. You prove out that idea, and once you know what you’re doing, then you expand the team. You know the cliche of “idle hands is the devil’s work,” or whatever. Lex Fridman (03:15:20): Yeah, yeah. Jeff Kaplan (03:15:21): You have these, like, brilliant team, huge, and we don’t have a road map for what we’re making or how we’re gonna make it. And now you’re having to deal with all these people. Like, they’re coming into your office, you know, you’re trying to figure out what is the quest flow, how do I design the quest system for Titan, how can we prototype it? And we’re like, “Oh, this prop artist over here is running out of stuff to do. What props should he make? Should he work on Chinatown or the Hollywood set?” And you’re just making up busy work. The engine didn’t work. Jeff Kaplan (03:16:01): When we would run play tests on Titan, we would have to tell the team, “Stop checking in because it slows us down.” We had this really great technical artist, a guy named Dylan Jones, and he was on Titan with us, and I remember in, like, the last days, we asked him, because he was a very active user—Titan editor was called Titan Edit or TED which is, to this day, TED is the proprietary tool for Overwatch, since Overwatch came from the Titan engine— Jeff Kaplan (03:16:37): … which was Tank. And we said to Dylan, “I want you to log your uptime in the editor, in TED.” And in a 40-hour week, he was only able to work for 20 hours. And you can imagine, you’re building a team of the best and the—like, the best in the industry, and they can’t work. So not only are you just burning cash faster than anybody on the planet, it’s also, like, imagine having fighter pilots, but we don’t let them fly. Like, the creative frustration and the way that that manifested itself, and how demoralized the team got, it was a disaster. Lex Fridman (03:17:24): And so many elements of that were done completely differently for Overwatch, which turned out to be this incredibly masterful execution on a short timescale with a small team with a clear vision. I read that sort of if you—if you were to compare Overwatch and Titan, sort of the defining characteristic for the Titan team, they said yes to everything, and the Overwatch team said no to everything. Meaning focus, like deep, deep focus on the execution of a very clear vision. And maybe that’s the process of designing games, like you said, is, you know on a team that’s full of incredible ideas because it’s creative minds, it’s constantly saying no. It’s a really painful process, but perhaps it—it is the responsibility of leadership to just keep saying no. Which sucks. Lex Fridman (03:18:17): I guess it sucks to be a leader on a team in that sense, because you’re constantly saying no. Jeff Kaplan (03:18:21): Being a creative leader, you’re in two modes. You’re pushing or you’re pulling, and whatever mode you’re in is the exact opposite of the team. When they’re not thinking outside the box enough or, like, elevating the vision enough, that’s when you’re pushing them. Like, “Come on guys,” you know, “don’t worry about the schedule. We got—” you know, “capture hearts and minds, inspire people.” And when they’re going a little crazy and they… Endless source of great ideas and really fun development, that’s when you gotta pull and say, “Guys, we need to ship this. The best feature we can add for the player is shipping.” That was a common phrase that we had. Lex Fridman (03:19:09): So when Titan was canceled, I mean that must’ve been a gigantic heartbreak for everybody. And there was this moment when the plan was for the Titan team to be disbanded and moved elsewhere, but you fought for keeping some part of the Titan team, the core of the team together, and Mike Morhaime gave you six weeks to come up with a pitch for a new game. And you’ve talked about this process, and you’ve mentioned that there were three possible ideas, directions you were thinking about. A StarCraft MMO, maybe an MMO in a new IP called Crossworlds, and then the third idea was Overwatch. Can you take me through those six weeks? Jeff Kaplan (03:19:56): Yeah, the six weeks, it’s… It was supposed to be the greatest time ever if you think about it. Because you’re a game developer at Blizzard, and you get to come up with a new idea. So that sounds awesome, like, to everybody at Blizzard, to all game developers, it sounds great. But we were probably the most demoralized we’d ever been in our careers. At least I was, you know? I didn’t know if I was gonna be fired. I didn’t know if that was the end of my career at that point. And so it was like a really serious, kind of dire environment that this was happening in. And we were given two criteria that we had to hit for these pitches. The first one was that we had to ship within two years. And that is a very ambitious timeframe for any game. Lex Fridman (03:20:53): Yeah, crazy. That’s crazy. Jeff Kaplan (03:20:54): But for a Blizzard game, it’s kind of insane. And then the second… Okay, the second is even more ambitious and crazy, was whatever we made, whatever we pitched had to have the potential to have World of Warcraft-like revenue. Lex Fridman (03:21:13): Yeah. Right. Jeff Kaplan (03:21:14): And to date, at that point, there was one game that had World of Warcraft-like revenue, which was World of Warcraft, so… Immediately, I just threw out the revenue thing ’cause it’s all fucking Monopoly money to me. Like, this game money is… It’s insane, and I just don’t think about it. That’s someone else’s problem. But I did want to be as realistic as I could about the schedule part of it. So most of our team, the Titan team, was 140-some people. Most of that team got moved to go work on Heroes of the Storm, the D3 expansion, World of Warcraft, Hearthstone. So immediately, a large number of the team was gone. Then we had a bunch of, like, what we called temp loans- Jeff Kaplan (03:22:05): … people that someday were gonna come back to us, but we loaned off for, like, six-month tour of duty. And then there was a very small team. There was a group of engineers that was mothballing Titan, so it exists somewhere at Blizzard at that point. And they were also deconstructing the engine because they knew it didn’t work anymore, and to make a new game, it had to be way reconsidered to sort of what it is today. And then there was a very small creative group that was supposed to come up with these three pitches and given six weeks. And we just sort of arbitrarily decided, like, let’s spend two weeks on each pitch. The ground rules that I sort of led with is you have to be all in for the two weeks on the pitch. So if we’re… Jeff Kaplan (03:22:56): You know, pitch one was a StarCraft MMO, and we have to live and breathe and want it more than anything. And I kind of warned everybody. I said, “At the end of this two weeks, you’re going to think this is the only game idea, and you’re not going to be invested in the next, but we’re going to throw it out as soon as we finish it and do the next one.” And the StarCraft MMO, I actually really loved that pitch. It was called StarCraft Frontiers. And the concept was, like, less of you’re playing, like, space marine. Like, it was less armies. StarCraft the RTS is always about the three races and the giant armies. Jeff Kaplan (03:23:34): And kind of what made WoW wow and separate from the Warcraft RTS series was that instead of being, like, a footman in the army in World of Warcraft, you were like a lone adventurer, you know, make your mark on the world. So we had this idea, it was this old Chris Metzen drawing of a space prospector. And I love that idea that, like, somewhere out in, like, where all the giant StarCraft battles were happening, you know, thousands of Zerg and Protoss and Terran, there’s, like, this, like, lone prospector on some planet, like, going through, like, a mysterious dungeon- … you know, looking for minerals but finding monsters. Like, it was that kind of spirit of- Lex Fridman (03:24:22): That’s awesome. Jeff Kaplan (03:24:23): … more on the ground level. Lex Fridman (03:24:24): I didn’t even think about that because my intuition with a StarCraft MMO would be the soldier as part of the army, right? The prospector. That’s such a beautiful vision. Yeah. Jeff Kaplan (03:24:32): Yeah, I- Lex Fridman (03:24:33): Looking for the resources and on the way finding the monsters. Jeff Kaplan (03:24:37): You want to be on the ground f- Like, what’s it like on the ground floor? And I don’t want to be a minion in a giant army. I want to be Indiana Jones in space, you know? Lex Fridman (03:24:49): Nice. Jeff Kaplan (03:24:50): So then there was this Metzen picture of the prospector, and then two of the most amazing artists, Arnold Tsang and Peter Lee. Arnold’s the great character artist. Peter Lee’s the great environment artist. They did this concept art for Frontiers that was Metzen’s space prospector. He’s smoking a cigar-… and he’s got his foot on a Hydralisk skull. Lex Fridman (03:25:15): Nice. Jeff Kaplan (03:25:15): And then there’s, like, a Medivac in the background, and they’re on this, like, big alien planet. And, like, that picture, you just wanted to like, “Here’s my money. I’ll pre-order now. Like, sign me up for that game.” That picture ended up being McCree from Overwatch. We redid it. Lex Fridman (03:25:37): Nice. Jeff Kaplan (03:25:37): But, but yeah, that’s, that was where McCree actually came from. So that was the StarCraft Frontiers idea. We kind of, we, we went all in on the design. We had a world design. We had class design, like how, how the classes would work, what progression might look like. And you also have to think when you’re trying to design an MMO, like, what could expansions and live content be like? And we put together a really good pitch. We all knew there’s no way you can make this game. Like, this, even though it was more focused than Titan, it’s five years on Blizzard’s best day with nothing going wrong, in a perfect scenario, five years to make that game probably with, you know, 150 to 200 people. Jeff Kaplan (03:26:26): Like, these 40 people are not making that game in two years. So as much as I… Like, again, that was an idea, not a vision, ’cause it lacked, it lacked the path to reality, you know? There- Lex Fridman (03:26:40): ‘Cause that’s a legit large-scale MMO in a, in a world that you haven’t quite developed in the way that an MMO needs that was really crafted for the arts or the real-time strategy formulation of StarCraft. And it’s in space. It’s- Jeff Kaplan (03:26:53): Yeah. Lex Fridman (03:26:53): It’s… It would, it would take… I mean, it would be incredible, but it would be a five-year and realistically even more. Jeff Kaplan (03:26:59): Like, an endless thing that you’d spin on on that team. You’re making the StarCraft game. How do you get from planet to planet? Lex Fridman (03:27:05): Yeah. Jeff Kaplan (03:27:05): Is it a cut scene? No one’s going to want a cut scene, but we should probably make it a cut scene because that’s easy. But well, we gotta have space flight. That… You’re adding, like, three years just by saying, “We gotta have space flight.” Lex Fridman (03:27:18): You are. Yeah. Jeff Kaplan (03:27:19): And then how do you make a space game without space flight? We’ve all played them. We know, we know those games, so. Lex Fridman (03:27:25): So are you essentially, when you’re brainstorming like that, and by the way, such an incredible thing, for two weeks, you’re just really falling in love with the game altogether and trying to figure out if it’s actually possible. So if you’re developing that, are you just constantly trying to say, like, “What is the simplest possible thing we can do that’s a complete world?” Like, are you constantly trying to simplify or you’re allowing yourself to go big? Jeff Kaplan (03:27:49): So when you’re brainstorming and you’re with the team and you’re the creative leader, it’s, “Guys, what’s fucking amazing?” What’s big? What do players need? There’s a Blizzard design value called “what is the fantasy?” What is the fantasy? You want to be in space. You want to be in the StarCraft universe, and then your job as the game director, and if you have a great creative director, art director, tech director, the director should be scoping it back into reality. The mistake I see on a lot of game teams is scope becomes a production problem. You give it to the project managers or the executives or the producers to say, “No, there’s not enough time.” Or, “You guys should hire more,” ’cause- Lex Fridman (03:28:44): Right. Jeff Kaplan (03:28:46): Like, what do executives, what do those types have at their disposal that they can hit you with meetings in Outlook and tell you that you can hire more people? That’s not really how you get the game made. Lex Fridman (03:28:59): That’s why they get paid the big bucks. Jeff Kaplan (03:29:02): The scoping, your best-case scenario is when your tech director, art director, and game director are doing the scoping. Because then you know, like, this part we gotta spend big bucks on. There’s no getting around it. This part we can cheat. If you have a giant team and one guy’s job is just to make props, you know, crates and chairs, that guy’s going to make the… You know, that’s a AAA awesome developer who’s going to put his heart and soul into it. If you let him, he’ll take, you know, six weeks to make a crate. You have to have that moment where you’re like, “I kind of need 200 crates. So just spend, like, a couple hours on that one.” And that’s a hard thing to say to somebody. Lex Fridman (03:29:52): You’re doing this kind of scope carving while also talking about “what is the fantasy.” So you’re, there’s a tension there that you’re constantly dancing with. So you’re, you’re allowing yourself to think big, but then scoping it down, and doing that, what, on a scale of days in this case, like? Jeff Kaplan (03:30:12): Yeah. We had two weeks, so, and I don’t think we were… I was working on weekends, but we weren’t getting the group together. So it’s, you know, like 10 working days. Lex Fridman (03:30:24): And then you, like, shut it off and go to idea number two? Jeff Kaplan (03:30:27): Yeah. Idea number two was CrossWorlds. That was a Metzen vision for a universe, and, like, I’m glad Metzen’s back at Blizzard, and I hope they make this game someday. The way Chris described it was there’s a planet on the edge of the universe that’s like the Mos Eisley space port with all these, you know, freakish aliens and people from all walks of life- Lex Fridman (03:30:58): Nice. Jeff Kaplan (03:30:58): … and it’s kind of seedy and criminal. And there’s traders and smugglers and diplomats and… But this one planet is sort of the planet that they’ve agreed to like meet on, and this is like the neutral place, and then the game was going to take place on that planet, so- Lex Fridman (03:31:16): This is awesome. Jeff Kaplan (03:31:17): Yeah. So that was more of like a world IP driven one that was really inspired by Chris. Lex Fridman (03:31:24): And that allows you to play with different characters, different… I like that, I like that idea a lot, because it’s the meeting place of different worlds, and then you can allow your imagination to drive what the worlds from which they came from are like. So you don’t have to design those worlds. Jeff Kaplan (03:31:41): No, you don’t have to design them, but then they’re yours. Like, if the players really are reacting to, like, the Green People planet- … or whatever, and someday you’re like, “Hey, what expansion should we make?” “I don’t know. Green People planet.” Lex Fridman (03:31:53): Green People, yeah. Jeff Kaplan (03:31:54): Like, “Let’s do it.” Lex Fridman (03:31:56): I like it. Jeff Kaplan (03:31:57): So it was actually that, it was CrossWorlds. We were working on CrossWorlds, and like the StarCraft Frontiers, you know, for Frontiers, we were having the class meetings, you know, how class progression work, like, the game designery stuff. And on CrossWorlds, we were having a class meeting of, like a big decision in, like, RPG type games is always: are you doing, like, skill based or class based? Jeff Kaplan (03:32:26): And it’s usually some combination of those, but class based, you’re like choosing, “I’m going to be a warrior, therefore I use sword and shield, and I do these things.” Where more of a skill base is everybody’s kind of an avatar, and then the skills that you pick define, so I might take that I know how to use swords. So you’re kind of making those decisions, and with all things game design, there’s no right or wrong. It’s all trade-offs. So the trade-off decision we were making is like, “Oh, I think we want to be class based with this CrossWorlds thing,” and we were in a design meeting and one of my favorite designers of all time is a guy named Geoff Goodman. He was one of the original WoW encounter designers; he designed like Onyxia and all the big raid bosses. Jeff Kaplan (03:33:17): Like, if someone has a favorite raid boss, Geoff probably designed it. And he just kind of off the cuff said in this meeting, he said, “I wish instead of making, like, six classes, I wish we could make 50 classes. And I wish instead of having, like, you know, 100 abilities on the classes, the 50 classes all just had, like, one or two things that was really interesting about them.” And then the class meeting ended. Like, we designed our six classes in that meeting, and then the meeting ended. And I was back at my desk, and it just stuck with me what Geoff had said about the way he wished he could design the classes. And then I also had… We had this directory of all the amazing Titan art. Jeff Kaplan (03:34:13): And I started pulling up Arnold Tsang’s characters. Arnold’s vision and his art is second to none. And I started taking some of the old Titan characters that we had designed. We had a class called the Jumper, and the Jumper could, like, teleport forward and rewind time and come back. And the Jumper used dual-wield pistols, which was, at the time, designed after my dual G18s from Modern Warfare 2. It was my favorite loadout. I was just cribbing Infinity Ward. That’s where Tracer’s guns came from. Jeff Kaplan (03:34:53): And we had all these, like, different guns, like, some that bloomed and some that, you know, had this, like, really crazy recoil, and we had other types of guns. And I took every version of, like, the Titan Jumper, and I just distilled it into what I thought was the best version of the Jumper, which was, you know, the dual-wield pistols, the blink, the recall, and time bomb. And then I took Arnold Tsang art, and I went, you know, to Arnold, and I’m like, “What if this wasn’t, like, a class? You know, who is this as a person, not a class?” And Arnold, “What if she’s British, and her name’s Tracer?” And, like, that was the origin of Overwatch. Jeff Kaplan (03:35:41): And some of the pragmatic part of that was I knew that Geoff Goodman was gonna be on this team, and I knew that Arnold Tsang was gonna be on this team. And it’s a play to your strengths moment. Like, what could we make in two years with the talent we have, and what is realistic? Like, what could we realistically make? And so then I just sat there, and I sort of I went through a bunch of Titan classes with a guy named The Gunjack, who was… became Reaper. We had… Actually, the Ranger got split out and became 76 and became Bastion, of all things. Lex Fridman (03:36:30): You’re describing the game of Overwatch where exactly that vision from that meeting- … came to life for you. As opposed to having a small number of classes with a large number of skills, you have a large number of heroes with each their distinct look, distinct set of skills. Jeff Kaplan (03:36:50): Yeah, and the personality was a big part of it, like capturing… This isn’t some generic, the Jumper. It’s this person, Lena Oxton. You know? And she has a life, and we’re gonna, you know, make you interested in her. Lex Fridman (03:37:07): Yeah, there’s, like, a deep backstory. And that’s also what’s interesting about Overwatch, is that backstory is not, like, revealed in a direct way. It’s, it sort of, like, seeps in indirectly throughout the game. So, the backstory is implied almost. And it’s told not directly. So, there’s a lot of ideas like this. And so you’re… This is the thing that the team converged to. Jeff Kaplan (03:37:32): Yeah. Well, and it was funny because, like, we’re having these CrossWorlds. Like, people are, you know, writing design docs and doing concept art for CrossWorlds. And, you know, we’d have some brainstorm meetings every day, and I put together… It was a seven-page deck, Overwatch deck. And it was called Monetized Shooter at the time. And it just said, “Monetized Shooter.” And then the first slide was League of Legends plus Team Fortress 2 logos. Jeff Kaplan (03:38:05): And then I had, like, six heroes, like, sloppily designed. And as everybody was working on CrossWorlds there were two, you know, co-leaders of that team for… There was, you know… Chris Metzen was there, and Ray Gresko. And I remember Ray coming over. Ray is, like, a phenomenal game developer of all time. He, like, wrote the Dark Forces engine, was the production director on Diablo III. He and I killed Titan. And then he’s at my desk looking over my shoulder, and he’s like, “Well, what are you working on? Is this the CrossWorlds pitch?” I’m like, “No, this is, like, another idea that I’m just working on on the side.” And I show him the seven slides, and he just looks at me, and he says, “Go show Metzen this.” Jeff Kaplan (03:39:04): This is what we should make instead.” And then I went and I showed Metzen, like, “Hey, this is just an idea.” And then Metzen was like, “Yes. You know, this is what we should make.” And I showed Arnold, and it was Arnold’s art. And then Ray tells me, he’s like… ‘Cause we would- Every morning, we’d get the team together ’cause we were in this dire, you know, dire straits, and we’re midway through at that point. And Ray and a producer named Matt Hawley said, “Tomorrow morning at the meeting, you’re gonna pitch this Monetized Shooter idea.” It was called Monetized Shooter because originally when I pitched it, it was free to play and you had to buy the heroes, which is fucking terrible, but at the time, I actually thought that was a good idea. Jeff Kaplan (03:39:56): And I’m walking down the hall with Matt Hawley to go, like, pitch this to this group, you know, we’re supposed to be working on CrossWorlds, and they’re like, “You gotta pitch this idea to them.” And Matt Hawley stops me in the hall and says, “You, Jeff, you cannot go into that meeting. I refuse to put up a deck in front of the team where the first slide says, ‘Monetized Shooter.'” “They’ll hate that, and that’s not the spirit of who we are-” “… as, you know, creative devel-” And I’m like, “Yeah, you’re right.” Like, well no one was supposed to see his deck anyway. Jeff Kaplan (03:40:34): You guys are all looking over my shoulder. He’s like, “You need to put a name on it.” I’m like, “It’s Overwatch.” Like, right on the spot, I said the name was Overwatch. And where that had come from was when we were working on Titan, I was really angry about this. We did this fake… I did not do this, another leader on the team did this, of this fake, like, we’re gonna put up whiteboards and everyone gets to vote for their favorite name for Titan. But the person who did it already had a name in mind- … for the game. And just kept pushing towards that name. Jeff Kaplan (03:41:17): And the thing that got the most votes was Overwatch. Overwatch in Titan was, like, a police group, essentially. But somebody had written Overwatch on that board and it got the most votes. So I basically named the game Overwatch to, like, high five my team- … and kind of middle finger. Like- Don’t act like it’s a democracy when it’s not. Lex Fridman (03:41:43): Yeah, yeah. Jeff Kaplan (03:41:43): You know? So… Lex Fridman (03:41:44): So it’s a middle finger. So Overwatch, and then the, I mean, the rest is history. So what, in that slide deck, did you already have a kind of crawl, walk, run idea of the way this would be developed? Jeff Kaplan (03:42:00): So my, my deck was terrible. People actually- … there’s a thing called the Jeff Deck, which is: it’s always gray with black writing and then the default, like, PowerPoint blue shapes, because I just don’t bother making it look good- Jeff Kaplan (03:42:15): … Besides dragging Arnold Tsang’s art, you know, desecrating it into my deck. We put together… We had this amazing game designer on the Overwatch team, a guy named Jeremy Craig who’s now actually game directing a game over at Bonfire. Jeremy, not only was he a great game designer, but he had the ability to sell things better than anybody else, visually. So Jeremy took my shitty deck, and then we had lots more, like, creative brainstorms and we thought through the game of Overwatch a lot more, and then he made this gorgeous pitch deck that we pitched. We first had to go through the Blizzard production and game directors for them to approve it and give it their thumbs up, then we had to go through the Blizzard executives, then we had to go through Activision. Jeff Kaplan (03:43:11): And in that deck, because we had to speak to schedule, we had to speak to two things that were tough to speak to. One, we had to speak to schedule, and we came up with this concept of crawl, walk, run. We had identified the reason Titan failed is we just tried to run; we tried to come up with the next World of Warcraft. But if you think about World of Warcraft, it had Warcraft I, II and III to build upon to even get to the point where people gave a shit enough about that world to want to live in the world of Warcraft. So the idea was that instead of trying to cut right to World of Warcraft, let’s try to honor Warcraft I, essentially. So this first game is just to establish that there’s a universe you might give a shit about. Jeff Kaplan (03:44:09): We also knew that the timeframe we were given of two years, there was no way to create a compelling PvE experience, so we just kinda randomly put dates in a slide of crawl, walk, run, thinking it was aspirational, and really, we were just trying to save ourselves. Like, don’t cancel us. You know, this team can make something great. The other part that we had to talk to too was, like, a mobile strategy. Like, at that time, it was like, everything has to be also on mobile, which I think is the dumbest thing ever. And so literally what we did is, this was Jeremy’s brilliant part, we had a picture with all the boxes and then one of them is, like, a tablet with just a fucking Photoshop of, you know, Arnold’s art on it. We’re like, “And also-“ Lex Fridman (03:45:03): Mobile Jeff Kaplan (03:45:03): “… it’ll be on mobile.” Lex Fridman (03:45:06): Brilliant. But I think this crawl, walk, run idea is really nice. So the, the, the initial idea is you would have basically a shooter with all these different characters, all these heroes, and then the, the walk would be the PvE version of that, co-op. And then if people really fall in love with the world, then you build a big MMO around it. Quick pause for a bathroom break. Quick 30-second thank you to our sponsors. Check them out in the description. It really is the best way to support this podcast. Go to lexfridman.com/sponsors. We got Fin for customer service AI agents, Blitzy for code generation in large code bases, BetterHelp for mental health, Shopify for selling stuff online, CodeRabbit for AI-powered code review, and Perplexity for curiosity-driven knowledge exploration. Lex Fridman (03:46:00): Choose wisely, my friends. And now, back to my conversation with Jeff Kaplan. And we should also say that there’s a whole world that was built around Overwatch. And one of the ideas was… So, Warcraft is a very particular kind of world. StarCraft is a particular kind of world. Diablo is a particular kind of world. And you wanted to bring Overwatch to Earth and make it positive. You give this talk where there was a lot of respect paid to the sort of dark, gritty, post-apocalyptic games on Earth. Also gave a lot of respect to the ultra-realistic first-person shooter games like Call of Duty. And you wanted to create something more that paints a vision of a near-term hopeful future, and fun, and more sort of surreal, versus like ultra-real. Lex Fridman (03:46:57): So it’s interesting to talk through how a world comes to life. How you think about that world, how you create the tone of the game, how you think, how you craft in this vision. And not just, like, different characters like Tracer and so on, like what the personality is, but, like, bringing the world to life in which they will be. What was that process like? Jeff Kaplan (03:47:23): The process was a blast. And, like, the goal was that bright, hopeful future. And the other phrase we used all the time on the team was, “A future worth fighting for.” Lex Fridman (03:47:34): Mm-hmm, yes. Jeff Kaplan (03:47:35): You know, if there’s gonna be all this fighting, like the… it kinda has to be worth it for something. Picking the locations in the world was the funnest thing. You know, there’s just a group of us who would sit around, and be like, “Where do you wanna go?” You know, “Santorini looks amazing.” And you’re looking at pictures, and like, “Let’s make that place.” You know in a video game people are gonna spend hours and hours in a location. Resist the urge to do the common, I call them the cargo container mazes, that you see in every game. And I know why they exist, they’re easy to make, but we kinda wanted Overwatch to be this world tour of great places that you’d wanna go to. Jeff Kaplan (03:48:23): Or in the case of like Oasis, it’s like, okay, maybe Iraq, back when we were making this game, wasn’t the top of people’s list, but what is the bright, hopeful version of what that could look like? So we just really tried to sell this idea of these aspirational locations. One, just to get people thinking about different places on Planet Earth and how awesome they all are. But also, from like a pure game design standpoint, you’re gonna spend a lot of time in the environment, so the environment should be pleasing and not oppressive. Lex Fridman (03:49:04): Can you go through some of the heroes that you ended up putting in the game? Maybe a good way to do it is, which are your favorites? And what’s from the best of your knowledge of the internet, favorites? Jeff Kaplan (03:49:16): My favorite… I have a couple favorite heroes. Obviously, Tracer. Lex Fridman (03:49:23): She’s the OG. Jeff Kaplan (03:49:24): The OG, the cornerstone. You know, we put her on the front of the box. She was that moment of, “We should just take the best of the best,” and we know this gameplay is good and solid. And it’s so simple. Like, the mechanics are very easy to explain to somebody. It’s very easy to pick up. The first time anybody hits Recall for the first time and they try to wrap their mind around like, “Wait, does that mean if I…” You know, and they’re mapping out the possibilities. Lex Fridman (03:49:56): And by the way, we should say that it’s a PvP game with six versus six at first, and where there’s three distinct roles that people take on on a team. And those roles, at first, I guess were not required. Like, you can reallocate those roles as you wanted. And then to maximize the fun, you add a little bit of structure. You enforce two per role, and the role being Tank, Support, and Damage. So, that. And then there’s all the kinds of heroes that are associated with the different roles, and people pick and there’s lore. And some people are probably like hardcore just one particular hero. And so there’s a lot of personality and story and community that builds around each of the heroes. And, but at the end of the day, it is just a fun shooter. Jeff Kaplan (03:50:51): Yeah. Our goal was to pay homage to the shooters before us that we loved. There’s no way you can talk about Overwatch without talking about Team Fortress 2. Uh, Team Fortress started as a Quake mod, which was brilliant and I played tons of. Then there was Team Fortress Classic that came out with Half-Life 1. Jeff Kaplan (03:51:15): And then Team Fortress 2, I think everything about it blew everybody away when it came out in 2007. And there’s obviously just huge influence there. But the shooter mechanics of Overwatch are… They hearken back to what people call the arcade or arena shooter genre. Which pains me ’cause I never… Back in the day, I didn’t think of Quake as an arcade shooter. It was almost an insulting way of saying it. But just the fast movement, really epic, over-the-top weapons. You have a low time to kill, or TTK, that players call it. Meaning you’re very survivable; you can take a few hits. Where, in a game like Call of Duty or Counter-Strike, if you get shot in the head, you’re just dead right away. So it was supposed to be this explosive, larger than life, fun, arcade-y shooter- Jeff Kaplan (03:52:17): With a lot of teamwork involved. Lex Fridman (03:52:20): And so you said Tracer up there? She’s the OG. Who else? Jeff Kaplan (03:52:25): McCree. McCree is another, like, I’m somebody who’s attracted to the simplicity and design. And I did not design McCree’s six shooter. The way that gun feels is phenomenal, and to capture the spirit of that, we had a designer named Mike Heiberg design the High Noon ultimate. And then just all the care and love the team put in, like when he does the ultimate, we roll a tumbleweed across the screen like every time. It’s a very simple hero, but the simplicity is what I like best in design. Jeff Kaplan (03:53:02): I’m not a fan of when somebody starts explaining, you know, in any of these games, whether they’re MOBAs or hero shooters, and they start, like, “This guy throws orbs, and he throws three orbs, and then he runs out of his orb bank, and then he can call the orbs back, or he can catch the orbs.” And my head is spinning, and I’m like, “Just give me a fucking good gun.” You know? And I’m done. Lex Fridman (03:53:28): Simplicity is everything. What about Reinhardt, the tank? Jeff Kaplan (03:53:32): Reinhardt was actually my main. So I played the most of Reinhardt. That was another amazing Geoff Goodman design of this guy who just has a shield. As soon as you give somebody a shield, they know what to do. They go into protector mode. The shield was designed to shoot through. The shield has since been copied by like every hero shooter since, and even non-hero shooters. And then he just has a giant rocket hammer. And he does a charge ability. It’s really interesting where the charge ability came from. I was playing a ton of Left 4 Dead 2, and you could play in versus mode where you could be the enemy zombie guys. Jeff Kaplan (03:54:16): And there was an enemy boss zombie called The Charger who had that charge ability. And I thought, the reason that ability was so cool is because it’s a commit. Once you press the button, you’re a runaway train. And watching Reinhardts charge to their deaths is kind of hilarious, and it’s what separates a great Rein from a shitty one. Lex Fridman (03:54:37): You’ve explained that the Overwatch matchmaker process is designed to keep players at a 50% win rate. I think it’s just a fascinating topic. Not to get too philosophical, but you can’t have the up without the down, hence the 50%. Can, can you speak to the complexity of like what makes a good matchmaker? Jeff Kaplan (03:54:57): The matchmaking systems are some of the most complex design and engineering tasks you’re ever gonna tackle. And they’re thankless. It’s, it’s very hard, too, because I think most people, and they’re not being disingenuous, like if you ask a gamer, “What do you want?” They’re like, “I just want a fair match. Like, just make it even.” And the reality of what they want is they want a match where they’re slightly better than the other guy. Jeff Kaplan (03:55:27): Like, they want it to feel like it was close but then win. And you can’t architect that. Like, there, it’s, you know, it’s a zero-sum situation, so there’s gotta be winners and there’s gotta be losers. The other really core problem, and we would study this all the time when people would complain. You know, you see a Reddit post, and somebody would say, “I had a six game losing streak. This is so fucked. It’s the worst matchmaker ever.” Lex Fridman (03:55:58): Oh, Reddit. Jeff Kaplan (03:56:00): Yeah, right? I love Reddit. Lex Fridman (03:56:02): Me too. Jeff Kaplan (03:56:02): But we would look up that person’s account. I would do that all the time. I love looking up people’s accounts and seeing- … what would happen. It’s like, yeah, he had the six-game losing streak. He had an eight-game winning streak before that. There was no post about how awesome is this. And the human psychology doesn’t allow for that. One of my hindsight regrets about Overwatch, and this is, I think we did the right thing in the moment. It’s you know, like, I wouldn’t go back and redo it, but if I was making a hero shooter from scratch today, I would make it less team-focused. And we put all of our eggs in you noticing if the team won or lost. Jeff Kaplan (03:56:48): And we downplayed your individual contribution as much as possible. There wasn’t a scoreboard. We had a medal system, but the medal system was, in my opinion, it was not good because the losing team got medals and the winning team got medals. And on the losing team, they would use that. They would weaponize it against their teammate. “Well, I’m the top kills, and all you guys are making us lose.” And it’s like, “Okay, you’re the top kills by like one, and you guys still lost.” So I would, if I was to redo it today, or for any aspiring hero shooter makers out there, I would actually downplay the team factor, and try to put more focus on individual contribution. Jeff Kaplan (03:57:37): Because that’s just how people play. They’re, they’re selfish. And I don’t mean that in a bad way. It’s just, it’s that human nature, they can’t help. Lex Fridman (03:57:48): And in terms of how they experience the game, in terms of how they derive joy from it, or how they see the challenge of the game is individual. Even when you’re on a team, you’re still feeling- … it’s individual, a fundamental individual experience. Let me, as a small aside, before I forget, since we mentioned first-person shooters so much, outside of Overwatch, what are some of the great shooters of all time that you’ve played? Jeff Kaplan (03:58:14): Quake is the greatest. Lex Fridman (03:58:16): Quake is GOAT. Jeff Kaplan (03:58:17): Yeah. Quake is GOAT. There’s a lot of contenders up there. Lex Fridman (03:58:23): What have you logged the most hours in outside of the games? Jeff Kaplan (03:58:27): Rust. Lex Fridman (03:58:27): Okay. Can you… Okay. A lot of folks have written to me that I need to play Rust, the video game. I have not even looked into it. Somebody on Reddit said it has a steep learning curve. I would like to give it a chance because you have to me spoken so highly of it. So can you explain Rust? Jeff Kaplan (03:58:48): Yeah. Rust is an open world game. It’s a procedural map, so it means that every time it’s different. You’re always on an island, and it resets every month. So- Lex Fridman (03:59:02): Is it PvP? Jeff Kaplan (03:59:03): It’s all PvP. In fact, Rust is the most PvP thing in all of PvP. Lex Fridman (03:59:12): Well, I don’t know what that means, but- Jeff Kaplan (03:59:15): Rust players know what that means. Lex Fridman (03:59:16): Everybody who plays Rust and loves it sounds to me like they’re in a cult. So I with all due respect, please don’t write me letters. Jeff Kaplan (03:59:24): They’re too busy playing Rust. They’re too busy checking on their base, making sure it’s not raided, to write you letters. Lex Fridman (03:59:30): Oh, good. Jeff Kaplan (03:59:31): It takes place… It’s basically… It’s open world. You can do whatever you want. There’s not really any directed gameplay to it, but at any time, any other player can kill you and take anything that’s on you. Lex Fridman (03:59:49): Oh, wow. Jeff Kaplan (03:59:50): Yeah, and then you build what Rust players call bases, and you upgrade the base, and you try to make the base as safe as possible to store your stuff, and then you can make explosives and blow up other people’s walls to get into their base where they’re keeping all their best stuff and take all their shit. Lex Fridman (04:00:11): Like, permanently? Jeff Kaplan (04:00:12): Permanently. Like- Lex Fridman (04:00:14): Oh, I see. Jeff Kaplan (04:00:15): … it would be like PvPing in WoW. Imagine in World of Warcraft- … if somebody could not only kill you but take everything that’s in your bank and make you level one the next time you log in. Lex Fridman (04:00:29): Wow. That’s very stressful. Jeff Kaplan (04:00:32): The beauty of Rust, and why it’s so good, is you can’t have the high highs without the low lows. And- Lex Fridman (04:00:41): Like, real low lows. Jeff Kaplan (04:00:42): Real low lows. Lex Fridman (04:00:43): Wow. All right. Jeff Kaplan (04:00:45): Like, debilitating, like, “am I ever gonna play this game” lows. Lex Fridman (04:00:49): Right. Jeff Kaplan (04:00:49): You know, like, you spend a week building the world’s most perfect base and getting tons of loot, and then it… There’s what’s called online raiding and offline raiding. Online raiding means that my enemy is… I can see that they’re in their base right now, and I’m gonna try to attack them while they’re in their base. Offlining, which is, like, all Rust players will say you’re the scum of the Earth if you offline someone, and then all Rust players also offline people all the time. Yeah. It’s- Lex Fridman (04:01:28): Yes, Jeff Kaplan (04:01:28): … gamer etiquette. Lex Fridman (04:01:29): Yes. Jeff Kaplan (04:01:29): Offlining’s when, like, “Hey, I think that my neighbor logged off for the night. You know, they just played six hours. I’ve been watching them, and now there’s no activity in their base, so I’m gonna, like, blow up their walls and take up all their stuff when they’re not here.” Lex Fridman (04:01:45): Mm-hmm. Yeah. So Rust, because real life is not hard enough, is what it sounds like. Just, I want… If I want- Jeff Kaplan (04:01:50): That’d be a great tag. Lex Fridman (04:01:51): If I want more stress in my life, I’ll play Rust. Yeah. I can’t wait. So okay, so that’s one. That sounds like a unique experience and a great joy. So quick number one, Rust in up there. Jeff Kaplan (04:02:06): Call of Duty. Lex Fridman (04:02:07): Call of Duty just has its own- Jeff Kaplan (04:02:08): You know, there’s a lot of haters. Like, Call of Duty 4 and Modern Warfare 2 were the pinnacle of Call of Duty, with Black Ops being a very respectable, you know, third. But you’re never gonna get a better gun feel from a game than Call… Like, just study the visual effects, the animation, the modeling, the sounds. Every aspect of shooting a gun in Call of Duty is so masterfully done. And then the maps, like, the flow of the multiplayer is just great. Like, there’s… There’s a map called Crash from Call of Duty 4 that Aaron Keller and I… Aaron’s now the game director on Overwatch. We just sat and studied that map, or Terminal from Modern Warfare 2. Just studied the maps of just, like, this map design is off the hook. So Call of Duty is definitely up there. Lex Fridman (04:03:05): So even though you were not thinking about it, Overwatch ended up being a gigantic success. So did you start thinking about, in this framework of crawl, walk, run, about the walk, the PvE piece? Jeff Kaplan (04:03:23): Yes. So the PvE piece was what Overwatch 2 was supposed to be. And I don’t know if people know this or not, but we started working on Overwatch 2 in 2015. Lex Fridman (04:03:43): ♪ Over- ♪ Jeff Kaplan (04:03:43): So, Overwatch 1 didn’t ship until 2016. So before Overwatch… And it wasn’t like work in earnest. It was like pitching the game. I remember I spent a lot of time… It was myself, Chris Metzen, and Michael Chu sort of brainstorming a framework for what, like, a campaign could look like. And we had this idea of, like, a cooperative PvE shooter. And we actually pitched it to the team before we launched because we were trying to put a bunch of runway in front of us. That worked against us, and it’s one of my biggest mistakes I’ve made as a creative leader in my career, was Overwatch 2. There were two points of failure for me. Jeff Kaplan (04:04:33): The first was, I had people on the game team who didn’t like PvP or competitive shooters, and they really loved the Overwatch universe and wanted to play these characters and heroes, but they wanted to kind of do it on their own terms in like a PvE setting. So even though Overwatch is this like runaway success and everybody’s talking about it, they felt like they couldn’t really engage with it. And so like people on the dev team are like, “Okay, thank God we, you know, shipped that PvP thing-“ Jeff Kaplan (04:05:09): “… When do we start work on this other thing?” So that came from a genuine place of excitement. And then the other point of pressure was from the executive team, and this was both the Blizzard and more so the Activision executive teams, and they started really putting the heat on, “Well, you said Overwatch 2 was gonna be out in 2019.” And they’re referring back to these slides that were just crazy dates. Like- … it was… You never want to put a PowerPoint deck in front of a corporate executive. Like, you might as well etch it in stone and come down from the mountain on it. Lex Fridman (04:05:53): So you just threw some dates because the layout looked good. Jeff Kaplan (04:05:56): Yeah. This is just all bullshit. This is just… In the same way we put, like, the tablet, you know? We just put Overwatch, like put Tracer on a tablet and say we have a mobile strategy. Jeff Kaplan (04:06:09): So the executives started getting really angry at us that Overwatch 2 was slipping, slipping. And so when Overwatch 1 took off, I remember very early, we were in like May of 2016, and that year the Olympics were gonna be in Rio, I think. And, you know, I always like to pay, pay respects to, like, when a big event is happening, I’m like, “Hey, we should do, like, an event for the Olympics.” You can’t call it the Olympics or else they sue you, so you just… Even though you’re advertising for them to a bunch of kids who want to play video games and not watch the Olympics. But we also had like these two developers, Mike Heiberg and Dave Adams, like worked on this quirky… Like, they made soccer in Overwatch. We called it Lúcioball. Jeff Kaplan (04:07:05): Like, they made a map and they made these mechanics. We’re like, “Yeah, let’s do an event called the Summer Games.” Jeff Kaplan (04:07:13): And we do a live patch that’s the Summer Games. It’s extremely successful. And then after that, we’re like, “Yeah, let’s do… Halloween’s coming up. Let’s do a Halloween event. How cool will that be?” And our fans just loved these events, but there were two groups that were struggling with it. One was that group I told you on the dev team who was like, “Oh my God, you guys are over-scoping the patches. Why are we doing this Halloween event? We should be doing… We should start work on Overwatch 2. We shouldn’t be this focused on the live game,” which was fucking nuts. Like, that was just crazy. There’s this phrase of catch the wave, ride the wave. Most games fall off the back of the wave. They don’t catch the wave. No one plays it or plays it for two weeks. Jeff Kaplan (04:08:09): If you’re lucky enough to have caught the wave- … ride it till the end. And my instincts at that point were like, “Let’s just keep… How many more of these live events can we do?” Lex Fridman (04:08:22): So yeah. So now there’s this wave in the live game and events, but the pressure on creating Overwatch 2 was building. Jeff Kaplan (04:08:31): Yeah. We had a coalition on the team that was… really wanted Overwatch 2 built instead of the live events. And then the executive pressure became monumental. And what would have been correct was to do more world events, like keep it going, but the major derail was Overwatch League. And we really like… The, the weirdest part about Overwatch League is I believe in it. You know, I helped pitch it along with some other people. We thought it was like the future of esports and doing regional-based teams, ensuring minimum player salaries and player protections. Like, there was a lot of very good about Overwatch League. Lex Fridman (04:09:20): And there would be teams associated with particular cities. Jeff Kaplan (04:09:22): Yes. Lex Fridman (04:09:23): And it would be international. It would be real competition. So the dream, the ambition was really huge there. Jeff Kaplan (04:09:29): Yeah. The teams part of the dream was more of like regional based, player protection, try to make esports more of a first class citizen, because there were all these stories about like shady teams, you know, screwing their players over. Where it got away from us was there was a lot of excitement about Overwatch League, like too much so, and then it got over marketed to the people buying the teams. They went on this road show where they had a deck basically, and like you could put anything in a deck and sell anything, and they were pretty much selling the Brooklyn Bridge, that Overwatch League was going to be more popular than the NFL. Jeff Kaplan (04:10:15): And we got a bunch of…… billionaire investors in these teams. And when 2018 started, like for example the day I got back, they said, “We signed this huge deal with Twitch for streaming of Overwatch League,” like a media rights deal. And that means that here’s all these commitments we made for Overwatch League of like in-game stuff that had to exist. Like a lot of it was integration with Twitch and camera control and that kind of stuff. The other part of it was a bunch of skins and you know, uniforms for all the teams, which was not just getting the art in the game, but there was huge technical challenges to, like, how all that worked and was efficient and hit the right, you know, memory footprint and all of that kind of stuff. Jeff Kaplan (04:11:13): And so all of your plans at that point kind of go out the window. Like you’re not gonna work on new world events. You’re not really even focused on Overwatch 2, you’re just kind of treading water. There was a lot of talk of like, “Oh God, you know, the deal, like, the deal didn’t go well and we’ve got to do make goods to make the deal better for them.” I’m like, “Just give them some money back, you know?” Like, if you… The deal isn’t what people wanted, like, putting it on us, the Overwatch team, to, like, support this beast. Jeff Kaplan (04:11:52): And it was a great idea that the wrong instincts and sort of, I don’t know how to phrase this in a way that’s not damning, but there was too much focus on, “Let’s make lots of money really fast.” And a lot of people got dragged into it. And while Overwatch League was great for Overwatch in terms of the players that it brought in, and the Overwatch League players, they were awesome. I love them. The Overwatch League staff at Blizzard, some of the nicest, most motivated, great creative people- … like all of these organizations got built and they were all great, but it was a house of cards waiting to fall. Lex Fridman (04:12:43): And when it became more about the money versus the quality of the experience of the different teams playing together and actually building this ecosystem of esports… Jeff Kaplan (04:12:55): The financial reality kicked in, where these teams now, we didn’t just have, you know, executives at Activision and Blizzard who cared about the bottom line of Overwatch. We had all these people who basically invested in the game, and then they started to express their opinions. Originally, the business model was going to be that they were going to do in-person events and there’s going to be big ticket sales and then merch, you know, and all of that. And I think really quickly everybody learned like, yeah, we can’t do in-game events when you have a London team and a Shanghai team and, like, how does this work? So that fell apart super quickly. The merch was good, but it wasn’t going to be making NFL level money- Jeff Kaplan (04:13:51): … whatever insanity anybody thought that was going to be. So everybody quickly defaulted back to, “Hey, didn’t Overwatch make like $500 million just in the live game last year? What can we sell and what can you give us?” That pressure comes onto the team, and then the pressure to ship Overwatch 2 and all the care and love that we had for, like, the live game and the live server, “Let’s just make events and new heroes and new maps,” we’re losing all these resources. And it got to the point, you know, my exit at Blizzard, I believed in Overwatch 2. I think we could have made a great game. I have a lot of hindsight of, like, how I would have designed that game differently with what I know now versus what ultimately we didn’t ship. Jeff Kaplan (04:14:50): And Overwatch 2 is out now, but it’s not the Overwatch 2 that we planned and announced. Lex Fridman (04:14:57): So when you’re referring to Overwatch 2 in this conversation, you’re referring to the PvE version? Jeff Kaplan (04:15:01): The PvE version. Lex Fridman (04:15:02): Which, by the way, I would have loved to play. I’m one of the people that were… Overwatch is great, but the PvP, but I would have loved to play the PvE version. Jeff Kaplan (04:15:12): I think everybody would have loved to have played it. And there’s a misconception online that all I cared about was PvE and I didn’t care about PvP. All of the Overwatch 2 PvP maps were something that I said to the team over and over, “We have a PvP audience. If we get anything right, it has to be the PvP.” We would be lucky to welcome these PvE players, but that’s not guaranteed. So it was never a PvE only focus. Lex Fridman (04:15:46): It’s just almost expanding it to also the E. Jeff Kaplan (04:15:50): Yeah. And what eventually broke me was it used to be like in 2016 and 2017, I felt very in control of the Overwatch team and the direction of the game as a game director, you know, working with Ray Gresko as the production director, it felt like we were running Overwatch. Jeff Kaplan (04:16:11): And we were very, very successful and doing a good job. And I think the fans were happy. And then as we transitioned, you know, Overwatch League was the best intention. You know, my parents always say, “The road to hell is paved with good intentions.” That was the Overwatch League, and it ended up being an albatross. And then Overwatch 2 is the same thing. And what it boiled down for me, like what sort of ultimately broke me in my Blizzard career was I got called in the CFO’s office, and he sits me down and he says, he gives me a date, which at the time was 2020 and was going to slip to 2021, but at the time, it was 2020. Jeff Kaplan (04:17:03): And he said, “Overwatch has to make in 2020, and then every year after that, it needs a recurring revenue of…” And then he says to me, “If it doesn’t do dollars, we’re gonna lay off a thousand people, and that’s gonna be on you.” And that was just the biggest fuck you moment I had in my career. It felt surreal to be in that condition. And as somebody who’s worked on a lot of games, made a lot of games, you get in these meetings where they’re like, “There’s Fortnite, has 1,400 people working on it. If you just hire 1,400 people and make it free-to-play, we’ll make that money, right?” And that was… 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. Jeff Kaplan (04:18:12): I never thought the day would come, and that was it. I was like, we’re done here. Luckily for Blizzard, that CFO is no longer there. Lex Fridman (04:18:25): I mean, Blizzard is one of the greatest companies in the history of Earth. They’ve created so many incredible video games. It’s so difficult to create so many hits, and they were done not by chasing money. They’re done by small incredible teams, the hodgepodge that you describe taking big risks and falling in love with the thing they do and then just chasing it, working extremely hard. And just because you figured out a way how to make a lot of money doesn’t mean it’s not at the core this incredible creative journey that’s incredibly difficult to pull off. And just because you got a bunch of really smart creative people who have somehow figured out how to pull it off multiple times in a row doesn’t mean you can just treat it like a machine. Lex Fridman (04:19:21): Every single time, it’s this beautiful journey of hodgepodge of weirdos working together, and weirdos have to run that thing. If you have, ever have a chance to create something special, you have to have weirdos at the helm. And the degree to which you don’t have weirdos at the helm, creative minds at the helm and you’re a businessperson at the helm, get out of their way, right? You can’t, you cannot have the meetings like you’re describing. And I don’t just speak about this particular company. It’s just the entire industry. I just, there’s so much joy to be had if we keep creating great games, and I just hope we get to see those great games. Jeff Kaplan (04:20:09): I think there’s a message to creative people out there and people who make stuff. We’re generally—we’re so focused on the love of the craft that we get lost in it and we love doing it and we’re not cutthroat and we don’t have that kind of ambition. We have a different kind of ambition. But there’s this whole world, especially as soon as you’re lucky enough to have success, that are very cutthroat and very ambitious. And for whatever reason, we keep giving ourselves to them, and we need to stop giving our so… World of Warcraft, when we made it, there was no CFO at Blizzard. You don’t need a CFO to make World of Warcraft. You need artists, engineers, designers, producers, and an audio team. Lex Fridman (04:21:07): You don’t need to bring in… Just because you’re making a lot of money doesn’t mean you need to now start adulting by bringing in a CFO. You can figure it out. Jeff Kaplan (04:21:16): And there are great finance guys. Like I’ve worked with finance guys who get it and get out of the way and respect, and they’re gamers, and they sort of understand, but like, I wish developers would understand their own value more and stop handing the golden goose to people who don’t deserve it. Lex Fridman (04:21:40): How painful was it to say goodbye? Jeff Kaplan (04:21:44): It broke me. I think after you’ve been at a place like Blizzard, which I love Blizzard. To this day, I have nothing but warm, fond memories. I mean, there’s those moments where you’re like, “I wish that hadn’t happened,” but on the whole, that place is mecca for game development, and everything I have is due to Blizzard. They provided for me and my family, made me the person I am, so separating from Blizzard was one of the most painful things. And I was very sad when I resigned, and I didn’t realize how broken I was until recently, like the mourning, grieving I had gone through of like… I think I’m a little fucked in the head for not being there any… How could I give that up? How could I not be there anymore? It was—it was really, really painful leaving. Lex Fridman (04:22:48): Can we just speak to, I don’t know, I don’t think we can give enough love to Blizzard. It’s a legendary company. For me personally, for everybody, for millions of people, created some of the greatest games ever, Warcraft, StarCraft Universe, Diablo, WoW, Overwatch. What made it such a legendary game company? Just looking back at the whole of it? Jeff Kaplan (04:23:11): The start is Mike, Allen, and Frank. It was run by three gamers. They were, all three of them, programmers. They made the games before they just ran the company, so they knew what each of us as developers beneath them were going through, and they protected us. They shielded us from all of the nonsense, and even when they would align with a businessperson, they had a COO in the early days named Paul Sams, and Paul protected us. Jeff Kaplan (04:23:47): You know, they just, they found great people who got it. The company when I joined was, like, 95% developers and, like, 5% operations. It’s, when I left, it was, you know, 50/50, and that’s like a 4,500-person company. That love of the games and the respect and good treatment for game developers really turned it into the place that it was, just the commitment to excellence, the high-quality bar and then finding these passionate people like Chris Metzen or Sam Didier, they were, like, the visionaries of early Blizzard, Allen Adham, of just these worlds that we’re still making and we’re still playing in today. It was infectious and it was inspirational, and you wore the Blizzard blue with an esprit de corps. Jeff Kaplan (04:24:51): Like, you felt proud to be part of it and you felt like you had made it to be there, and everything you did, you did wanting to respect and honor those who had come before you. I know that sounds almost cheesy saying it that way, but it really had that sense of reverence, like you knew you were part of something special. You didn’t take it for granted. Lex Fridman (04:25:15): Yeah. That’s the sense. Reading everything, that’s the sense I got. Everybody there was a part of it that truly, truly, truly honored that time. Just to, just to take a small slice, what were some of the brain… So you mentioned Chris Metzen. You gave so much love to so many people on the team, but I gotta ask about Chris Metzen, who I would, by the way, love to do a podcast with at some point. What were the brainstorming sessions with him like? It seems like those are pretty awesome. Jeff Kaplan (04:25:44): They were the best. Like, you could walk into a room. Like, the way I would work with Chris is early on when I was more junior, it was just sort of getting creative direction from him. “Hey, Chris, I’m about to work on this zone called Westfall. What are your ideas? You know, how could I capture them in gameplay? Well, that won’t quite work. How about like this?” It was more like that. Later on, like, I, I still remember the first discussion I ever had with Chris about Wrath of the Lich King, I went up to his office like, “Hey, we’re, we’re finally doing it. We’re doing the Northrend expansion. You know, what excites you about Northrend?” And that’s all you had to say. And he would draw a map and he’d start pulling up old, like, Warcraft II and Warcraft I manuals- … Jeff Kaplan (04:26:39): and, you know, showing you, like, pictures he and Sammy had drawn and, like, maps and, and he, all of it, he would just go on for an hour and then I would sort of digest. I’d just listen, taking constant notes. I’m photographing his whiteboards all the time, and then I go back and start to put those into design flow of, like, “Okay. What, what’s a zone? What’s a dungeon? What could be cool? What should come first? What should come last?” You know, Lich King, for example, we wanted to try a very specific design to counter a problem we had in Burning Crusade, which is everybody entered through the Dark Portal through Hellfire Peninsula, all the server programmers hate you because everybody loads into the same zone at the same time. Lich King, we split them up for better player flow. Jeff Kaplan (04:27:27): Plus, it’s more interesting the more choice you have. You know, Sid Meier says, “Games are a series of interesting choices,” so we give them two starting zones, but that was the flow with Chris. And so often we would just, like, okay, in that first meeting, Chris had put a zone called Grizzly Hills on the board. Well, I don’t know anything about Grizzly Hills. “Hey, Chris? Talk about Grizzly Hills.” If you didn’t interrupt him, he’d just go for an hour. And you have no idea how much of it, like, he had pre-thought about or had existed in previous lore and how much of it he was just making up on the spot. He’s just that charismatic and captivating. Lex Fridman (04:28:14): Creating these worlds and being able to- … brainstorm through them and together, I mean, that is what you’re doing. As a consumer of those worlds, you kind of take it for granted that they’re incredible, but, like, you’re crafting them. Like, you’re looking at a blank sheet of paper and then together coming up… Jeff Kaplan (04:28:32): My job, as I saw it working with Chris, was I had to on World of Warcraft specifically working with Chris, is I was like the translator into gameplay of what Chris wanted, how to get it to play like how Chris wanted. So my favorite story is we’re working on Burning Crusade and we’re in this meeting and Chris is like… He’s the gentlest, sweetest guy, but because he carries himself with such confidence and everybody’s in awe of him, the junior developers get kind of intimidated by him. So we’re in this meeting and we’re talking about Silvermoon City because we’re introducing the Blood Elves, and Chris is like, “And Silvermoon City’s got the tallest fucking tower in all of Azeroth. I mean, it is the tallest thing. You know, it’s mind-blowing, the awe of it.” Jeff Kaplan (04:29:24): Only the blood elves could build it.” Fast-forward like two weeks later. I’m walking through the hall and I see a bunch of level designers and artists are all like crowded around the screen, and on the screen they’ve dragged Blackrock Mountain and Karazhan and the Stormwind Cathedral. I’m like, “What the fuck are you guys doing?” And they’re like, “Well, Chris said that the Silvermoon Tower had to be the tallest thing in World of Warcraft-” “… and so we’re measuring how tall all of these other things are so we can make the tower taller.” And I’m like, “Guys, Chris doesn’t know how tall the Burning Steppes, you know- … and the cathedral in Stormwind- … is. What Chris means is just make the tower really fucking tall.” Jeff Kaplan (04:30:20): “You don’t need to measure it.” And they’re, “Oh, okay. That’s okay?” Like, “Are you willing to take the heat if he—” I’m like, “I’m willing to take the heat on this one, guys.” Lex Fridman (04:30:29): Yeah. It’s just a feeling. It’s a vibe. It’s- Jeff Kaplan (04:30:32): It’s a vibe. Lex Fridman (04:30:33): Yeah. And I also just personally have to give all the love in the world for the current Diablo IV team, because I’ve spent, most recently out of the Blizzard games, I’ve spent a huge amount of time in Diablo, and they’ve created some… And it’s not just the loot, all right? It’s the, the whole experience, the art, everything together. And the seasons they’ve created, they’ve created a really wonderful world. So I can, I could see, I could feel how much effort goes into that. Jeff Kaplan (04:31:02): They’re crushing it. And I think Diablo IV in like modern times is one of the best worlds that they’ve built. And they know, they understand Diablo players. Like that community is so hard and so demanding, and that team is amazing. Lex Fridman (04:31:20): Yeah, there’s a lot of richness. It’s like there’s this really… I mean, I don’t know how often you get that, but it’s really the perfect Diablo game. They’ve really like evolved a lot, grew a lot. So there’s this whole mathematical component of just so many numbers everywhere and it’s all balanced really masterfully. And then, of course, you have to come up with new content with the seasons and they figure out ways to do that, and at a crazy pace. And still make it super fun. Jeff Kaplan (04:31:50): They’re a great live team, yeah. Lex Fridman (04:31:52): And for me personally, like I said, the co-op, the couch co-op experience has been really… like that aspect of it is really great, just all of it. It’s one of the greatest games in recent history. One of the things I wanted to mention, ’cause this is a powerful speech, is sort of instead of doing some kind of a corporate goodbye as you were leaving Blizzard, you allegedly shared with your team a video of David Bowie giving advice. And people should go watch this clip. But if I may read it, Bowie says, “Never play to the gallery. Lex Fridman (04:32:28): Always remember that the reason that you initially started working was that there was something inside yourself that you felt that if you could manifest in some way, you would understand more about yourself and how you co-exist with the rest of society. I think it’s terribly dangerous for an artist to fulfill other peoples’ expectations. I think they generally produce their worst work when they do that. And the other thing I would say is that if you feel safe in the area that you’re working in, you’re not working in the right area. Always go a little further into the water than you feel you’re capable of being in. Go a little bit out of your depth. Lex Fridman (04:33:07): And when you don’t feel that your feet are quite touching the bottom, you’re just about in the right place to do something exciting.” Speaking of which, you are just about in a place to do something exciting. After leaving Blizzard you told me that you tried to take some time off. How did that work out for you? Jeff Kaplan (04:33:34): Not so well. My wife, who is wonderful, told me I needed to take at least a year off and just, you know, I’d been going really hard. I’d gone 19 years barely taking vacation and I let Blizzard consume me. And, you know, I was crushed by leaving because I loved the place, and I didn’t know what to do with myself. I was pulling weeds in the backyard. Lex Fridman (04:34:06): Literally. Gardening. Jeff Kaplan (04:34:07): Yeah. Well, she won’t let me garden in the garden ’cause that’s hers- … but I’m allowed to pull the weeds. So I got very good at that. I was very proficient. And then of all things, I cracked out on Call of Duty: Black Ops Cold War and I unlocked Dark Matter Ultra, which I’d… that’s like a crazy achievement to do in that game. Jeff Kaplan (04:34:29): So I did that, and then I just, I couldn’t help it, like it’s how I’m programmed. It was like, at this point, it’s late spring, early summer and I’m just sitting in the backyard and I just started writing with Notepad about, “Here’s a game I want to make.” And it was so terrifying because for 19 years I had worked with the greatest developers, I thought, in the industry. And, you know, there’d be moments where it’s like, “Okay, I wanna do like a game world map.” Like, “Hey, Erin, you’re amazing at making game world maps. Like, you do that.” And you know, I, like, “I need some story hooks. Hey, Chris, what do you think would be cool here?” Jeff Kaplan (04:35:17): Like, you know, it’s so collaborative and I was surrounded by the best of the best, and there I was by myself. And I was out there again, and I loved it. It brought all the joy of game making. I thought games were no longer fun to make because it was only about business, and somebody’s asking me for unreasonable amounts of money and unreasonable amounts of time. And I had forgotten the pure joy of the craft of making games, and I was designing, I was going on, I was watching YouTube videos to learn Unreal and Adobe Illustrator and all these things to like help me make games, whatever, Blender. Um, I had no right to be doing any of that, and it just felt so amazing to do it. And I sort of realized, I came to two realizations. One, I never wanna work for someone else again. Jeff Kaplan (04:36:19): I never wanna create something and then have somebody take my baby away from me, you know? That’s really hard when that happens, and it’s sort of happened a few times now, you know, where you have to just let something go that you created. And I wanted it all to be focused on the craft of making games, the art, programming, design, audio, you know? Like, just not about the bullshit of the games industry. I’m not interested in the games industry. I’m not interested in the business of games. I’m not interested in the entertainment industry. It’s just game jamming, making stuff that we’re gonna play together. And around that time, my I call him my development soulmate. There’s a programmer named Tim Ford. Jeff Kaplan (04:37:20): He reached out and he’s like, “Hey, man…” He was like an associate tech director on Overwatch at the time. And he’s like, “Yeah, I don’t think I can do this anymore. It’s just not like it was, you know, I just handed in my notice.” And I’m like, “Whoa, you know, well, if you wanna do something together, like fuck it. Let’s take a stab and, you know, just see what happens.” And Tim came over to my house, and well, before that, he says, “My last day’s on Friday.” Jeff Kaplan (04:37:57): “And my exit interview’s at like 1:00. I’m gonna be over to your house at like 2:00 that afternoon.” And I’m like, “Well, don’t you think you should take some time off, Tim, you know, before whatever’s next for you? Take a month off, you know? Meg, his wife, will appreciate it, you know? Just go pull weeds in the garden for a while.” And he’s like, “I’m a programmer. All I’m gonna do is program for a month if I take a month off. I might as well start programming our game.” Which- Lex Fridman (04:38:32): Brilliant Jeff Kaplan (04:38:32): … it was so awesome when he said that. Lex Fridman (04:38:34): Brilliant. Jeff Kaplan (04:38:35): He came over and I pitched him this idea for a game, and I pitched him, “Let’s start a company.” And that was it. Like, that was the birth of us making a studio. Lex Fridman (04:38:49): 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. Jeff Kaplan (04:38:58): Yeah, I needed to be away from the world. I needed to not have… I wanted to not get attention from anyone. I needed to not read my name on Reddit or… you know, any internet site. I wanted to not come up, let some other Jeff Kaplan bubble to the top- … of the Google, you know, search list. Lex Fridman (04:39:25): You know our man Dinoflask is gonna be all over this conversation, right? Jeff Kaplan (04:39:29): Oh, God, well, there’s, yeah, this one’s gonna set him back some time. But, yeah, I needed- Lex Fridman (04:39:35): You know what to do. Jeff Kaplan (04:39:36): I needed for none of that to happen. I just needed to be able to, like, mourn the loss of Blizzard- Jeff Kaplan (04:39:42): … and create on my own so it was great. And at that time, like as soon as it was announced that I was leaving Blizzard, I had like 60 people reach out to me. It was, this was April of 2021 and investment money was nuts. Both like the VC money and the strategic money was crazy, like the, especially the Chinese companies, because apparently they weren’t getting publishing numbers in China or something. The whole economy was crazy, and so just everybody was trying to throw money at me, which was a very good position to sort of be at to start a company. So what Tim and I did was say, “We’re not doing this for money, but here’s the game we wanna make, and it’s gonna take this many developers, and we think it’s gonna take this length of time, and that means the budget is this. Jeff Kaplan (04:40:42): And we need, for any of these people who wanna invest in us, we gotta hit that number, but after that, we’re not gonna go for more money. It’s not an auction to raise as high as we can go. We’re gonna optimize for control.” Lex Fridman (04:40:59): I don’t know if this is something that you can talk about, but I got a chance to see the game for a few hours, and I have to say it’s incredible, Jeff. Like, it’s incredible. But I almost immediately fell in love with the world and everything I saw. See, I’m tempted to say some of the things I saw but it’s just an incredible game. So how much can you talk about it? Do you know what it’s going to be called? Can you talk about that? Do you know about the company? Are you allowed to say any of that? Jeff Kaplan (04:41:27): Sure. The most unconventional way to talk about this stuff for the first time. So, our company name is Kintsugiyama, which most people will struggle to pronounce. Lex Fridman (04:41:39): Nice. Jeff Kaplan (04:41:39): And the company name has a deep meaning to me, which I’m happy to explain later if you’re interested. And the game name that we’re working on, it’s called The Legend of California, and it’s an open world game. People are gonna call it a survival crafting game. People like to compartmentalize these. I think it’s an action game. It’s a game that takes place on a mythical island of California. Lex Fridman (04:42:11): Mm-hmm. In the 1800s. Jeff Kaplan (04:42:14): In the gold rush. If you’re trying to- Lex Fridman (04:42:16): In the gold rush Jeff Kaplan (04:42:16): … if you’re trying to nail the most important time in California history, it’s gotta be that gold rush. Lex Fridman (04:42:23): So, it’s this beautiful, almost ultra-realistic version of California, but it’s in an alternate history, alternate version of California- Jeff Kaplan (04:42:31): Yes Lex Fridman (04:42:31): … where it’s an island, almost like an Atlantis type of ethereal island, but still very realistic to what the California terrain is- … and that time period. So it’s this weird, like, amalgamation of this ultra-realistic and the surreal. Jeff Kaplan (04:42:50): The theme of the game is very weird. We’re not trying to make a historical game. There’s no historical accuracy to this. In fact, the island when first discovered is uninhabited. That’s already not true. As we know, there were lots of people in California. It’s an island, which we know is not true. We want it to feel authentic to that time period because we think that time period is cool. Prospectors, you know, cowboys. Like, it’s a really fun thing for us to explore, all of those themes—people in mines. We wanna build mines and we just wanna create a world that you can live in. I love creating worlds. Everything that I’ve worked on before, from World of Warcraft to Overwatch, it’s always been, how do you create this place for players to escape to? So. Lex Fridman (04:43:45): So, it’s an online, multiplayer game. I should say the experience of it is just gorgeous, and then the music is wonderful. Jeff Kaplan (04:43:53): I’m glad you like it. Lex Fridman (04:43:54): And one of my favorite things is just going down to the mine and digging. I mean, that’s done extremely well. And as you described, the whole world is voxels, so it’s generated. Can you explain how that works? Jeff Kaplan (04:44:09): Yeah. As a world, we handcrafted the world, so like the shape of California is always the familiar shape of California, except it’s an island. So, you know, there’s no Nevada on the eastern side. We handcrafted all of that. It looks gorgeous and places like Yosemite are where you would expect Yosemite to be. And so all of those familiar landmarks are there, but then we have like dozens of points of interest, and those move around the map in, depending on the map seed. And the map is also tiered in terms of difficulty. We don’t really have levels in this game. We have tiers, and there’s only four tiers right now. Maybe, maybe that will change. But the way that the map tiers itself each time changes with every world seed. So not only… Jeff Kaplan (04:45:04): Any server that you join will have a different seed in terms of how the tiers play out. So, Mojave might be the easiest newbie area on your server, but on my server it’s an endgame, tier four area. But all of our notable points of interest also move around. So, we have a really amazing point of interest that we call Dread Rock that’s inspired by Alcatraz. And like, sure, sometimes it’s in San Francisco, but sometimes it can be sitting in the middle of the Mojave Desert also. Lex Fridman (04:45:39): Mm-hmm. It integrates it into the environment, to where it makes sense- … to be in that environment. And like you said, so much of what makes a world is sound and lighting. And that, that’s definitely a thing that I’ve noticed. I mean, it’s probably the most beautiful sunset and sunrise I’ve seen in a game. Jeff Kaplan (04:46:04): We have a great lighting artist who’s this amazing guy named Mike Marra, and some of the inspiration for the game like… There’s a lot of inspirations for this game, but there’s a painter named Albert Bierstadt, who I discovered while researching California, and he painted these just epic landscape pieces of, you know, Yosemite and a lot of other, the gorgeous parts of- Lex Fridman (04:46:29): Yeah, we’re looking at one, one photo of his. Jeff Kaplan (04:46:31): Yeah, it’s just amazing, and his paintings were huge, too. I’d love to see one in person. Lex Fridman (04:46:38): And so you see a painting like that and you’re saying, “We wanna create that world.” Jeff Kaplan (04:46:42): Yeah. I mean, when I see that painting, this is, this is what video games brings to the table. So, every art form that evolves after another gets to incorporate previous art forms. Jeff Kaplan (04:46:55): Movies got to take sound and, you know, fine art. We get to take everything, including movies. So, you know, it’s, it’s Katamari Damacy, the art form. But like… I see a Bierstadt painting, and I wanna walk around that world. I wanna see what’s around the corner. And our lighting artist, Mike, he, you know, he sees these pictures, and he’s like, “Okay. Yeah. Hold my beer.” Like, “I’ll make it look like that.” And he, and he… We are all blown away by the, like, how much impact just the lighting has. And I’m not an artist, so I don’t think about things like the color theory, the lights, the clouds, what all of that’s bringing to this. I just know I want to live in that world, and these are the types of worlds that we want to make. Lex Fridman (04:47:45): So, what do you want the tone of the game to be, the feeling of the game? Jeff Kaplan (04:47:50): This is really different. It’s been hard for people. When people were talking to us about, you know, they know me and Tim, and they’re, “Oh, the Blizzard guys, the Overwatch guys. You’re making, like, a bright, aspirational future team-based hero shooter, right?” And I’m like, “Why would I want to do that?” I felt like, first of all, respects to Blizzard, and I don’t want to try to crib Blizzard and make a pseudo-Blizzard game, you know? This is… I want to make a Kintsugiyama game, you know? Me and Tim and this crack team, you know, we’re only 34 people. We want to define what a Kintsugiyama game is, and this world seemed so inspiring to us, you know? The setting is really interesting. You know, I think California can be a game world. Jeff Kaplan (04:48:47): I think we can make it beautiful and interesting. We don’t have to follow history or geography. We can kind of do a spin where, you know, it feels authentic. We can have guns that feel like they’re kind of from that time period, but we’re not spaceships and aliens and steampunk. That’s what we would have done at Blizzard. We’re gonna be a little different here. So, the tone of this game, you know… Metzen would describe Blizzard as the hero factory. You know, we make… And what he means by that is not only are we making heroes, but we make the players into heroes. Jeff Kaplan (04:49:25): This game is gonna have an edgier tone. You’re gonna enter this world. It’s gonna feel lonelier. It’s gonna feel mysterious, larger than you. You’re gonna feel small until you earn the right to feel big. It’s gonna feel really dangerous. You’re gonna want to see what’s over that next hill, but if the sun is setting, like, get to shelter. Can’t wait to get back to my ranch and put my cozy fireplace on and wait till morning, you know? We want more of that vibe. Lex Fridman (04:49:58): It’s more solitary, almost scary but beautiful. That mix, that tension. I hate to ask this question, but given our previous discussion about a timeline slide, what do you think a timeline looks like? When do you think it’s possible for somebody in the world to be able to play this game? Jeff Kaplan (04:50:23): So, this is the beauty of me and Tim kind of getting to run the show and why we’re excited about it. We can kinda do whatever we want- … within reason. So we’re just gonna kinda quietly put it up on Steam and see what happens. Lex Fridman (04:50:43): Nice. Jeff Kaplan (04:50:43): You know, no, like, big corporate marketing group would ever think to do that in a million years- … without, like, some, you know, $10 million announce or whatever. We’ll just kinda put it on Steam and be cool if people wishlisted it. There’s my plug. And then I think we are shooting to have some sort of public-ish alpha in March. And then our plan, and something I’m really excited about, ’cause I’ve never gotten to do this before, we wanna put the game in early access. Some people hate early access and won’t touch it, and I understand it, and then some people are like, “I wanna be in on the ground floor and see the thing from day one and watch it evolve.” So, we’ll put it into early access, and we’ll just run that until who knows, you know? Lex Fridman (04:51:37): Is it scary to you to have a sort of game with some rough edges out there in the wild where people are interacting with it through the alpha- … through the beta? Jeff Kaplan (04:51:47): Yes, and this game has more rough edges, like, the most rough edges we would have at Blizzard is, like, showing it at BlizzCon, which was heavily polished and controlled. This is gonna be more, you know, in development than anything else I’ve ever worked on. But that’s- Lex Fridman (04:52:06): I love it. Jeff Kaplan (04:52:07): … part of the excitement too, you know? It’s kind of like this is how the sausage gets made. I mean, you’re gonna see it front row. Lex Fridman (04:52:16): I’m gonna try to get myself into the alpha somehow. Anybody who is listening to this, I highly recommend this game. You will not be disappointed. The world itself is just beautiful. So, whoever’s behind it, you and Tim and the team, are just doing an incredible job. And thank you for putting out rough versions of it so we get to- Jeff Kaplan (04:52:35): Yeah. Of course. Lex Fridman (04:52:35): … not wait forever for the perfect thing. And because you feel in… You feel like you’re a part of it if you get the imperfect thing. I’m one of the people who like the imperfect. We get to see the rough versions develop, and get to be a part of it developing. I saw the logo. It’s a mountain. Can you explain the meaning behind the name? Jeff Kaplan (04:53:01): So, Kintsugi is a Japanese craft of repairing broken pottery. So there’s a lot of philosophy that goes into it as well. And you know, I wanna do a good job of explaining it, but basically, like, you take a broken piece of pottery, and then they would use golden joinery- Jeff Kaplan (04:53:24): Like golden lacquer to put the piece back together. And the thought was rather than hiding the scars, you make them more beautiful. And the philosophical parts that sort of appealed to me with that is there’s a lot of me and Tim in that, of… We’re so appreciative for our time at Blizzard, but we didn’t come away unscarred. And there’s also a philosophy in Kintsugi that nothing’s ever perfect, and the pursuit of perfection is actually a mistake, and that there’s beauty in imperfection. And so I relate that to myself personally. That’s how I feel in an aspirational way. I’m not saying I’ve achieved it, but in an aspirational way, I want to be that way. And I think it’s also an analogy for the making of games. Like, it’s a… Jeff Kaplan (04:54:22): Making of games is a constant pursuit of imperfection. A game is never gonna be perfect. Just ask the players. They’re very vocal about it. And seeing the beauty and the imperfections and the strength in something that’s been broken that can be stronger. Lex Fridman (04:54:44): You had a heck of a difficult couple years here. And so in some sense, it represents that beauty in imperfection. So everybody listening to this I hope, I hope you do have it out on, on Steam. Go check out Legend of California. Truly a beautiful world. I’m so glad you are actually creating this, low-key, quietly creating this beautiful, incredible world. Ridiculous question, but can we talk about some of the greatest games of all time? Jeff Kaplan (04:55:19): Yes. Lex Fridman (04:55:20): What… I mean, I know this is a bit of a nerding-out kind of thing, and outside of the games you’ve been part of creating, I think Blizzard has created some of the greatest games of all time. Outside of those, what do you think are in the list? Jeff Kaplan (04:55:35): So there’s one that’s the best. It’s Legend of Zelda: Breath of the Wild. And then there’s this list of greatest games: Zork, Ultima, Lex Fridman (04:55:47): So Breath of the Wild is, is the best, yeah? Jeff Kaplan (04:55:49): The greatest game ever made. Lex Fridman (04:55:51): What makes it the greatest game ever made for you? Jeff Kaplan (04:55:53): Every aspect is so thoughtful, so well designed. The art matches the design and the tech, and even integrating with the Switch in the way it does. How do you keep making Zelda better? How can Legend of Zelda: Ocarina of Time exist and somebody make an even better Zelda game? The way you can chop down a tree and float in a river, and, like, the world is a toy and everything works as you wished and hoped it would work. And there’s a narrative aspect to it, and there’s really fun combat and action and itemization. There’s so many things that that game gets right that other games are lucky if they get one of those things right, and are… become best in their genre just for getting that one thing right. And Breath of the Wild does them all right and the best. Lex Fridman (04:56:50): There’s a certain kinda lightness to the way the world feels, the openness of the world feels. That’s unlike any other game, right? That’s uniquely that company, uniquely that- Jeff Kaplan (04:57:00): Yeah. No one else- Lex Fridman (04:57:01): Because nobody else creates that. You’re right. Under the pressure of having created a bunch of Zeldas that are, like, really great games, to be able to deliver once again. Jeff Kaplan (04:57:11): Nintendo is, like, the Mecca. Like, they’re the best, you know? That’s all there is to it. Lex Fridman (04:57:17): Do you understand how that company works? Jeff Kaplan (04:57:20): No. Lex Fridman (04:57:20): That they’re not… Jeff Kaplan (04:57:21): I don’t at all. Lex Fridman (04:57:23): Like, because, I mean, they’ve been around for a long time and still to be able to deliver. Jeff Kaplan (04:57:27): I kind of rationally or irrationally just worship. It’s just sort of: if it’s from Nintendo, it’s gonna be great. Jeff Kaplan (04:57:35): And even if my first impression is like, “Wow, they’re doing what weird thing with the controller this time,” and then you get your hands on it and you’re like, “God.” My son and I, we both played Legend of Zelda: Breath of the Wild, and he makes games also. And we had this moment where he’s like, “I’m so sad after I played it.” And he’s like, “I know I’ll never make anything like this.” And it’s that weird, like, you honor it so much and think it’s so great. Red Dead was like that for me. Red Dead Redemption 2 is… that’s a game I put on a shrine. Not just how brilliant the game itself is, but as a game maker, as a craftsperson who makes games, how the hell do you make that? Like, only Rockstar with all the years of making those types of games. No one else can come in entry level- Jeff Kaplan (04:58:33): … and compete with that. So that’s- Lex Fridman (04:58:36): Purely single player, narrative driven. So you also respect that kind of, like, pure- Jeff Kaplan (04:58:42): Yeah. I don’t give anyone a pass. I feel like a lot of gamers and game developers, like, if it has writing, they’re like, “The story’s so good.” I’m like, actually, very few games have great story. But Red Dead has a great story. It’s got great character development. It’s got a good plot. And the dialogue is like… It’s like Tarantino-level- … high-quality dialogue. So… Red Dead’s up there. I have my other games that make the list for me, and these are… Both these games are… I would never tell you to play them. EverQuest and Rust are two of the most defining games to me and my career and my life. And Rust, I would never recommend somebody go and play it. Rust will come calling to you if you are up to play it. Lex Fridman (04:59:42): It is a cult. It’s 100% a cult. Jeff Kaplan (04:59:46): That’s- Lex Fridman (04:59:46): It… When you are ready, it will come down. Jeff Kaplan (04:59:48): It will come down. It will let you know. Lex Fridman (04:59:51): The, the sky will part. Okay. Jeff Kaplan (04:59:52): In Rust, you are considered a complete noob that doesn’t know what he’s doing- … if you don’t have a thousand hours. Even a thousand hours- Lex Fridman (05:00:01): A thousand hours Jeff Kaplan (05:00:01): … people would be like, “Oh, you only have a thousand hours-” “… in that game.” Yeah. But Rust and a lot of inspiration for me in the game I’m working on now… My game is not like Rust in that it’s not a PvP-centric game, but it will have PvP. Lex Fridman (05:00:20): What aspect of Rust do you draw inspiration from? Just… Jeff Kaplan (05:00:23): I love the resetting world. It’s a- … great game mechanic and it’s one that I want to evolve and work upon. Lex Fridman (05:00:34): How often is the world reset do you think, in Legend of California? Jeff Kaplan (05:00:39): I don’t know yet. Probably every month. We want it to be fast enough that you’re not too attached, but we wanna make it rewarding. Like, the trick is coming up with not why am I upset that the world resets, but why am I excited that the world- … resets? And we know players can get very angry about resetting worlds, but anybody who’s played 5,000 hours of Rust, like some of us, the resetting world is the magic. It’s, “I can’t wait for the next reset because the adventure starts all over again.” And if you wanna play the first time with me—like, if we wanna play World of Warcraft, and I’m level 80 and you’re level one, there’s no meaningful experience we can have together—but in Rust, we just wait for a reset and we’re both naked on the beach, you know, from minute one. Lex Fridman (05:01:34): What about the experience of Rust where you can have everything taken away from you? So that part that you- Jeff Kaplan (05:01:41): We’re not doing that. Lex Fridman (05:01:42): Great, great. Because that feels awfully stressful. Jeff Kaplan (05:01:44): See… I just lost the entire Rust audience when I said we’re not doing that because- … if you’re a Rust player, you’re not thinking you’re gonna lose everything you have. You’re thinking, “I’m gonna take everything somebody else has.” But- Lex Fridman (05:01:56): See, my perception of the Rust audience is there’s, like, three people, they’re in a castle somewhere. It’s a very exclusive group. Jeff Kaplan (05:02:04): They are, they are highly skilled, highly passionate… highly knowledgeable, but yeah, it’s an inspiration for me. That and EverQuest were defining… And I’ve… The amount of hours I’ve logged in both those games are insane. Lex Fridman (05:02:18): What do you think has more hours from Jeff Kaplan, EverQuest or Rust? Jeff Kaplan (05:02:22): Well, you said I was 6K on EQ, so that puts me at… I’m at 5K in Rust. Lex Fridman (05:02:30): And, and also in that collection is Zork. Jeff Kaplan (05:02:33): Zork was… I mean, Zork, it just brings me back to that old IBM PC with my mom and my brother, trying to figure out, you know, like, how to keep the lights on or else a grue’s gonna eat us, you know? Lex Fridman (05:02:47): Yeah. So certain games just capture your heart and they stay with you forever. What do you think is the future of video games? So there’s a lot of conversations about AI helping expand maybe the storytelling aspects, the world creation aspects, becoming a tool that people can use more so. Maybe creating more believable NPCs, that kind of thing. But also there’s, as we’ve talked about, the video game industry is changing and evolving and trying to figure out, well, there’s the indie game makers that will have more power… Or these larger game makers will have more power, so what do you think the future of games looks like? Jeff Kaplan (05:03:32): I think with AI in mind in particular, I think the current state of AI, trying to integrate it into development is mostly a hot mess. Jeff Kaplan (05:03:44): But I do think that, you know, games are a technology-driven art form. And somebody much smarter than me once described it—and I’m paraphrasing—making a game is like making a movie if you had to invent the camera every time, because you’re kind of inventing the technology of your specific game. And I think AI can play a role in that, and it would be silly not to look at it as an option. The problem with AI right now is it’s overconfident in what it tries to deliver. Like, I fooled around, obviously like everybody, you mess around with, you know, ChatGPT and Gemini and you fool around with some of the art generation, and it’s fun for non-artists to fool around on Midjourney. But it’s mostly weird and shitty. Jeff Kaplan (05:04:44): And even, like, when trying to have AI answer for me… Like, I don’t normally make UI in a game, and so I’m trying to figure out, like, UMG and Unreal Engine and I’m asking ChatGPT how to fix, like, a simple problem, like, how do I make the chat wrap, you know? And it, like, overconfidently gives me the wrong answer. And it’s, like, right one in 10 times. So its hit rate has to be a lot better. I think there’s a lot of moral concerns around AI when it comes to creative pursuits as well, like no one’s creative work should ever be used by AI without their permission. Jeff Kaplan (05:05:33): You know, voice actors and artists, it can’t be lifting from them without their permission. That’s just immoral. It’s no different than just sort of stealing. So that’s wrong. I think how I’m curious, like especially as somebody who runs a small studio with 34 people, it’s like, what are the points of tedium that maybe AI could help out with that I don’t wanna do, and I’m not gonna hire someone to do? So I have, like a really dumb example: I’m making a bunch of images, I size them all incorrectly ’cause I’m dumb and I’m not an artist, and I did it all in Photoshop, and I have like 2,000 images that are the wrong size. I can have ChatGPT resize those and zip it in a file for me, and it literally takes it like a minute to do that. Jeff Kaplan (05:06:31): I wasn’t gonna hire an intern to do it. I was just gonna work an hour later or two hours later that night to do it. Like, it made my life easier. It didn’t take a job. That seems okay. As long as that ethical line stays in place, what I- what I don’t worry about is, no matter how good AI gets, never gonna draw a picture like Arnold Tsang. It’s never gonna tell a story like Chris Metzen. You know, that human spirit is irreplaceable. Lex Fridman (05:07:03): Yeah, it’s hard to put into words what is that magic that humans produce, but they do. Truly great creative minds, truly great creative teams, they- they create something special. It’s hard to really articulate exactly what’s missing with- with AI, you know, what people call AI slop. ‘Cause it creates really beautiful imagery and beautiful stories, and very believable text. But it’s not quite… It doesn’t have that, I don’t know what it is, the edge that’s human. Maybe it’s the imperfections. Jeff Kaplan (05:07:41): Yeah, I think so. Like AI to me right now currently, it’s like an interesting fever dream, you know? Lex Fridman (05:07:48): Yeah. Yeah. Yeah. Jeff Kaplan (05:07:49): That’s the point I’m at with it. Lex Fridman (05:07:52): And a useful tool for the mundane tasks, like you said. But do you think the small studios have hope in the future of gaming? Jeff Kaplan (05:08:00): Small studios are the future of gaming. The big studios basically acquire the small studios for new IP and ideas, and the small studios grow in. The really compelling, new, innovative ideas are gonna come out of small studios. Lex Fridman (05:08:17): What advice would you give to video game creators, small teams, if they wanna create a truly special game? Jeff Kaplan (05:08:25): Well, they know how to do it. I mean, if they’re doing it, they know how to do it. It’s more to video game developers in general, own the craft. Own our art form. Stop giving it to these fucking corporate jackals. You are the golden goose. Keep your eggs. Lex Fridman (05:08:51): Jeff, formerly from the Overwatch team, I have to say from the bottom of my heart, and I think I speak for millions of people, thank you for everything you’ve created in this world. Now that I’ve gotten the chance to see the new game, I’m, I can’t tell you how excited I am to try it. Thank you for everything you’ve created. Thank you for everything you represent. Thank you for remaining and fighting for us as one of us. So thank you, and thank you for talking today. Jeff Kaplan (05:09:24): Thank you, Lex. Lex Fridman (05:09:26): Thanks for listening to this conversation with Jeff Kaplan. To support this podcast, 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, let me leave you with some words from Franz Kafka, “Don’t bend. Don’t water it down. Don’t try to make it logical. Don’t edit your own soul according to the fashion. Rather, follow your most intense obsessions mercilessly.” Thank you for listening, and hope to see you next time.

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