01 / recommendation
It broke me. I think after you’ve been at a place like Blizzard, which I love Blizzard.
“It broke me. I think after you’ve been at a place like Blizzard, which I love Blizzard.”
- Speaker
- Jeff Kaplan
- Publisher
- Lex Fridman Podcast
Lex Fridman Podcast / episode intelligence
Speakers in the public record
Claim mix
Evidence policy
Every row below preserves an exact excerpt. Identified speakers are linked; unresolved voices are labeled and excluded from people counts.
Claim ledger
35 published records
01 / recommendation
“It broke me. I think after you’ve been at a place like Blizzard, which I love Blizzard.”
02 / recommendation
“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.”
03 / belief
“There’s my plug. And then I think we are shooting to have some sort of public-ish alpha in March.”
04 / belief
“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.”
05 / belief
“Offlining’s when, like, “Hey, I think that my neighbor logged off for the night.”
06 / uncertainty
“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.”
07 / evaluation
“The other thing that was important is the Blizzard engineering, which you have to architect your game to be hotfixable.”
08 / belief
“The setting is really interesting. You know, I think California can be a game world.”
09 / belief
“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.”
10 / belief
“Then there was Team Fortress Classic that came out with Half-Life 1. And then Team Fortress 2, I think everything about it blew everybody away when it came out in 2007.”
11 / uncertainty
“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.”
12 / belief
“You know? But at the time, I think I was so broken and so defeated with failure that I needed the moment.”
13 / uncertainty
“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.”
14 / commitment
“I will try my hardest to give you slack or something to read while you should be working.”
15 / belief
“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.”
16 / belief
“I think, you know, it used to be, and still is somewhat the case, that books do that same kind of thing.”
17 / belief
“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.”
18 / belief
“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.”
19 / evaluation
“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.”
20 / belief
“My whole career and my family are thanks to EverQuest, so I think I won the game.”
21 / uncertainty
“” 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.”
22 / belief
“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.”
23 / belief
“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.”
24 / belief
“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.”
25 / belief
“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.”
26 / evaluation
“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.”
27 / evaluation
“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.”
28 / evaluation
“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.”
29 / evaluation
“I feel bad because I played a role in the earliest development of some of that online culture.”
30 / preference
“Like that… 10 hours is like a normal-ish day to me. And I enjoy lots of weekends working because I enjoy it.”
31 / recommendation
“To me, I would do that for eight hours ’cause I think that’s fun. 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.”
32 / evaluation
“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.”
33 / preference
“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.”
34 / preference
“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.”
35 / recommendation
“Yeah, Zork was fantastic. I think it might be open source now, which I think is fabulous. But I highly recommend Zork.”