Discussions: 2026-W43 — page 28
Discussions added each week. These are publication dates here; the original episodes may be older.
- 27:18–32:18
Kaplan describes rejection, personal distress and abandoning his writing ambition; the speakers discuss career uncertainty and pressure on young people.
- 4:31:52–4:36:19
The speakers consider artistic freedom; Kaplan describes time away and recovering the pleasure of making things with development tools.
- 1:49:25–1:53:56
After a break, Kaplan recalls the proposal to use quests for levelling and early experiments in starting zones.
- 2:26:14–2:30:45
Kaplan describes the page quest’s inventory burden and failed social intention, then discusses admitting mistakes, polish and quality assurance.
- 4:23:11–4:27:27
Kaplan discusses the founders’ support, organisational change and pride in the games, then recalls Wrath of the Lich King’s zone design.
- 0:00–4:07
The opening previews Kaplan’s career and introduces the interview and his new game.
- 1:53:56–1:58:42
Kaplan describes playtests that changed the team’s assumptions about grinding and explains how quests rewarded movement through the world.
- 5:02:22–5:06:31
The speakers discuss player time, then examine AI tools, unreliable output and questions about artistic rights and use.
- 3:18:21–3:22:56
Kaplan recounts the constraints for pitching a replacement game, including the schedule, reduced team and retained creative and engineering capabilities.
- 1:03:35–1:08:33
Kaplan describes his own treatment experiences and the value of connection, then contrasts solitary writing with collaborative game development.
- 3:27:49–3:32:26
Kaplan discusses keeping scope under creative leadership, then describes the CrossWorlds setting and introduces a debate about character progression.
- 2:12:34–2:17:14
The speakers discuss local play and arcades; Kaplan explains how multiplayer creates stories beyond the designer’s control.
- 50:18–54:34
Kaplan describes making levels, sharing them with Rob Pardo and meeting Blizzard developers through his guild connections.
- 2:51:13–2:56:03
Kaplan describes meeting enthusiastic players at BlizzCon; the speakers contrast direct encounters with online criticism.
- 3:46:57–3:51:15
The speakers discuss hopeful locations, favourite heroes, team roles and the shooter influences behind Overwatch.
- 4:05:09–4:09:29
Kaplan recounts optimistic schedules, seasonal events and competing priorities, then explains the rationale behind the Overwatch League.
- 45:59–50:18
Kaplan explains leaving EverQuest and early guild leadership; Fridman recalls his public complaints about the game.
- 4:09:29–4:13:51
Kaplan criticises League expectations, describes development demands associated with the Twitch deal and discusses financial pressure surrounding the team.
- 2:38:50–2:42:50
Kaplan recalls becoming a leader on World of Warcraft and managing everyday work and unexpected live-service problems.
- 2:42:50–2:47:05
Kaplan describes launch as a beginning, communication with players and colleagues leaving, while qualifying his knowledge of their compensation concerns.
- 58:56–1:03:35
Kaplan recounts the hiring process and informal interviews, then discusses sobriety and the difficulties preceding his new career.
- 3:14:08–3:18:21
Kaplan argues for small incubation teams and recalls unreliable tools; Fridman contrasts Titan’s scope with Overwatch’s focus.
- 4:53:24–4:57:35
Kaplan discusses accepting imperfection and favourite games, including admiration for Nintendo’s design.
- 8:51–13:40
The speakers discuss Zork, Ultima and player freedom; Kaplan recalls early online shooters and the communities around them.