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Retail Housing/TBC arena/Jeff Kaplan interview/Future gameshow/videos/Mewgenics? | !podcast !guide !gamersupps

03-12-2026 · 6h 06m

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[00:01:00] Thanks, Holland Boys.
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[00:09:00] Well, good morning, all right, what are we listening to?
[00:09:13] Not that.
[00:09:14] Yo, good morning, bro, an eight morning.
[00:09:18] It is for me, man.
[00:09:20] This is morning to me.
[00:09:21] I actually slept.
[00:09:23] This might be the first stream I've done.
[00:09:27] I
[00:09:29] Know I slept it's been like four days since I've slept I swear to God, but I slept so well last night
[00:09:39] Oh, hello puppy, you know
[00:09:44] Actually slept well, did you snore? I don't know
[00:09:47] Vicky couldn't sleep she said she literally just told me during my intro I
[00:09:56] went out to go grab a drink now song because like babe I had the best sleep
[00:10:00] ever and she's like that's crazy I tried to sleep but I couldn't so I got up at
[00:10:05] like 5 a.m. and fucking watch the boys I'm like what you got up last night yeah
[00:10:10] Now I'm tired as fuck. So now she's grief
[00:10:14] We all saw my title
[00:10:18] There's apparently like this Jeff Kaplan interview that's been pretty big and he talks about a lot of crazy stuff in here
[00:10:24] Like he talks about Titan the failed Blizzard project that eventually rose up overwatch. He talks about
[00:10:33] Building world of Warcraft a lot of wow cool. Apparently it's a great interview
[00:10:36] I only saw the beginning and I was like what the fuck is this it was weird as hell to me
[00:10:41] Because like the guy is wearing a suit and he's talking really slow like listen. There's three types of this is an intro
[00:10:49] place every day. Oh, here we go. Come
[00:10:53] We're actually working on a game
[00:10:55] The Lex Fridman, maybe that's just his thing is a conversation with Jeff Kaplan a legendary game designer of World of Warcraft and
[00:11:04] and Overwatch, which are two of the biggest, most influential games ever made.
[00:11:12] He is genuinely one of the most amazing human beings ever met.
[00:11:17] In the many conversations I was fortunate enough to have with him, including while playing video games,
[00:11:22] he was always kind, thoughtful, hilarious, and still and forever a legit gamer, through and through.
[00:11:30] Okay, of course, he's always quick to celebrate the incredible teams of creative minds
[00:11:34] He has gotten chance to work with over the years and they are truly incredible
[00:11:39] I don't want to put him at 1.5 because then it's gonna speed up Jeff when Jeff is talking. I'm not gonna fucking stance switch
[00:11:46] midfucking YouTube it
[00:11:48] I will skip forward this whole thing
[00:11:51] It is Calendan. That's all that I genuinely can't just
[00:11:55] What?
[00:11:57] Fart, adventure, and action.
[00:11:59] Is this his?
[00:12:00] It's also a world called the lead blizzard video game lore.
[00:12:05] Jeff left blizzard in 2021 and has been secretly working on a new video game.
[00:12:11] Okay, so this is his game, this is an ad.
[00:12:13] Okay.
[00:12:14] I guess it kind of is.
[00:12:15] That's why Jeff came on.
[00:12:17] Before you ever left and on lead player in particular.
[00:12:22] You were first a legendary video game player, in particular in EverQuest, before you ever
[00:12:29] became a legendary video game designer on World of Warcraft and on Overwatch, which
[00:12:36] I think is a wild journey to go through, from gamer to designer, but first let's go way
[00:12:41] back.
[00:12:42] When did you first fall in love with video games?
[00:12:46] I was lucky I was born in that golden era of coin op.
[00:12:51] So I was going to remember the first time seeing Pacman.
[00:12:56] I was with my uncle Ronnie and he just kept feeding me quarters.
[00:13:00] I think he wanted to play, but it's like arcade games.
[00:13:03] Oh, and how old is Jeff the fuck?
[00:13:07] I had arcades growing up.
[00:13:09] I guess maybe his era was like super arcade games.
[00:13:13] probably even deeper. I feel like arcade games kind of died off as I got like to you know my teenager years.
[00:13:21] I was too scared.
[00:13:24] I guess some baseball like after baseball season was over like we have that party to celebrate. He's 50. Yeah, that makes sense.
[00:13:32] Yeah, he's got like an extra 20 years of arcade games. All right, moving on.
[00:13:38] So we, you know, his little nephew, he was just giving quarters to play Pac-Man.
[00:13:46] I remember being at my brother's graduation in Philadelphia, they had an Asteroids machine
[00:13:52] in the lobby.
[00:13:53] It was one of the first coin-op machines I played as well.
[00:13:56] I'm going to skip through a lot of this.
[00:13:58] My brother and I will-
[00:13:59] Because it's five hours long, and I love Jeff, but I don't need to hear about his writing
[00:14:03] career.
[00:14:04] I don't need to hear about him playing Pac-Banner his cousin ever quest obsession. I'm interested in that
[00:14:14] You switched to uh video games, how did that happen?
[00:14:18] gradually suddenly
[00:14:21] Gradually and suddenly so when I had that fateful moment where I just sort of gave up with writing
[00:14:28] I had these days where I'd structured eight-hour chunks of just this was writing time, you know,
[00:14:35] I'd sit solitary typing, all that was gone. And, you know, I could still support myself,
[00:14:42] which was nice. And then I had this free time and I wasn't spending it with anybody. I was just alone.
[00:14:49] me and the dog Jack. And I just poured it all into EverQuest.
[00:14:57] You know, I, I, it was 1999, when that game came out.
[00:15:03] And I had a friend, Victor, like kind of a lifelong friend.
[00:15:07] One of the few friends I had who played computer games,
[00:15:10] because there was a stigma to that.
[00:15:12] There was.
[00:15:13] You know, it wasn't, you didn't walk around telling people you played games.
[00:15:17] they thought you waste your time. And my friend Vic had bought EverQuest. I'm like, that's that
[00:15:22] game that that guy Brian Hook went to work on. Is it good? And he's like, yeah, you got to play it.
[00:15:29] And the moment I logged in, I was just transported. It was the world of Norath. And
[00:15:38] it wasn't just the world itself and how it looked. I thought the game was gorgeous.
[00:15:42] It was the mechanics, you know, that I was this halfling rogue that, you know, had to go out and adventure in the world.
[00:15:52] And when I killed stuff, I got experience and I needed better loot to kill more stuff, to get more experience.
[00:15:59] And the sort of draw of progression in the game, it was amazing.
[00:16:08] I and I just live my life of I can't wait till the next time I log in there was a lot of escapism going
[00:16:16] It wasn't all healthy
[00:16:19] When all was said and done when I finally had quit EverQuest three days later
[00:16:25] You could type in the command slash played to see how much played time you had I had I think it was like
[00:16:32] two hundred and seventy two played days in three years.
[00:16:37] So you start to do the math. Wow.
[00:16:44] That is crazy.
[00:16:49] So you'd have to. Yeah, you he's logged in at least eight hours a day down here.
[00:16:56] Logged in.
[00:16:58] Crazy rookie numbers.
[00:17:00] Hey guys.
[00:17:01] On like, how much time in those three years I was living in that world, it was, it was kind of insane.
[00:17:12] Well, that's over 6,000 hours.
[00:17:15] Yeah.
[00:17:15] Of gameplay.
[00:17:16] Yeah.
[00:17:17] Wow.
[00:17:18] So here I'll go to Proplexity.
[00:17:20] EverQuest is a long-running 3D fantasy massively multiplayer online role-playing game, MMORPG, set in the world of Norahath, as you were saying.
[00:17:30] first released in March 1999. Dude, the way I'm being honest is something about how he talks makes
[00:17:37] me so mad. Holy spit it out junior. My role playing game where thousands of players create
[00:17:43] characters, group up and explore persistent shared world is widely regarded as one of the
[00:17:48] foundational MMO art worlds. That's the other rating is usually around 30 people or more
[00:17:55] more getting together.
[00:17:56] I don't know anything about EverQuest, so I kind of find this interesting.
[00:18:00] Otherwise.
[00:18:01] And to do successful rating, you usually need to join what in EverQuest everyone referred
[00:18:08] to as an Uber Guild.
[00:18:10] So I had this great pride in my EverQuest journey that I, most of the time leveling up,
[00:18:16] I was ungilded, where I was in like a role playing guild with Rogues only.
[00:18:22] And it was when I got to level 50 and EverQuest was the-
[00:18:27] I think there was a time really, really early in WoW where people would like calling like
[00:18:33] dude that's Omega.
[00:18:34] Crazy.
[00:18:35] Like, well this guy's Omega good at the game.
[00:18:37] Like Uber.
[00:18:38] It's like calling something epic.
[00:18:40] You know, it's cringes fuck nowadays but there was a time where it was cool.
[00:18:46] That was the thing.
[00:18:47] Turn into Giga.
[00:18:48] He's sure.
[00:18:49] The top level.
[00:18:51] I got invited into this guild called Legacy of Steel,
[00:18:54] which on our server was the top.
[00:18:57] Every server had a top guild.
[00:19:00] And I was on a server called the Nameless Server
[00:19:04] and the top guild was Legacy of Steel.
[00:19:07] And that the thrill of getting 30 people together
[00:19:13] to go see if you could beat, you know, Nagathon,
[00:19:17] who was the fire dragon or Vox,
[00:19:19] who was the Frost Dragon, and needing perfect coordination
[00:19:23] to pull it off, it was insane how fun,
[00:19:27] like you would literally scream out,
[00:19:29] you're alone in your room at home,
[00:19:32] but you felt like you were there with these people
[00:19:34] and you would audibly cheer out when you won
[00:19:38] and you feel depressed when you lost.
[00:19:41] And it was a game of high highs and low lows
[00:19:44] and it did everything right.
[00:19:46] It was amazing.
[00:19:48] So that was a big leap for you to go from the proud lone warrior to a member of a guild,
[00:19:56] Uber Guild.
[00:19:57] And then there's that epic story of you rising to the top.
[00:20:02] Oh my god!
[00:20:04] Nice!
[00:20:06] Yeah, so organizing people in an online game like EverQuest is like hurting cats.
[00:20:16] I swear to God.
[00:20:17] You know, everyone has their own will.
[00:20:21] Some people are lute motivated.
[00:20:23] Some people want the guild to do well.
[00:20:26] Some people are just lonely and want people to hang out with.
[00:20:30] And there was also a lot of depression in the EverQuest community.
[00:20:35] It was something I suffered with.
[00:20:37] But a lot of people, you know, anytime you're feeling sad or down, you're looking for escape.
[00:20:44] And one of the great things video games brings us is escapism.
[00:20:49] And escapism isn't always bad or negative.
[00:20:55] But when you sort of abuse it to escape your real life problems, it's bad and negative.
[00:21:02] So there's a mix of pain and darkness.
[00:21:05] Let's move it on, move it on.
[00:21:09] Getting higher than Blizzard, I'm curious on this one.
[00:21:11] So speaking of which, you have to tell the epic origin story of how you got the job with
[00:21:17] Blizzard.
[00:21:18] As we said, you were this legendary gamer and now legendary troll on EverQuest, username
[00:21:27] to go.
[00:21:28] You gave a lot of edgy feedback to the devs, telling them in now famous, they're several
[00:21:35] This is a famous one where you tell many of them to do a bunch of things including to pull their heads out of their asses
[00:21:43] You're loved and respected
[00:21:45] Hold on
[00:21:46] Fix your goddamn buggy bullshit half-assed encounters the amount of time we dedicated to get our keys to see this guy die
[00:21:54] And take a turn at the emperor is just sick to finally see blood die only to have the entire raid
[00:22:00] Deteed from anywhere in the room was simply an insult blood die. What is blood?
[00:22:05] Blood dies there was two earrings on the corpse yet no matter where you are in the room the emperor DT's so congrats
[00:22:12] Rot on those it's cheap enough to make a mob DT in the first place
[00:22:16] But to have his aggro radius extended the entire room is ridiculous
[00:22:20] So let me get this straight and this is how you guys envision this in San Diego
[00:22:25] You spin months farming keys to get up to the room months farming
[00:22:29] Shissar bane weapons and the recipes where you kill blood while dealing with eight other snakes in the room and
[00:22:36] Immediately after that you're supposed to engage the death touching from anywhere in the room
[00:22:41] Emperor along with the eight snakes whoever came up with this sheer fisting of an encounter
[00:22:51] Do me a favor so I don't waste my guild's time on this kind of jackass shit fest again
[00:22:56] Send me an email at teego at legacy of steel net
[00:23:01] When you decide to a implement an encounter that wasn't designed by a retarded ship
[00:23:13] Chained to a cubicle get a quality assurance department actually beta test the fucking thing and deep
[00:23:21] P-patch in life!
[00:23:23] And please for God's sake do it in the order I laid it out for you. Don't worry
[00:23:27] I won't charge you a consulting fee on that one and good luck you might as well pull your heads out of your asses while you're at it
[00:23:34] rename the game to pay the quest
[00:23:36] Since you've used up your allotted false advertising karma on the bazaar, and you're trying to be scared of the one
[00:23:44] Oh fuck that is so funny
[00:23:46] God is so fucking funny to give a lot of specific ways that the game could be
[00:23:51] improved the fact that it comes from Jeff as well it's so good you actually
[00:23:56] love the game and you gave them in the language of the time advice and how to
[00:24:03] improve their game and it's funny because like you look back to those
[00:24:10] messages firing to me it should be informative inspiring a lot of people
[00:24:15] because you're really legit, full time talking shit.
[00:24:19] And now we always have been like one of the kindest,
[00:24:24] most loved human beings in the entire fog.
[00:24:26] That is so funny. Anyway.
[00:24:28] Later, smug-ass face behind the curtain.
[00:24:32] When the first skill leader was, I guess he's a demon founder.
[00:24:35] He was a guy named is online name was Dred.
[00:24:38] That was his name. He left.
[00:24:41] And our guild was kind of in this listless spin
[00:24:44] for a while, and eventually somebody stepped up and took his position as guild leader and that person's name was Ariel.
[00:24:54] He was this blonde, wood elf warrior.
[00:24:58] Remember the hair color of this?
[00:25:00] He always refused to wear a helmet because thought their character was so pretty, wanted to show their face.
[00:25:06] I guess it's okay.
[00:25:07] All right. So Ariel was a great guild leader for us and made me like a assistant guild leader,
[00:25:16] raid leader, officer type in the guild. And over time, Ariel got busier and busier.
[00:25:25] And, you know, would send me messages like, hey, I'm not going to be online, you know,
[00:25:30] tomorrow or I'm not going to be online tonight. Can you run the raid? Can you run the raid?
[00:25:34] And running the raids was very natural for me.
[00:25:38] And it was my first experience with leadership in my life of, like, how do you motivate people?
[00:25:46] Like, what does motivation look like? What does discipline look like?
[00:25:50] How do you inspire people? When do you force people versus encourage them?
[00:25:56] You know, so it was a learning experience for me on the fly.
[00:26:01] the fly and I had the safety net of the real guild leader would log in eventually.
[00:26:07] As you mentioned I'm just now reading about doing a bunch of research on
[00:26:12] Justinian of the Roman Empire and he rose from being a peasant to being emperor so
[00:26:19] I see a lot of parallels in your life journey from peasant to emperor but go
[00:26:23] ahead I'm sure. At least ever quest guild leader that's that's as much as I can say.
[00:26:27] Uber guild leader, best guild on the nameless server.
[00:26:31] So as time went on, Ariel became busier and busier.
[00:26:37] And then one day they contacted me
[00:26:41] and we were having this like whisper back and forth
[00:26:43] and they said, you're gonna have to take over the guild.
[00:26:46] I'm just too busy.
[00:26:48] And then it came out later.
[00:26:51] Well, let me back up a second.
[00:26:53] I started fooling around, like around this time Half Life One had come out and with both
[00:27:02] Duke Nukem and Half Life One, one of the incredible things that those companies did back in the
[00:27:07] day was when they shipped the game, they shipped the editor on the CD.
[00:27:12] And if you were curious enough, you could like fire up that editor and fool around with
[00:27:16] it.
[00:27:17] I made a Duke Nukem level and you'd send it off to like those UK programming magazines and, you know, you get excited because your level was in, you know, some random magazine.
[00:27:30] And then I started making like half life levels and
[00:27:34] Ariel had stepped down as guild leader. I had become guild leader.
[00:27:39] And then at one point, Ariel contacts me and says,
[00:27:44] Hey, you know, you were talking about those half-life levels you made.
[00:27:49] I want to see those. I'm like, oh, that's cool.
[00:27:52] Like I didn't know you played half-life.
[00:27:54] Like, yeah, maybe we can get a server up and I can plan.
[00:27:58] And Ariel tells me, you know, mail them to this address in Irvine.
[00:28:02] Oh, shit.
[00:28:03] Because, again, to rewind in the time machine for a second, to send something like a half-life
[00:28:11] level over the internet would have taken like 12 hours.
[00:28:15] So you actually burned it onto a CD and stuck it in the mail.
[00:28:19] So I put my half-life levels, I send them to Ariel, and he says, you know, my name's
[00:28:28] Rob.
[00:28:30] I'm a designer at Blizzard Entertainment.
[00:28:35] I hear you're in Pasadena, because you mentioned it.
[00:28:38] You know, I would write about, you know,
[00:28:41] the Rose Parade and all these things on our website.
[00:28:45] You know, I kind of, it was blogging
[00:28:47] before blogging existed.
[00:28:48] So he knew I lived in Pasadena.
[00:28:49] He's like, Irvine's only an hour away.
[00:28:52] Why don't you come down, see Blizzard,
[00:28:56] and you can also meet, and he names like
[00:28:59] four people in the guild. And I'm like, they all work at Blizzard, too. He's like, yeah, we're all
[00:29:05] Blizzard. How do you not know that weird because being in that game playing every day all day,
[00:29:11] it was an inventory level. That's crazy. It feels like everybody plays every game,
[00:29:17] but you had to be selective. So like I never bought Starcraft or Diablo or Warcraft. I was much more
[00:29:23] of the Half-Life Quake, Quake 3 guy around that time. And I never played a Blizzard game and I
[00:29:31] just got invited to like go to Blizzard Entertainment. Was Blizzard already legendary?
[00:29:37] You know, with the Warcraft and Starcraft, was there was a building this
[00:29:43] like great legend of this game company that seemed like... I don't think Blizzard was that big at
[00:29:47] the time. Was that World of Warcraft? Very much on its way to enshrining itself as being one of the
[00:29:52] a legendary game. Like it was beloved by gamers, but there were still ignorant people
[00:29:58] like me. It was definitely beloved, but I don't think again, maybe Starcraft. I mean,
[00:30:05] Starcraft was the biggest game, wasn't it? Diablo two and Warcraft three. Yeah, I guess.
[00:30:13] But I guess, okay, so you understand how niche gaming was though. Wasn't gaming super fucking
[00:30:19] The World of Warcraft broke through that barrier, but it was beloved behind the barrier.
[00:30:26] I really don't think a lot of people were playing these games.
[00:30:30] Like PlayStation existed, that was it.
[00:30:33] And the World of Warcraft, again, still Warcraft is such a nerdy term and no one cared about
[00:30:41] it.
[00:30:42] At least you couldn't say it out loud without being shoved into a locker.
[00:30:44] But yeah, I don't know, interesting.
[00:30:47] We had tons of land parties for Starcraft. I didn't do Starcraft, so I don't know how big it was there.
[00:30:53] But I damn well know no one was talking about it at school.
[00:30:56] Or World of Warcraft. What a Warcraft eventually kicked in, but I played World of Warcraft III.
[00:31:02] You hadn't played, you know, War II or Diablo II or Starcraft, which was shocking to people.
[00:31:09] So you weren't like freaking out, freaking out.
[00:31:12] No, I was freaking out in a different sense.
[00:31:15] I'm like, am I going to get mugged when I like who are.
[00:31:18] Is this a scam because you didn't meet people off the internet?
[00:31:22] Yeah. So.
[00:31:24] I also drove down there.
[00:31:26] Just another thing I mentioned he should have known they worked at Blizzard
[00:31:29] and someone said people are none of us. I think people were a lot more.
[00:31:34] I think your gaming life was so much more separated from your real life back then.
[00:31:39] Because yeah, I'm thinking about people I talked to back when I was 10 on Ventrilo.
[00:31:44] Yeah, I never got around to even learning their real name.
[00:31:49] We just didn't talk about it.
[00:31:52] Everything was so, there was no Facebook, there was no MySpace.
[00:31:55] You were a different person online, all together.
[00:31:57] All right.
[00:31:58] I ended up, there was Rob Pardo, who at that time was a lead designer on Warcraft 3.
[00:32:08] And he was Ariel, you know, so okay, it wasn't a woman after all.
[00:32:12] It wasn't this blonde wood elf.
[00:32:15] You know, I don't know what you expect at that point.
[00:32:18] It was Rob Pardo.
[00:32:20] To this day, a great friend of mine named Scott Mercer was the enchanter
[00:32:26] in our EverQuest Guild, a guy named Dale Oman.
[00:32:29] There was a guy named Roman Kenney who was like this totally psychotic wizard
[00:32:37] who played in our guild, and I had lunch with these guys.
[00:32:40] You know, we just went out to Irvine to like a restaurant
[00:32:44] and, you know, forgive me for the misuse of the phrase,
[00:32:49] but it was like my coming out moment.
[00:32:52] And we talked about games having that stigma
[00:32:55] and being embarrassed about who you are and what you like.
[00:32:58] Like up until that point, I would never tell friends, family,
[00:33:03] like I love games, I'm playing this game EverQuest.
[00:33:06] It's so cool. We just killed a dragon.
[00:33:09] And so you were hiding this part of your identity
[00:33:13] and I'm out to lunch with these guys in Irvine.
[00:33:17] And we're talking about dragons and swords and, you know, raid tactics and talking shit on all
[00:33:26] the people in the guild. And I literally had this moment where I felt like myself for the first
[00:33:33] time, I just felt like so comfortable. And that was an eye opening moment. And after that, after
[00:33:42] that lunch happened, he invited me for a couple more lunches down, you know, just, I just thought
[00:33:48] as like, oh, now I'm, you know, I made friends with these people online. Now we know each other
[00:33:54] in real life, and they happen to work for this game company. And another one of the lunches,
[00:33:59] is they invite this troll warrior to have lunch with us,
[00:34:06] whose name in the game was Barfa, the troll warrior.
[00:34:10] And Barfa, Barfa wasn't somebody
[00:34:13] who played with us all the time,
[00:34:14] but kind of like Ariel got into the guild,
[00:34:17] kind of on the side.
[00:34:19] You know, it was one of those like inside invites
[00:34:21] of like, who's Barfa?
[00:34:22] I don't know, but Barfa's in the guild now.
[00:34:25] And there was, at the time it was a new dungeon
[00:34:27] called The Hole, and we had never done it before.
[00:34:29] And we jumped down in this hole,
[00:34:31] and we're doing this whole dungeon,
[00:34:33] and everything goes wrong,
[00:34:35] as it's prone to do in EverQuest.
[00:34:36] And The Hole Guild escapes, except for Barfa,
[00:34:40] whose troll character is so big,
[00:34:42] he can't jump out of the exit.
[00:34:46] And I had this potion that was like a really expensive potion,
[00:34:51] that was a teleport potion that, you know,
[00:34:53] no one but someone in the Uber Guild
[00:34:56] could afford at the time.
[00:34:58] And I hand the potion to Barfa, and I said, here, use this.
[00:35:01] You'll teleport you out.
[00:35:03] And I'm a rogue.
[00:35:04] I can just stealth and get out of the dungeon on my own.
[00:35:09] So I saved Barfa, not really knowing who Barfa was.
[00:35:13] And I did it with a very expensive potion.
[00:35:17] Having lunch, Rob introduced me.
[00:35:20] This is Alan Adham.
[00:35:22] He plays Barfa.
[00:35:24] I'm like, oh, Barfa, and you saved me in the hole that time.
[00:35:29] Well, it turns out Alan was the founder of Blizzard.
[00:35:33] And he was the head of everything at that time.
[00:35:37] It was Alan, Mike, Mike Morhine, Frank Pierce.
[00:35:43] And what I didn't realize with these lunches
[00:35:45] were I just loved them because I felt like I was myself.
[00:35:48] I felt true happiness being surrounded
[00:35:50] by these, you know, people who were talking about video games.
[00:35:54] Okay. I'm gonna, the way I sum this up is all these Blizzard employees sucked at the
[00:36:02] game and then they had their best player in the guild being Jeff. They brought his ass
[00:36:07] in to work for the game. That's how I'm seeing this. He's the carry. He really is. Whether
[00:36:12] it be time investment or mechanical skill, I'm not sure the details, but it's definitely
[00:36:16] more time investment. That's for sure with Ariel not doing shit. I guess he's working
[00:36:20] on that. I felt comfortable around. Let's go, Jeff. And one day Rob logs into Everglades.
[00:36:26] He wasn't playing much at the time. He said, I want you to tomorrow to check the Blizzard job site.
[00:36:34] I'm like, okay, like I'll check the Blizzard job site. And they had announced World of Warcraft
[00:36:42] and posted on the job site was the job for an associate quest designer and the funniest part of it was I
[00:36:52] 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.
[00:37:01] He was so unemployed that they set this up for me like they were just looking and and it was that hindsight moment of like actually these guys were just
[00:37:11] guys were just interviewing me for six months. They were actually friends and they were really
[00:37:16] cool about it too. And I just had the fuck it moment like that job opened up. I applied
[00:37:25] with all my heart, you know, like they had a bunch of quest writing on it. And then I
[00:37:33] went through like a pretty hardcore six month recruiting process because they never hired
[00:37:39] designers from out of the company. Traditionally, designers were promoted from within Blizzard,
[00:37:46] either they would like transfer out of other disciplines, or they would come from quality
[00:37:52] assurance, tech support. So, hiring somebody off the street was kind of a big deal for them.
[00:38:00] And they really put me through a grilling. I met with, it was the first time I met Chris Metzen,
[00:38:07] who is maybe the most inspirational, creative person on the planet. And you instantly, they
[00:38:18] paired me, they did this interview pairing, or these two guys, it was Kevin Jordan, who
[00:38:23] was one of the original designers on Wow. Really, he doesn't get enough credit for his contributions.
[00:38:30] He was one of the earliest class designers, PVP designers. But he's a really, I never
[00:38:36] heard that name either. Wow. These two guys, it was Kevin Jordan. Kevin Jordan. Look at
[00:38:43] him up. Kevin Jordan. I feel like I've seen his face probably in interviews here and there.
[00:38:59] Interesting. All right. So you did a thing with stay safe as fan tips. I see some as in gold.
[00:39:07] I don't know. Moving on.
[00:39:10] It was one of the staff of Jordan is named after him. Oh,
[00:39:16] didn't realize that. Okay.
[00:39:20] More, you know, original designers on Wow.
[00:39:24] Really, he doesn't get enough credit for his contributions.
[00:39:28] He was one of the earliest class designers, PVP designers.
[00:39:31] I mean, that is some foundational world of Warcraft stuff.
[00:39:38] Class designing probably had big sway on which classes are even in the game.
[00:39:43] But he's a really quiet guy.
[00:39:47] And they paired him with Chris.
[00:39:50] And Chris just owns the room.
[00:39:53] You know, Chris, you could just sit and listen to him.
[00:39:58] He's so creative.
[00:39:59] He's so passionate.
[00:40:02] And the way he articulates things,
[00:40:04] like you just instantly become a fan of Chris
[00:40:07] when you're around Chris.
[00:40:09] Chris, Kevin, and I go to lunch at this Italian place that
[00:40:14] was across the street from Blizzard.
[00:40:16] And I remember Chris made a stop to buy cigarettes.
[00:40:22] you know, on the way to the interview.
[00:40:24] And then every other word out of Chris's mouth
[00:40:26] was like, fuck and shit.
[00:40:29] And I had come from this whole like corporate culture
[00:40:32] from my dad's recruiting business
[00:40:35] where I'd never imagined somebody would curse
[00:40:38] in an interview or stop to buy smokes.
[00:40:42] And again, it was like, I'm around my people.
[00:40:45] Like I never smoked, but just, you know,
[00:40:48] being around people who didn't care about
[00:40:51] what the corporate norms were was so inspiring.
[00:40:56] And then my last interview was with Alan and Rob
[00:41:01] and a great programmer named Bob Fish.
[00:41:03] Like, I think he's one of the first five developers
[00:41:07] at Blizzard and they took me to an Arco station
[00:41:13] that had a jack in the box.
[00:41:15] You know how like sometimes they'll combo?
[00:41:17] It was like Arco jack in the box.
[00:41:20] I can't remember the most pointless details, but...
[00:41:22] My final interview at Blizzard was at the Arco Jack-in-the-Box.
[00:41:25] And I remember thinking to myself,
[00:41:28] these guys just brought me to a Jack-in-the-Box
[00:41:32] that's in an Arco station.
[00:41:35] I need to work here.
[00:41:36] Like, these are my people.
[00:41:38] This is where I belong.
[00:41:40] Like, it was the greatest thing ever.
[00:41:42] And so yeah, that's my crazy journey to Blizzard.
[00:41:47] I'll start at the bottom and end up at the top in the jack-in-the-box.
[00:41:53] Can you speak to, because you mentioned some of the low points in depression, through that
[00:41:59] journey, how did you find your way out?
[00:42:03] So can you just, a lot of people are sitting in those low points right now listening to
[00:42:08] this.
[00:42:09] What kind of wisdom can you draw about finding your health, finding your people?
[00:42:14] Okay, there we are. I'm good. One of us early blizzard culture. Oh boy. Let's hear this.
[00:42:24] All that work. So, uh, what were the, what was it like? What were the vibes of, um,
[00:42:30] early blizzard like? They've at this point, Warcraft one and two, Warcraft threes in production,
[00:42:37] Starcraft. These are legendary games. I spent, does he have any idea? He doesn't even work. Wow.
[00:42:44] Wow isn't even I guess he's working on World of Warcraft, but Warcraft 3 isn't even out yet
[00:42:50] If Warcraft 3 is not out yet, I'm not even much of a PC gamer yet. I'm like eight years old
[00:42:56] Maybe I'm playing Age of Empires
[00:42:59] Finally where I'm at in life during this time probably over a thousand hours in these games combined
[00:43:05] Work after I played Warcraft 1 2 3 I played Stark Earthland 2 I played Wow, of course Diablo 1
[00:43:12] One, two, three, four.
[00:43:14] But your devil is shitting in your diapers.
[00:43:16] I don't listen with Dr. Cain.
[00:43:18] Stay a while and listen.
[00:43:20] I mean, some of these characters, some of these experiences
[00:43:23] just stay with me forever.
[00:43:25] Anyway, so big thank you to those early Blizzard folks.
[00:43:30] What was it like?
[00:43:32] Well, what was the team like or the developers like?
[00:43:34] What was the vibes like in those early days?
[00:43:37] It was me.
[00:43:38] It was the dream.
[00:43:40] When I showed up at Blizzard on my first day, the office was on the University of California Irvine
[00:43:48] campus at the time. They had this research and development park where if you're like a tech
[00:43:54] company you can get office space there. And Blizzard took up, when I joined, it was three
[00:44:01] fourths of the building with Blizzard. And there's like a building right next to it that had like
[00:44:06] Cisco and you know it's like all kind of techie places and it was so funny because you drive up and
[00:44:13] like everything was very serious and corporate and then outside of the Blizzard offices it's
[00:44:20] everybody's wearing black t-shirt and shorts and throwing frisbees and playing hacky sack and
[00:44:26] non scooters and skateboards and you're like okay that's where that's where Blizzard is.
[00:44:31] So it was that environment.
[00:44:34] I remember walking in the door and thinking like,
[00:44:36] it feels like I'm walking into a dorm room
[00:44:39] because it was just posters on the wall.
[00:44:42] And there were actually like people would have futons
[00:44:45] because they'd be sleeping
[00:44:47] because we would work so much back then.
[00:44:51] But the vibe was, it was very small.
[00:44:53] Like Blizzard, the day I joined in May of 2002
[00:44:58] was fewer than 200 people.
[00:45:01] And that included there was a whole group up in San Mateo called Blizzard North.
[00:45:06] So Blizzard South, the Irvine group was responsible for Starcraft and Warcraft.
[00:45:14] And there were two development teams at Blizzard. It was called Team 1 and Team 2 at Blizzard South.
[00:45:23] Team 1 was revered. These are the RTS guys. They made Starcraft, Warcraft 2,
[00:45:31] and they were, at that time, they're working on Warcraft 3.
[00:45:36] Team 2 was kind of the redheaded stepchild.
[00:45:40] Like, apparently, before I joined,
[00:45:43] they had tried to spin off a second team multiple times and failed,
[00:45:48] and then they finally decided they were going to make World of Warcraft.
[00:45:52] There was a game called Nomad.
[00:45:56] I don't know what that game was exactly,
[00:45:59] But that was what team two was working on at first.
[00:46:03] That got scrapped and Alan stored steered the team towards World of Warcraft.
[00:46:10] Wow. There's amazing designer named Eric Dodds.
[00:46:15] He'd go on later in his career to be the game director of Hearthstone.
[00:46:20] Him and Ben, Ben Broad basically were the core designers behind that.
[00:46:24] But Eric and Kevin Jordan were these two key designers working on World of Warcraft for Team 2,
[00:46:35] and then you have this tech group that was headed up by John Cash.
[00:46:40] And John Cash, the first day that I showed up to work on Team 2, they said,
[00:46:48] you have to go get your login from John Cash.
[00:46:51] I'm like, John, the John Cash from Id.
[00:46:55] And, you know, John Cash has a skin.
[00:46:58] You could be John Cash in Quake III.
[00:47:01] So, and then he saw me and he was a huge EverQuest player.
[00:47:07] And you're like, he was like,
[00:47:08] you're the guy who runs Legacy of Steel.
[00:47:11] I'm like, you're John Cash.
[00:47:12] And we had that moment where we kind of fanboyed out
[00:47:16] on each other.
[00:47:17] And it was just, the vibe was so cool there,
[00:47:21] like there were very few producers.
[00:47:24] So a game team, there are five core disciplines
[00:47:30] that make a video game.
[00:47:32] You've got engineers or programmers
[00:47:36] who are writing the code.
[00:47:37] You've got the art team
[00:47:39] that's making all the visuals for the game.
[00:47:42] And that spans everything from like 3D modeling,
[00:47:45] characters, environments, to also animation, tech art, you know,
[00:47:50] making it all work.
[00:47:51] A lot of art.
[00:47:52] You've got game design, which some companies don't have design,
[00:47:56] the artists and the engineers do it.
[00:47:59] What?
[00:47:59] Val famously has very few designers because everybody there is a designer.
[00:48:05] But in companies where design is a discipline, which very much is so at Blizzard,
[00:48:10] game designers are sort of the creating the game experience people, you know,
[00:48:16] setting up all the systems and content in a way that gets the player to navigate
[00:48:22] through the game.
[00:48:23] So it's part of the story, part of the quest design, part of it is like how you
[00:48:27] move through the game world.
[00:48:29] Yes. So game designers, there's a spectrum, like same with art, same with
[00:48:35] with engineering of roles within game design.
[00:48:39] Some are more heavy on the system side.
[00:48:43] So like any game that you've played where loot drops,
[00:48:46] you know, Diablo 4, World of Warcraft,
[00:48:49] you know, Escape from Tarkov, whatever.
[00:48:52] Every game.
[00:48:52] If there's loot dropping,
[00:48:54] a designer has planned out very carefully
[00:48:58] what drops where and at what percentages.
[00:49:01] That would be like a systems designer.
[00:49:04] a content designer, somebody who's gonna make quests
[00:49:08] or write storylines, where there might even be
[00:49:11] a narrative designer, which is even more focused on a story.
[00:49:17] But designers, you know, run the gambit
[00:49:20] and then you've got these jack of all trade designers
[00:49:23] that can do it all.
[00:49:25] So that's the design group.
[00:49:28] There's production, which is project management.
[00:49:31] And production is different at every game company you go to.
[00:49:35] So if you talk to someone from EA or Blizzard,
[00:49:39] production might be very different.
[00:49:40] They might be the boss.
[00:49:42] They might actually be a designer,
[00:49:45] or they might be more of a project manager.
[00:49:48] And then one of my favorite disciplines on a game team
[00:49:52] that's often overlooked is sound and audio,
[00:49:56] which is comprised of the sound designers and composers.
[00:50:01] 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.
[00:50:20] And when you have a great lighting artist, or you have a great composer or sound designer, like the experience, you're just tapping into these senses that you wouldn't otherwise.
[00:50:33] But that's that's who comprises the game team as the the lighting, you know, all the all the different kinds of graphics, would that be under the art team.
[00:50:46] Yeah, lighting, you're going to have lighting under the art team, but they're going to be best friends with a graphics programmer.
[00:50:53] And, you know, like I mentioned with design, there's this wide spectrum on the engineering team.
[00:50:59] 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.
[00:51:09] others are more like gameplay focus. On Overwatch, we had an audio programmer just
[00:51:15] doing nothing but audio hooks for the audio team and on every game team you're
[00:51:23] gonna have graphics programmers who will work with people like the lighting
[00:51:29] artists or the environmental artists, character artists on shaders and basically
[00:51:36] any way to make the game, they'll always ask what's your vision? What are you trying to get it to
[00:51:41] look like? The one illustration of what should the world look like? And they'll be the ones
[00:51:46] that I know how to write. Chat GPT. That will let you do that. So you partner a great graphics
[00:51:52] programmer with a great lighting artist. And that's, that's actually the creative tension behind
[00:51:58] games, and what makes game teams so unique is if we were to
[00:52:03] line them up on some crazy spectrum, on one end, you're
[00:52:08] going to have the artists who they're creative, dare I say,
[00:52:14] emotional, you know, they are artists on that end. And on the
[00:52:20] other end, you have the most logical, brilliant programmers
[00:52:24] who their minds just work very differently from the most
[00:52:28] creative art like artists could be sitting you have a meeting with them and they'll just sit
[00:52:33] illustrating if there's any piece of paper they're drawing on it um and programmers you know they're
[00:52:42] just so brilliant and organized and they're thinking everything's so logical and then in the middle
[00:52:48] are people like the sound designers the game designers and the producers they're kind of a
[00:52:54] a little bit in all those fields,
[00:52:57] but it's the brilliance of taking people
[00:53:00] who are so vastly different in their interests and talents,
[00:53:05] but aiming them at that shared goal
[00:53:08] or that shared vision of the game
[00:53:10] that really makes something special.
[00:53:13] And there, I mean, you showed me the size of the team
[00:53:15] for World of Warcraft, but you've also,
[00:53:17] are well known for working on quite small teams
[00:53:20] to create these incredibly huge games.
[00:53:22] Well, what is the power of a small team in this kind of context
[00:53:27] where there's that creative tension?
[00:53:30] Is it because a small team avoids maybe the compartmentalization,
[00:53:38] like the modular where the artists now have their own wing building
[00:53:43] where they never talk to the engineer, that kind of thing?
[00:53:46] Absolutely.
[00:53:46] I mean, you hit the nail on the head.
[00:53:49] The bigger the team, the more you become a cog in the machine.
[00:53:53] And on a small team, the way I like to describe it
[00:53:56] is you get to have a loud voice.
[00:53:58] If we're a small team, let's say we're going to make a game
[00:54:02] and it's at sort of the incubation period of a game
[00:54:07] and there's only 10 of us,
[00:54:09] all 10 of us are in the room for every decision.
[00:54:12] You know, I'm not a server networking guy,
[00:54:14] but I'm in the room for that discussion.
[00:54:17] I'm not an illustrator, but I'm going to sit in the room
[00:54:20] when we decide what the art style looks like.
[00:54:23] As soon as the team starts to grow,
[00:54:26] we become compartmentalized.
[00:54:27] And it's exactly like you said.
[00:54:29] And there's a weird thing that happens.
[00:54:32] It's just kind of a human nature thing.
[00:54:36] The less you interact with somebody,
[00:54:38] the more you sort of become alienated from them
[00:54:42] and vilify their point of view.
[00:54:45] You tend to look at what they do and say with skepticism
[00:54:49] rather than trust and belief in them.
[00:54:53] And I find on smaller teams
[00:54:55] where we all know each other's names,
[00:54:57] I know what everybody's working on every day,
[00:55:00] they know what I'm working on,
[00:55:02] everybody can talk to each other.
[00:55:05] There's none of that
[00:55:09] stereotyping of a discipline.
[00:55:13] on big unhealthy teams, you start to say things like,
[00:55:17] well, the artists just don't get it.
[00:55:19] They don't understand what we're trying to make.
[00:55:21] And when you back up and you think about the statement
[00:55:24] that you just said, it's like such an asshole statement.
[00:55:27] Like really all the artists don't get it.
[00:55:30] Like that's, A, that's not true.
[00:55:33] B, that's sort of demeaning to them.
[00:55:36] Like they signed up for this.
[00:55:37] This is their life's work too.
[00:55:39] This game is gonna be as much theirs as it is mine.
[00:55:44] So who am I to say a statement like that?
[00:55:46] Interesting.
[00:55:47] Okay, I'm skipping forward.
[00:55:48] I kind of get to suggest to that.
[00:55:50] Building World of Warcraft.
[00:55:52] I'm curious on this.
[00:55:53] This is gonna take a while, guys.
[00:55:54] I'm only a third through this video.
[00:55:55] Characters and roles in classes.
[00:55:57] You pick a race, appearance, starting zone,
[00:55:59] small racial bonuses in a class,
[00:56:02] how you fight, what your role is in groups.
[00:56:05] Can you continue filling some of the gaps?
[00:56:07] What is World of Warcraft?
[00:56:10] World of Warcraft, first of all, more than anything, is a world.
[00:56:15] Like, it's a world that you can live in with real other people
[00:56:19] and everybody's kind of living out their fantasy.
[00:56:21] You shouldn't live in it.
[00:56:22] Chris Metzen, who was the creative director on World of Warcraft
[00:56:25] and really like Alan Adham, who's one of the founders of Blizzard,
[00:56:30] calls Chris the heart and soul of Blizzard.
[00:56:33] And it's almost like when you're making a Blizzard game,
[00:56:39] you're making Chris's imagination at some point.
[00:56:43] And Chris famously said,
[00:56:45] the lead character of World of Warcraft is the world.
[00:56:49] And I always believed that.
[00:56:51] So you're trying to create this place
[00:56:53] that's exciting and dangerous, but comfortable,
[00:56:55] but uncomfortable and gorgeous.
[00:56:59] And, you know, it should feel massive.
[00:57:03] And it really is.
[00:57:04] It's, you know, can take a half an hour to get from one end of the world to the other.
[00:57:12] But it's this world you're living in.
[00:57:14] The world is divided into two warring factions.
[00:57:18] There's the Horde and the Alliance.
[00:57:20] And that was a very important, very controversial decision.
[00:57:25] really that was made by Alan Adham was the champion of the Horton Alliance
[00:57:31] and there really is those are really strong division strong division like
[00:57:36] yeah you big aside and then you hang around with only people you're kind yeah
[00:57:43] and you get a tattooed in real life on you like the amount of people who walk up
[00:57:47] to me and show me their horde tattoo like it's epic it's like it's become who
[00:57:54] They are like if you were to say like hey Lex come play World of Warcraft with me we're alliance on
[00:58:01] Tychondrius you'd be like dude lose my alliance like okay. I don't think we can be friends anymore
[00:58:07] But the Horde alliance decision was really controversial because in EverQuest it was mixed race
[00:58:14] Yep, I bet Jeff was against the decision to have factions
[00:58:17] They had all the races kind of like wow did but they could all group with each other and
[00:58:25] part of when I came from EverQuest where we felt like this was a horrible decision Alan was
[00:58:32] making and we argued Alan, Rob, Bob Vitch and I would have lunch every single day and we would
[00:58:41] just talk about wow and the core design of wow. Rob wasn't even on wow at that time he was finishing
[00:58:47] Warcraft 3. And we would fight over the Horde Alliance split if it was a good idea or not.
[00:58:53] And Alan had, he came from more of the Dark Age of Camelot community, which was another
[00:59:00] massively multiplayer online game that was more PvP based. And he said the magic of that game was
[00:59:07] they had three factions. And he liked the fact that you were instantly on a team. You weren't a
[00:59:13] loner in the world. And whether you liked it or not, you had people on your side. And Rob and I
[00:59:20] just argued and argued against it. And then sometime before beta, Alan retired. He went on to run a
[00:59:29] hedge fund of all things, like got super into poker, got super into finance, left and retired.
[00:59:36] like, I think it was nine months to a year before, wow, really, shit, which is kind of nuts.
[00:59:45] And Rob takes over as lead designer in Alan Stead. And to Rob's credit, the first thing he
[00:59:52] did was go, speaking to what we were speaking about earlier, he said, Alan's a smart guy.
[00:59:59] The fact that he was fighting so hard for word alliance, we got to do it.
[01:00:04] And Rob and I sort of changed our point of view and got on board with Horde Alliance and went all in.
[01:00:13] And so, you know, the early days of WoW was it was a great team.
[01:00:20] It was a mix of these veterans that we all looked up to.
[01:00:25] You know, we had Mark Kern running the team.
[01:00:28] Shane DeBerry was, you know, legendary Blizzard developer.
[01:00:34] Bill Petrus was the art director.
[01:00:36] And then we had Metzen who was sort of like,
[01:00:39] Metzen was the cool big brother we all, you know,
[01:00:43] aspired to be, I'm older than Metzen,
[01:00:46] but I looked up to him like a big brother.
[01:00:49] And then there were a lot of us who had never done it before.
[01:00:55] Or they had also pulled a lot of people
[01:00:58] from other teams and other game types.
[01:01:02] Like for example, the guys building the dungeons,
[01:01:05] they hired out of the Quake community.
[01:01:07] And because they didn't have any hardcore MMO designer
[01:01:11] on the staff at that time, it was, you know,
[01:01:14] Kevin and Eric and Alan were sort of the only designers.
[01:01:20] They started building Quake dungeons.
[01:01:23] And that's like Quake levels as the dungeons.
[01:01:26] one point WoW was even made in QE Radiant, which was a quake engine. And they later, you know,
[01:01:33] retooled to where they were using a proprietary engine. So we were like this hodge podge,
[01:01:40] like the bad news bears is how I would describe the WoW team of this mix of veterans. I do feel
[01:01:47] like a lot of people like a lot of the classic dungeons could be much easier to navigate if
[01:01:52] you were a quick character doing the fucking bee hopping through like wailing caverns I feel like
[01:01:58] you could be hopped to the end you I don't know. I'm just some fucking idiot who played a lot of
[01:02:06] EverQuest and I end up designing quests. Yeah like okay we're gonna design World of Warcraft now
[01:02:14] And I've said this later with hindsight, I think a huge part of WoW's success with,
[01:02:25] especially with the early WoW team, team two in its earliest formation was that we didn't know
[01:02:33] what we were doing. You kind of like it's that Titan was the example for me. Titan was the attempt
[01:02:41] that making an MMO after World of Warcraft and Blizzard, and we failed horribly and we
[01:02:47] had the best of the best on that team. And it's because everybody was too much of an
[01:02:52] expert on how to make a groundbreaking phenomenon MMO World of Warcraft was.
[01:03:01] This is actually the main thing I wanted to listen to, because I don't know much about
[01:03:04] Titan, but it was a failed project that cost, it was massive. And then all of a sudden it
[01:03:10] was just gone. So a bunch of people like a very successful sure of itself company who had made
[01:03:18] Starcraft Diablo Warcraft with a bunch of Yehuz basically who was like, yeah, we can compete
[01:03:27] with Sony online. Yeah. At the time they were making EverQuest 2, like if we go back in the time
[01:03:35] EverQuest 2 had been announced, and EverQuest fans, we were just drooling for EverQuest 2.
[01:03:44] It wasn't a cool world of Warcraft. It was EQ2 was going to take the chalice and run with it,
[01:03:52] and then of all things, they announced Star Wars Galaxies. And they had a brilliant designer on
[01:03:58] that, a guy named Raph Koster, who had come from that Ultima Online. And he's just a really smart
[01:04:04] game design. If you can ever watch one of his lectures, like he lectured a lot at GDC.
[01:04:10] And, you know, we're like, oh my god, they're, they're making EverQuest 2 and Star Wars Galaxies,
[01:04:17] and they have the Star Wars intellectual property. We're fucked. Like, how are we going to compete?
[01:04:26] And everybody had seen the success of EQ EverQuest, and everybody was going to make an MMO.
[01:04:34] And it was just a question of who was going to win.
[01:04:37] Do you feel there's immense pressure of this small team of just this hodgepodge of this
[01:04:45] unlikely team that kind of looks fast forward into Overwatch, the heroes in Overwatch,
[01:04:52] but working extremely hard? You told me about crazy, crazy work hours,
[01:05:00] and not because you were forced to but because you wanted to because your heart wasn't it because
[01:05:07] you're like this is everything like you loved it. Yeah the the games industry has a terrible
[01:05:14] reputation for insane amounts of overtime. It's just called crunch like do you crunch or not.
[01:05:22] These days, crunch is not allowed, not permitted, heavily frowned upon.
[01:05:29] If we were to work overtime, somebody write an article about it next week and say how horrible we are for working overtime.
[01:05:40] Back then, we worked insane, and I mean insane hours.
[01:05:48] The longest shift I ever worked straight was 30 hours. That's when we were gold mastering Warcraft 3.
[01:05:56] This was in my, I think, um...
[01:05:58] Wow.
[01:05:59] War 3 shipped on July 3rd, 2002.
[01:06:03] Here's a difference though. I feel like, uh, this is how I feel. This is not reality.
[01:06:08] I bet back then they had a fucking computer, and this was damn near also their gaming computer.
[01:06:15] I bet they had they would log in in the middle of their shift for an hour to like run a dungeon
[01:06:21] in EverQuest because they had to and then get back to work, right? Like their lunch breaks
[01:06:28] consisted of actually playing the game. So yes, he had a 30 hour shift, but like you get these
[01:06:35] very comfortable, very comfortable gamer breaks, I would call it. Maybe still today,
[01:06:43] I don't know. Now I sought to down what is it to take away from a 30-hour shift, but
[01:06:52] it's not like you're sitting there crunching in a Google Doc for 30 hours straight. Maybe I'm
[01:06:57] off base, but... So this would have been like late June, early July, probably late June.
[01:07:06] And I had nothing to do with War 3. I should just say that like in the credits, I'm additional
[01:07:11] additional help or additional testing or something like that.
[01:07:17] When I showed up in May of 2002,
[01:07:20] it was all hands on deck, world of Warcraft for E3.
[01:07:23] We got through E3 and then all hands on deck,
[01:07:27] the whole company get War3 out the door.
[01:07:30] For shipping Warcraft 3.
[01:07:31] For shipping Warcraft 3.
[01:07:33] And because I had not been involved with the game at all
[01:07:37] and I was a brand new wet behind the ears game designer,
[01:07:41] they're like, you're just gonna help test
[01:07:43] whatever we tell you to test.
[01:07:45] So we're trying to gold master
[01:07:49] and there's a crash that happens rarely
[01:07:53] if you run one of the cinematics,
[01:07:55] like you have to be watching the cinematic
[01:07:58] after one of the levels
[01:08:00] and then there was a crash that happened.
[01:08:02] And so a programmer put in some logging to catch it
[01:08:08] and then they needed somebody to just over and over again.
[01:08:11] I need the crash to happen so I can fix the bug.
[01:08:15] And I sat there for 30 hours
[01:08:17] and just watched cinematic for 30 hours.
[01:08:20] What cinematic?
[01:08:21] And it was the funniest thing.
[01:08:22] Like it was almost surreal watching everybody leave
[01:08:27] at the, which was a trickle out.
[01:08:29] Like everybody kind of trickles out like in different hours,
[01:08:32] you know, the family guys go much earlier
[01:08:34] than the single guys.
[01:08:37] And then watching everybody show up again
[01:08:40] the next morning and they're all like dressed different and they look all
[01:08:43] refreshed and I'm just like in the same position you know like eyes are beat red
[01:08:49] to the soundtrack of the cinematic yeah but we crunched World of Warcraft we
[01:08:55] crunched the date slipped so you do this thing I remember Mark Kern standing in
[01:09:00] the team up and saying we're gonna crunch early so we don't have to crunch
[01:09:06] later in the project. And I really believe he wasn't manipulating us. Like, I really
[01:09:13] genuinely believe that he believed in that. But with games, anything can happen. And they're
[01:09:21] just, we slip uncontrollably all the time. And we slipped and it sort of created just
[01:09:27] this death march, endless death march, that like to this day, members of the wow team
[01:09:37] will remember like Newport Rib. If I say that, they'll have like twitches because like they
[01:09:43] would cater the dinner. They'd bring it in at like six or seven at night. And everybody
[01:09:50] was eating Newport Rib or Panda Express. It was like the worst diet ever. I actually like
[01:09:56] Newport Rib, no shade on them, but you can only eat so much of it.
[01:10:01] And the carpets are stained and like dudes are falling asleep on the couches.
[01:10:06] And it was an unhealthy work environment.
[01:10:09] It gets pinned on a lot of places.
[01:10:13] It is executive driven and it is mandated from the top.
[01:10:17] But the hours that I work, I never blamed on anyone but myself.
[01:10:22] I just wanted to.
[01:10:23] I remember coming in on Memorial Day with sound from the beach on my feet because I
[01:10:32] really wanted to get some work done that day and working through Christmas.
[01:10:37] Those were things I wanted to do.
[01:10:39] I never felt like somebody held my feet to the coals.
[01:10:43] Yeah, such a complicated thing because, yeah, okay, you could say that's unhealthy, but
[01:10:48] I know a large number of people, especially in their 20s, but actually throughout their
[01:10:53] career that have been a company that do crunch for a thing they believe in for a thing they love
[01:11:01] and it's some of the most fulfilling years of their life months and years of their life and they
[01:11:06] also uh it's not just fulfilling they grow from they learn from it and they you know and when they
[01:11:14] especially when they talk back about it about that time they can see what the fuck is that keyboard
[01:11:21] You're right. You're going through it.
[01:11:22] The hell?
[01:11:24] It's you can fill that thing with water and drink from it.
[01:11:26] And then the crunch that you mentioned is supposed to be a month or two.
[01:11:30] And then it turns out to be a half a year.
[01:11:32] And then maybe it turns out to be something like a Titan type game
[01:11:36] where you never actually ship it and it's heartbreaking in the pain.
[01:11:39] That's all. But then you look back and you realize how incredible that journey was.
[01:11:43] I think like my reflections on it many years later and having gone through
[01:11:50] like pretty crazy levels of crunch to more controlled I think where crunch is
[01:11:58] problematic and people are good to all right so they're gonna talk about
[01:12:02] working big hours but how wow changed video games no I think I skipped that
[01:12:09] single player versus multiplayer skip how Blizzard made let's go to this one
[01:12:14] This looks interesting.
[01:12:17] Let it run. It's five hours.
[01:12:18] I got to the show again.
[01:12:19] You continue to speak with so much humility,
[01:12:21] but while it turned out to be one of the biggest games of all time,
[01:12:26] both in terms of local claim and then
[01:12:30] wrath of the Lich King, which by many is also a good place to ask about
[01:12:35] the famous Blizzard Polish.
[01:12:39] So Blizzard as a company has historically
[01:12:42] And you were certainly a big part of that, delivered these games that 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.
[01:12:59] So what does it take to take this gigantic game, this game played by millions of people, loved by millions of people and delivered in a way where it's like it all just works.
[01:13:11] To have a level of polish is like a studio-wide culture.
[01:13:17] It's an interesting speed-up plan.
[01:13:19] That has to be filled in everybody.
[01:13:20] Like no one can be satisfied with a bug.
[01:13:23] Every game is gonna have bugs.
[01:13:26] And Blizzard games have bugs.
[01:13:29] It's a question of how quickly do you fix them
[01:13:32] and with what urgency?
[01:13:35] And as players ourselves, if we're playing
[01:13:39] as much as anybody else,
[01:13:40] we're gonna be motivated to fix the bugs.
[01:13:44] There are some really tactical aspects to it too.
[01:13:48] The quality assurance department at Blizzard
[01:13:52] is the best in the industry.
[01:13:55] Like the people who come and do QA at Blizzard,
[01:14:00] they're passionate gamers.
[01:14:02] Many of them wanna be developers themselves
[01:14:04] and they're not just doing it for a job,
[01:14:07] They do it because they fucking love the game.
[01:14:11] And the relationship we tried to develop
[01:14:15] between us on the development teams
[01:14:18] and QA was extremely tight.
[01:14:21] And whenever possible, we also tried to sit
[01:14:24] as many QA members up with the development team as possible.
[01:14:29] Depending on the logistics of, you know, in the early days,
[01:14:33] we didn't always have the space for all of QA to sit with us.
[01:14:37] We're very fortunate on the O.
[01:14:40] How much does a QA tester at Blizzard get paid?
[01:14:46] I'm curious.
[01:14:48] $25 per hour, 19 to 35, depending on experience and location.
[01:14:56] OK.
[01:14:59] $68,000 annually.
[01:15:01] How good is that?
[01:15:02] I'm actually so, what's the word, out of touch, so I'm just asking.
[01:15:12] Not bad.
[01:15:13] It's California too, yeah.
[01:15:15] It is very expensive there.
[01:15:18] So in California, if y'all are saying not bad, not great, not terrible, okay, just curious.
[01:15:24] Overwatch team to have a large amount of QA sitting with us, and then developing that
[01:15:31] relationship, you know, in the early days, there were these fears of like, well, QA can't talk to
[01:15:37] the developers and trying to shatter that, because some of our QA members knew the game so inside
[01:15:45] out, you would just say to them, like, hey, dude, just message me any, here's my home number,
[01:15:51] like, if there's a bug, if you think we're going to get raked over the coals on this,
[01:15:56] you got to speak up. I don't care what the chain of command is, like we got to fix this thing. So QA was amazing.
[01:16:04] 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 a particular slices of that experience that could be improved.
[01:16:20] improved. Yeah, people simplified the so isn't QA kind of going out of business with all these
[01:16:28] early access versions of every game nowadays? Isn't like early access just you're basically
[01:16:33] just paying to be a QA tester? Or is that crazy? No.
[01:16:42] I mean, maybe they still have it, but it's definitely
[01:16:45] No, because players are dumb really kind of PTR beta realms early access. I mean yeah in terms of World of Warcraft
[01:16:53] But even other games, but I guess they probably still have some QA testers
[01:16:58] Because players aren't you know gonna be the best, but I feel like that gets a big chunk of it every fucking game has that shit
[01:17:07] QA does a lot of organizing. Okay, so maybe QA actually takes that feedback
[01:17:12] back from players. Okay, whatever the role. I just feel like the way Jeff is talking,
[01:17:19] he's talking in a way before early access was even a thing or beta testing for players
[01:17:26] was a thing. That's how I feel like he's talking about QA testers right now.
[01:17:31] Oh, these guys just get to play games all day. QA looks for specific looks specifically
[01:17:37] for bugs, players don't. Sure, they don't actually play the game. They're like, all right, like
[01:17:42] Jeff was saying he watched a cutscene for 30 hours straight, trying to force a bug to happen
[01:17:49] so he could submit the crash report to a dev that would fix it, right? That's QA. But if you have tens
[01:17:57] of thousands of people just playing the game normally, one of the bugs will happen and hopefully
[01:18:02] one of those players will submit it. So that trims a lot of it. Right? I feel like QA's
[01:18:10] job is reproducing what the players are saying, and maybe either way, moving on.
[01:18:14] And then like, let us know if there's a bug. They are so systematic in the way they test
[01:18:20] stuff. They come up with these plans that are actually amazing of like, who's going
[01:18:26] to test what. There's a lot of regression testing that goes on. Within QA there also
[01:18:33] be compatibility testing. The Blizzard compatibility department was amazing. Like they had every
[01:18:42] card, every machine, every configuration and they would roll through to make sure there
[01:18:48] wasn't some quirk that was going to come up on some video card or some motherboard that
[01:18:53] you weren't expecting.
[01:18:55] But it was all very systematic.
[01:18:58] It wasn't just Wild West, let's play the game.
[01:19:01] And then as a developer interacting with QA,
[01:19:05] you would find that there were certain specialists,
[01:19:09] whether like, for example, on Overwatch,
[01:19:14] there were a couple of players that,
[01:19:17] like we all were shooter players
[01:19:18] when we were making Overwatch,
[01:19:20] But I'm not like eSports level shooter player.
[01:19:24] I'm like, you know, Gen Xer, remember Doom?
[01:19:28] How good I was type of shooter player.
[01:19:31] But we had, you know, a couple of these QA specialists
[01:19:39] who like, they could just snipe from 100 meters out
[01:19:43] and hit the shot every time and tell us
[01:19:46] if there was a frame of input delay, you know.
[01:19:49] And then you sit that person with an engineer and say,
[01:19:53] hey, I think there's some input lag here.
[01:19:57] That's amazing.
[01:19:58] And sure enough, they'd be right.
[01:20:00] But you have to have that relationship
[01:20:02] where the devs trust QA or just even on like a World of Warcraft,
[01:20:09] they had a great relationship with QA
[01:20:12] and that they built out a full raid team to do the raids.
[01:20:17] And then you're not only like looking for bugs,
[01:20:19] like, hey, the dragon was supposed to fly instead of just like sun through the world
[01:20:23] and the game crashed, which would happen.
[01:20:25] A lot of my friends ended up working for the QA team to test race.
[01:20:29] You're asking them, what do you do?
[01:20:32] What do you think you're, you know, like 10 million people are going to see this.
[01:20:37] Your opinion, multiply it, you know, it matters.
[01:20:40] What do you think, you know, are you having fun?
[01:20:42] Yeah, this is cool.
[01:20:43] This isn't cool.
[01:20:45] So QA was important.
[01:20:47] But the other thing that was important is the Blizzard engineering, which you have to
[01:20:52] architect your game to be hot fixable.
[01:20:57] And what a hot fix is games, there's a couple ways to fix them.
[01:21:03] The way most of us know, because all the software we have gets a patch, you know, you have to
[01:21:07] update it, you have to download a new version of it, Windows, you know, you get that annoying
[01:21:12] message, like there's a new version of Windows and it takes, you know, a few minutes and
[01:21:17] and you update it, obviously we patch our games
[01:21:20] and that's where we fix a lot of bugs.
[01:21:22] But if you really wanna run a game like Overwatch
[01:21:26] or World of Warcraft successfully,
[01:21:29] you need master level engineers who have architected
[01:21:32] the client and server in such a way
[01:21:35] that you can hot fix the game on a dime.
[01:21:38] And what a hot fix is is a server patch
[01:21:41] that no one's client has to go down for.
[01:21:44] It's because you're dealing with a huge number of players
[01:21:46] and you discover an issue
[01:21:49] and you wanna respond to that issue really quickly.
[01:21:51] I don't understand this.
[01:21:52] There's a lot of issues like something's crashing,
[01:21:55] like the worst case scenario
[01:21:58] is anytime the server's crashing
[01:22:00] or an overwatch, like a really catastrophic bug
[01:22:03] would be something where you have to disable a hero,
[01:22:06] like someone found an exploit
[01:22:07] and you have to disable a hero from the lineup.
[01:22:10] You wanna turn around that hotfix
[01:22:14] If you can in half an hour get that hero back live, you might have somebody who only plays that hero.
[01:22:22] And the only reason they're going to play Overwatch is because that hero is active, you don't want to wait for-
[01:22:27] Now there's three rows of characters down there.
[01:22:29] ... more hot than this as fast as you can.
[01:22:30] Who the fuck?
[01:22:31] And then also to improve the game quickly, to just even settle stuff.
[01:22:35] Yeah, players feel it. Like, they- that's where- there's this idea of, like,
[01:22:42] the love and the craftsmanship of the developer that you can feel like any product,
[01:22:51] you know, your iPhone or Android or like any computer or consumer product,
[01:22:58] you can feel when there are people who loved it behind it and aren't just putting it out on a shelf.
[01:23:06] games have that as well, where you can feel the like heart and soul of the developer in the thing.
[01:23:14] And some of that's like the joy and delight of like that there's a cow level, right? That that's,
[01:23:21] you know, you can feel the humanity of the development team through that. But another part
[01:23:27] of that is like, do they clean up their fucking yard? You know, does this game work? And it's not
[01:23:34] just the bugs and the crashes it's like when balance gets wacky and stupid and you know suddenly
[01:23:41] everybody's a barbarian and whirlwinding and no one else will play anything else you're like
[01:23:46] we should probably fix that you know. Ah those were the days I sadly was the barbarian whirlwind guy.
[01:23:54] One handed. Yeah it brought so much joy. So a lot of people modern day think of you as Jeff from
[01:24:03] the Overwatch team. My name is Jeff from the Overwatch team. I'm Jeff from the Overwatch team.
[01:24:09] I'm Jeff from the Overwatch team. Classic, but you almost forgot. You were the game director of WoW
[01:24:15] in an era when WoW was one of the biggest games in the world. Just, you know, looking back, what
[01:24:24] wisdom can you draw from that time when you got to experience this era of gaming that changed
[01:24:32] gaming forever, where it's millions of people playing this video game.
[01:24:37] It was my first game I worked on and I joined it as this entry-level dude.
[01:24:44] I still have my offer letter from Blizzard, which was for 35K a year.
[01:24:50] That's what I was making.
[01:24:53] In California, I guess back then, but even very shortly after while shipped, Alan left
[01:25:00] his lead before the beta, or like right around the beta. And then Rob took over as the lead
[01:25:08] designer. And then he left the team very shortly after a WoW shift to go start StarCraft 2.
[01:25:18] And he put myself and Tom Chilton in charge. Tom is a designer who, he was a great partner
[01:25:26] of mine and a great leader.
[01:25:29] And he actually came from Ultima Online.
[01:25:33] And so I always looked up to Tom
[01:25:35] as he had a lot more experience than I did.
[01:25:38] And this is like early 2005.
[01:25:43] The world was on fire, the servers were barely running.
[01:25:47] Wow, it was just had taken off like gangbusters.
[01:25:51] and they basically put me and Tom in charge of WoW.
[01:25:56] And at the time they promoted me my title,
[01:25:59] I didn't even have a lead title.
[01:26:01] My title was Senior Game Designer.
[01:26:05] And Tom and I were running the design of WoW at that time.
[01:26:09] So I thought it was totally normal.
[01:26:15] And I thought what we were experiencing with WoW
[01:26:19] was just normal for making a video game
[01:26:22] because it was the first video game that I had worked on.
[01:26:27] I thought it was the funnest joy ride
[01:26:33] because we were working on wow,
[01:26:35] we were still working insane hours.
[01:26:38] And then I'd get home, eat dinner,
[01:26:42] and then me and my wife would log in and play wow
[01:26:46] for four hours, and then I'd go in the next day and I'd work.
[01:26:53] And it was just this, my whole life was World of Warcraft.
[01:26:57] And I loved it, like I loved everything from the creative meetings with Chris Metzen,
[01:27:04] and just what an inspiration and muse he was, down to the simplest, dumbest design stuff that,
[01:27:14] Like we as game designers, like you want to talk about why a button is in the lower left versus lower right and what does that mean?
[01:27:26] That's like two hours of discussion and is there a better way like the 10,000 minutia problems
[01:27:36] were thrilling to me and then also the big disasters like the big I had in the
[01:27:44] early days of, wow, we didn't really have all the processes in
[01:27:47] place for like how to deal with being a successful online game.
[01:27:51] And I literally had GMs, like Game Masters, these are customer
[01:27:55] support guys, calling my home phone at three in the morning.
[01:28:02] Like I remember this one time there was some faction token in
[01:28:07] Stranglethorne Vale, and they figured out a way to exploit it.
[01:28:11] and the GM calls me panicked.
[01:28:14] It's three in the morning.
[01:28:15] He's like, I'm just spawning,
[01:28:19] what did we call them?
[01:28:21] Guardians of Blizzard,
[01:28:22] they were these giant infernals
[01:28:24] that we just made that instantly death touched anything.
[01:28:27] We used to have them when we were in the beta,
[01:28:30] like often the distance of places players
[01:28:32] weren't supposed to get in case they cheated their way there.
[01:28:35] And this GM is just spawning them
[01:28:37] all over Stranglethorne Vale
[01:28:39] because he's worried because the players are exploiting.
[01:28:43] It's like through in the morning
[01:28:45] and I'm talking in hushed tones
[01:28:46] because my wife is sleeping right next to the bed.
[01:28:50] I'm doing this because it was actually like
[01:28:51] before the cell phone days when I actually had a landline.
[01:28:55] But that's just how, and I loved it.
[01:28:57] I loved the thrill of those big moments, the minutia.
[01:29:03] And I felt like through the running Wow Live,
[01:29:07] which was me and Tom together with an amazing
[01:29:10] STV must be hurt.
[01:29:11] Kind of learned how to be the loud team.
[01:29:13] And you imagine putting wow on a box and shipping it
[01:29:18] was like only chapter one and the 12th chapter book.
[01:29:22] Essentially picture a GM just like,
[01:29:25] dude, I'm not gonna deal with this book.
[01:29:26] So I'm actually just fucking killing everyone
[01:29:30] with these GM infernals.
[01:29:32] Can you imagine just questing normally and STV
[01:29:35] and it's actually just raining hell
[01:29:37] and you don't know what's going on,
[01:29:39] but then there's actually a GM on the other end
[01:29:41] freaking the fuck out,
[01:29:43] doesn't know how to deal with this bug.
[01:29:45] So just killing it.
[01:29:46] That's fucking great.
[01:29:51] Billy, and that first, how to run the game,
[01:29:54] how to patch it, what type of content,
[01:29:57] how to deal with emergencies,
[01:29:59] what should our customer support be like?
[01:30:02] I mean, we would debate, should we have a launcher or not?
[01:30:06] You know, in the early days, the only reason the launcher existed in Wow was to run anti-cheat on your machine.
[01:30:13] And we had a moment where we figured out how to put that into the game and out of the launcher.
[01:30:20] And it was the first time I ever really had an in-depth conversation with Mike Morheim.
[01:30:24] He's like, you got to bring the launcher back, guys.
[01:30:26] And we're like, why?
[01:30:27] He's like, there's no better way for us to talk to our players.
[01:30:31] 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.
[01:30:41] That's essentially what BattleNet has morphed into these days.
[01:30:46] But all those decisions, when it came time to make Burning Crusade, you know, at that point, Tom and I were leads, we were full.
[01:30:55] they had actually promoted us.
[01:30:57] There were two big exoduses of groups that quit Blizzard.
[01:31:02] They were disenfranchised.
[01:31:06] If you can believe it,
[01:31:07] like we just shipped World of Warcraft
[01:31:10] and this whole group just walked out the door.
[01:31:13] I was actually sitting, my desk faced Moorheim's office
[01:31:17] and I watched them all go in and quit.
[01:31:19] And they were the group that formed Carbine,
[01:31:24] which made the game Wild Star,
[01:31:26] ended up taking them 10 years to make.
[01:31:29] And they were just really unhappy with World of Warcraft
[01:31:33] and they were unhappy with...
[01:31:37] What expansion was WoW on 10 years
[01:31:44] before Wild Star released?
[01:31:47] I wanna know what state WoW was in.
[01:31:50] That's a crazy question.
[01:31:53] Okay, so June 3rd, 2014.
[01:31:59] What?
[01:32:00] Vanilla?
[01:32:04] Wild Star was released in 2014,
[01:32:06] exactly 10 years prior to that.
[01:32:08] Board of Warcraft had not really,
[01:32:10] oh, he just said, I didn't, sorry, I'm dumb.
[01:32:13] What were they unhappy about?
[01:32:15] Maybe we'll talk about it, that's crazy.
[01:32:17] I don't know what they were unhappy with.
[01:32:19] They were unhappy enough to walk out the door.
[01:32:23] right after we had shipped wow that's incredible but what is it about their heart and soul in the
[01:32:28] game and they maybe it's awesome in a certain kind of way yeah and i don't want to it's not fair
[01:32:33] of me to speak on their behalf i think they were promised some compensation that they didn't immediately
[01:32:40] oh and someone has something else before we move on the event was this the stv event
[01:32:45] oh my god is this when he was just dropping infernals and killing people here we go
[01:32:49] GM owns everyone. Shut up. Oh, so here's the token they were abusing. I bet there was
[01:33:05] a system where you could like get more rep tokens. Oh, and this is where you go to turn
[01:33:10] him in so he's just blasting him.
[01:33:22] Glue there's the infernal.
[01:33:25] He just spawned it right there.
[01:33:26] Right where you have to turn in to get the tokens.
[01:33:32] OH MY GOD IT BLASTS FROM FOREVER!
[01:33:46] Damn, fuckin' proof, man!
[01:33:49] Right now, this guy right here, he is on the phone with Jeff right now, at 3 AM.
[01:33:56] Is there- there's no time in the corner back then, I guess. We don't see the time in game.
[01:34:01] Crazy. We got lore.
[01:34:04] All right, moving on.
[01:34:06] At least see, I don't know if the game, like, here's the weird part when you make a game.
[01:34:12] When you come up with the idea and you start pitching it to people, that's the best the game is ever going to be.
[01:34:21] be. And then you work on it, like, you know, games I worked on take five years, you know,
[01:34:29] Overwatch was two and a half, three years. Every day you get close to ship, the imagination of
[01:34:38] the ideal game gets farther and farther from the reality, and you're always shipping this, like,
[01:34:46] greatly sacrificed thing that nowhere near matches the imagination of the inception of
[01:34:54] the idea.
[01:34:55] So you've become disenfranchised with the concept.
[01:34:59] So in some sense you're shipping, you're constantly in a state of disappointment.
[01:35:06] You're basically shipping a lesser thing that you've been dreaming about.
[01:35:12] Yes.
[01:35:13] and less and less and less saying no and no and cutting and all that kind of stuff. Yeah, it's
[01:35:17] difficult, psychologically difficult, but nevertheless the result when you zoom out is one of the
[01:35:21] greatest games of all time and millions of people played for thousands of hours. It's just...
[01:35:29] Did you ever have an experience, a realization, how huge WoW was in terms of not like
[01:35:36] statistics on server and so on, but the cultural impact they had? The first time was
[01:35:39] as the first BlizzCon, which was in 2005.
[01:35:45] So when WoW shipped, and this is so weird to tell people,
[01:35:50] but on the team, not everyone,
[01:35:54] but a lot of us were very demoralized after WoW shipped,
[01:35:59] there were all sorts of issues with the servers
[01:36:04] because the game did way more successful
[01:36:10] than we expected it to do.
[01:36:12] And the server load was just nuts.
[01:36:15] Like we were just, we were doing our best
[01:36:17] to hire database programmers, you know,
[01:36:20] cause we just didn't know how to deal
[01:36:23] with the sheer scope of the game.
[01:36:27] But when you're an individual, like,
[01:36:30] and at that time, like I mentioned,
[01:36:31] There were multiple exoduses of people who quit Blizzard.
[01:36:36] They went and formed a couple of notable studios.
[01:36:38] One was Carbine, the other was Red Five.
[01:36:43] And we lost like kind of our core people.
[01:36:46] Like when Red Five started, that was our team leader.
[01:36:50] That was Mark Kern and our art director, Bill Petrus.
[01:36:53] They quit.
[01:36:55] When Carbine started, it was, I think, all of our animators
[01:37:00] and some of our best programmers.
[01:37:01] And like it's really demoralizing
[01:37:04] when you lose team members like that.
[01:37:07] But then we were also underwater.
[01:37:09] Like the servers aren't running.
[01:37:12] We're not able to keep up with demand.
[01:37:16] And we had to start putting patches out.
[01:37:18] And now we're making patches like,
[01:37:22] for a while we had one animator stuck around
[01:37:25] and then eventually he left also, but you're doing like,
[01:37:28] Okay, we got to now do a patch without an animator.
[01:37:33] A lot of our art team was gone at that point.
[01:37:37] Really, man.
[01:37:38] And we had to keep the ship afloat
[01:37:39] and the morale was just in the shitter.
[01:37:41] Like everybody felt very down on team two,
[01:37:47] the wow team was called team two,
[01:37:49] and that we had somehow failed.
[01:37:52] And during that time, there was this idea
[01:37:58] to do BlizzCon and the way that started was EverQuest had done these like meetups because
[01:38:05] they knew it was like a big guild social game and people would get together at like some
[01:38:09] hotel ballroom and you'd sit with your guild at like a big room table.
[01:38:16] And to give credit where credit's due, I remember sitting in the meeting for what was to become
[01:38:21] BlizzCon was part of who said, Blizzard's bigger than that. We're not just one game. And I know
[01:38:29] everybody's focused on World of Warcraft right now. We should do BlizzCon. And at the time,
[01:38:35] we had a game called Starcraft Ghost was in development, and that was getting ready to show.
[01:38:41] And there was Frozen Throne, which was expansion to Warcraft three. But like, we knew we're going
[01:38:47] Hold on what time are we in right now because what released first frozen throne or classic while I'm under the mindset
[01:38:54] We're in TBC right now. Am I crazy?
[01:38:58] This is before TBC
[01:39:02] Okay
[01:39:04] Really frozen throne released after vanilla I actually didn't know that
[01:39:13] Because vanilla released in 2004 didn't it
[01:39:17] Of course, I didn't know you're saying like I'm I'm nine years old ten years old and I just I got the frozen throne at a
[01:39:25] Game stop. There was no news. There was no streamers. No websites to look up. I don't know things
[01:39:30] I just know I had frozen throne and I remember having vanilla and I don't remember ever having one before the other
[01:39:36] I just assumed four craft three frozen throws and thrown came out before vanilla. I don't know I
[01:39:42] I didn't know that moving on make Starcraft 2 and then there was a lot of motion happening with blizzard
[01:39:49] There was before vanilla separate story, but there was like hey, we could really do a cool show
[01:39:56] That's this blizzcon thing and at first
[01:39:59] We kind of announced it and it just was crickets
[01:40:02] You know when you're like excited about something you're like man everybody's gonna love like we're doing blizzcon
[01:40:09] areas kind of like crickets with BlizzCon, who cares. And we're idiots, we're reading the forums
[01:40:16] and the forums are just flaming us all the time. Like there's lag on this server and can't log
[01:40:22] into that server and that's that was our perspective of what was happening. And then like I said give
[01:40:29] Mike Morheim credit where credit's due. He kept us, he kept us committed to that launcher
[01:40:36] and they put the BlizzCon tickets on the launcher, which they hadn't done before. It was on the website.
[01:40:42] And so everybody who logged into World of Warcraft suddenly got this like, hey, we're doing BlizzCon in Anaheim.
[01:40:50] Do you want to come? Sold out instant, like instantly sold out.
[01:40:56] And when I showed up at that show, one of the most emotional things in my life, it was nothing but an outpouring of love.
[01:41:08] And up until that point, your perception was because you're just reading online.
[01:41:15] And literally reading the feedback that he would give ever question is such hatred because people who are passionate online
[01:41:22] They express themselves in the harshest ways because it gets attention
[01:41:27] You know, that's the lesson I should have learned from my early days
[01:41:31] And it's such an unfortunate thing because then you met these people in person and
[01:41:37] They loved world of Warcraft
[01:41:41] Fuck I really want to find that one post for all the new people that just tuned in
[01:41:45] He was talking earlier about how when he played EverQuest, he submitted a ticket about a bug in the game.
[01:41:53] And it showed it on screen, his ticket, and it was so fucking funny.
[01:41:58] I don't know where it's going to be in the interview, but whatever.
[01:42:02] And all they wanted to do was talk about World of Warcraft and hear about what was coming next,
[01:42:07] and be around other people who loved World of Warcraft.
[01:42:11] Warcraft and isn't quite right. It's a fascinating to me about here it is here is I
[01:42:19] Mean I'll just read the beginning fix your goddamn buggy bullshit half-assed encounters
[01:42:24] Do me a favor so I'll waste my guilt's time on this
[01:42:27] Jack-ass shit-faster again. Send me an email a
[01:42:31] Implement an encounter that wasn't designed by a retarded chimp chain to a cubicle. I mean it goes on and on it's pretty
[01:42:37] Yeah. Anyways, moving on.
[01:42:41] I'm in 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 conferences, technical conferences, they are, they're all mostly full of love.
[01:43:03] love and just the way they talk about stuff they nerd out even the
[01:43:08] disagreements are drenched in this respect and appreciation and love for
[01:43:15] the game for the topic and online you're right I don't know if it's because of
[01:43:18] popularity or clicks or so on but it's just a way of speaking on the internet
[01:43:20] is more mockery and cynical if you say I love this thing here's an apple I love
[01:43:25] apples I love bananas I love I love X whatever you just get me fun yeah and
[01:43:30] then so with the lesson you learn from that is well I'm just not going to speak
[01:43:33] up when I love something I'm going to instead speak up when I maybe how much I hate another
[01:43:36] thing that's similar to it or maybe join in when we're making fun of a particular quirky
[01:43:39] thing about don't you hate it when you're right versus like not saying that calling up the elephant
[01:43:42] in the room is we're all gathered here today is absolutely right but it's interesting it's
[01:43:46] an aspect of the internet that I think is jarring to a lot of people depending on the game if you
[01:43:48] go to discord or reddit or so on in communities that love a particular video game there's a
[01:43:52] 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
[01:43:56] mockery and so on but you're super quick you understand it just I wish there's more love I
[01:43:59] I feel bad because I played a role
[01:44:02] in the earliest development of some of that online culture.
[01:44:08] It really was social media before it was called social media.
[01:44:13] You know, I ran, I actually,
[01:44:16] I had this reputation for being edgier than I really was.
[01:44:20] There were a couple notable posts that survived 30 years
[01:44:25] that people like to look back on.
[01:44:28] But they didn't look back on the ones where I'm just being chill.
[01:44:34] And that's unfortunate.
[01:44:35] I think a lot as a game designer about the design of social media, and unfortunately,
[01:44:43] social media in general is designed in such a way where the maximum hyperbole works.
[01:44:53] And that's how you get the most points is by being max hyperbolic.
[01:45:01] And usually, unfortunately, it's more in the negative direction than the positive direction.
[01:45:08] You know, if I say, that's a pretty nice mug.
[01:45:14] I've seen nicer, but I like this one.
[01:45:19] No one's interested in that.
[01:45:20] I have to either love this thing or better this thing's a crime against humanity in some
[01:45:27] way.
[01:45:28] And it's very self-reinforcing and everybody sort of feeds into it.
[01:45:35] Especially when you're young, I got to see this kind of interesting thing.
[01:45:39] So I was at, I spent, is what we're talking about.
[01:45:42] I know I don't need to hear about the online toxicity, but I understand why they're going
[01:45:45] to.
[01:45:46] Here we go.
[01:45:47] Why Titan failed?
[01:45:48] one. Here we go. So after shipping well, Wrath of the Lich King, again, many consider it
[01:45:58] to be one of the great expansions for WoW. You step down as WoW's game director and
[01:46:02] switched to developing Titan. This epic, huge game that promised to be the sort of the MMO
[01:46:14] to end all MMOs and it's kind of a legendary vision for a game, right? It's gigantic with
[01:46:23] a lot of, like you said, a brilliant team, a team that's now hardened and knows how to
[01:46:30] do a great game, but it was canceled after seven years in development. So tell me what
[01:46:38] was the vision of the game and what happened?
[01:46:40] Sure. So as we were experiencing success with World of Warcraft, there was this concept in
[01:46:48] the studio that WoW wasn't going to last forever. WoW would be maybe successful for five years and
[01:46:54] eventually kind of age out. And the studio would be in real trouble if we didn't have another
[01:47:01] massively multiplayer online game, sort of wading in the wings. So starting around, I want to say
[01:47:12] 2006, maybe 2005, the talk of starting a team really picked up momentum. And we were working on
[01:47:27] burning crusade, Rob Pardo took the helm to start sort of Titan development. We didn't even really
[01:47:36] have a team then. And I remember being like embroiled in burning crusade and going to Titan
[01:47:44] meetings. And Rob pulled a group, you know, from kind of across the company. And we started talking
[01:47:51] about what this next MMO could be and when it would get going. And eventually it started in
[01:48:00] earnest like real development around 2007, the first team members joined. And it was a real
[01:48:08] ambitious project including like building a new engine from scratch. I think maybe the first
[01:48:14] team member was a guy named John LaFleur, who was just a stellar game programmer.
[01:48:22] And the engine which ultimately failed for Titan ended up becoming the engine for Overwatch,
[01:48:30] which is... So the times are weird. They started working on Titan before BC even released.
[01:48:39] So, they release Classic WoW. It's a success. They're working on TBC. They're drowning.
[01:48:51] No, this is after Wrath. Well, I mean, he says it's 2004, 2005. I mean, the point is,
[01:49:01] they started making a team. I mean, did I not hear that right? He said 2007. Mike,
[01:49:08] Am I like a skit so engine from scratch?
[01:49:12] Bob Pardo took the helm to maybe successful for five years
[01:49:16] and eventually kind of if we didn't waiting in the way, say 2006, maybe 2005.
[01:49:25] OK, the talk of starting a team.
[01:49:30] Really picked up.
[01:49:31] So 2005 is what I heard.
[01:49:35] And yeah, classic release in 2004.
[01:49:38] The talk of, okay, that's my point though.
[01:49:41] The talk of starting a team.
[01:49:43] So they made a vanilla, right?
[01:49:47] And now TBC is being worked on.
[01:49:50] And now like, you know what?
[01:49:52] Maybe we should start working on another MMO.
[01:49:54] Like that, someone said that out loud and they went with it.
[01:49:58] That's crazy.
[01:50:02] That's insane.
[01:50:03] That's a crazy thing, even to talk about it.
[01:50:06] momentum. And we were working on burning crusade. Rob Pardo took the helm to start sort of Titan
[01:50:18] development. We didn't even really have a team then. And I remember, I remember being like
[01:50:25] embroiled in burning crusade and going to Titan meetings and Rob pulled a group.
[01:50:31] I heard this MMO could be and when it would get going.
[01:50:35] And eventually it started in earnest like real development around 2007.
[01:50:43] Okay. The first team members joined.
[01:50:45] And it was a real ambitious project, including like building a new engine from scratch.
[01:50:51] I think maybe the first team member was a guy named John LaFleur.
[01:50:56] Her all those who was just the stellar game programmer and the engine which ultimately failed for Titan ended up becoming
[01:51:07] the engine for
[01:51:09] Overwatch which is a great success story for him and the idea behind the game it was going to take place in
[01:51:16] Future Earth and the players played as secret agents and
[01:51:21] And by day, they all had day jobs, and by night, they went off and did cool secret agent stuff.
[01:51:31] 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.
[01:51:45] And the by day stuff, we're going to let you run businesses.
[01:51:49] We took a lot of influence from games like Animal Crossing,
[01:51:55] Harvest Moon, The Sims.
[01:51:57] We had a brilliant game designer and game director named Matt Brown,
[01:52:03] who was the creative director on The Sims.
[01:52:06] He came over.
[01:52:09] And so we had this vision that there was going to be all this like daytime
[01:52:14] business, house stuff, you could you could build a house, you could live in a neighborhood, like second life, there was also a vision on the technical side game design and technical side that unlike World of Warcraft which that the modern day term for is is that it's sharded.
[01:52:37] So meaning people play on different realms or servers in a while server.
[01:52:42] I don't I haven't been on that team in a very long time.
[01:52:45] But back in the day, you might have 5000 people on a while server before they'd have to spin up another while server.
[01:52:52] The big idea behind Titan is that everybody would play on one server.
[01:52:58] It was a one server, one world game.
[01:53:01] And the world was massive. It was going to take place in future Earth.
[01:53:08] And we were literally building like we have what we call Bay City, which was San Francisco.
[01:53:13] We had, you know, Hollywood.
[01:53:16] And then we had to build all of California between that. And we also wanted to build like Cairo and London.
[01:53:24] And there's this realization of like, how do we connect all of these?
[01:53:28] the game had driving in it, like full blown, like GTA style driving. It was such a gargantuan,
[01:53:40] huge undertaking with it, with a brand new engine, a brand new team, a brand new IP, intellectual
[01:53:50] property, you know, setting, which we really wrestled over, like the amount that the IP just,
[01:53:57] you know, trying to figure out, like, are there aliens or not aliens? You know, like, all that sounds kind of 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.
[01:54:16] And, you know, why it's like, because someone said so and just the way it needs to be.
[01:54:22] But that development started in 2007 kind of as ideation brainstorming early work really got going in late 2007 and then I had to ship wrath of the Lich King.
[01:54:37] And it was, we had the like, we always said that like a champagne toast.
[01:54:45] I still remember it because it was election day.
[01:54:48] I think it was like election day and my birthday
[01:54:50] and the day Obama got elected.
[01:54:53] Then I left the wow team on that day.
[01:54:56] It was like memorable in all those ways.
[01:54:59] And then I joined the Titan team.
[01:55:04] And that game, we went on,
[01:55:08] like the fast forward part of that is we shut it down in 2013.
[01:55:13] that was one of the most painful development processes that I've ever been a part of.
[01:55:20] And probably deep into 2009, I knew that the game in its current form could never ship and would never exist.
[01:55:35] And by 2010, like after numerous times trying to convince the powers that be that like this game is not going to happen, it's in trouble.
[01:55:48] I remember going to Mike Morheim 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 got to shut us down.
[01:56:02] us down. We're just going to burn money.
[01:56:07] What was your intuition about why? So like, for my understanding, there was a few issues.
[01:56:12] So one was such a gigantic world, which by the way, is a beautiful dream.
[01:56:16] That's kind of universe simulator. Cause I love every game you mentioned there is,
[01:56:20] is great. I empathize with the dream. I would love to play.
[01:56:24] I don't know if I would have liked Titan,
[01:56:25] but assuming they actually understand was unclear what like the quest flow is.
[01:56:32] Like, what are you supposed to really do in this game?
[01:56:36] What's the thing that connects all of the pieces together?
[01:56:39] Like, the biggest turnoff to me was like future.
[01:56:42] I don't really care too much for future like fantasy.
[01:56:45] I guess future is kind of fantasy, but you know what I mean?
[01:56:47] Not sci-fi.
[01:56:49] So it was a multifaceted failure for for many reasons.
[01:56:55] Ultimately, the failure of Titan lies with leadership, team leadership.
[01:57:02] myself included. Like, there's just no getting around that. And then on top of that, like a lot
[01:57:10] of games you can point to as being like an engineering failure, like the, you know, the servers
[01:57:15] didn't work, or like an art failure, like no one responded to the look of the game or design failure,
[01:57:21] like the, it's just not fun or it's tuned poorly. We failed on art, engineering and design. And I'm
[01:57:30] cautious about calling out art because some of the best art ever made at Blizzard was made for Titan.
[01:57:37] My criticism isn't of the art that was created. My criticism is that we never had any art cohesion.
[01:57:45] So the art looked like it could have come from 10 different games.
[01:57:50] And we should say it cost 83 million dollars across those years. So
[01:57:57] So, large team doing a lot of stuff, but not conversion towards a game that can actually
[01:58:04] ship.
[01:58:05] Correct.
[01:58:06] As like a game designer, I use semantics a lot, and I like to define my semantics so
[01:58:11] people know where I'm coming from.
[01:58:15] Talking about ideas versus vision for a second.
[01:58:20] Ideas are easy.
[01:58:23] Ideas, you know, I can have 10 and 10 seconds.
[01:58:27] you know, let's make a 2D platformer about a mouse, you know, whatever.
[01:58:32] Like you can cut, I want 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.
[01:58:49] What I call vision is the ability to not only take a great idea but shepherd it into existence,
[01:59:01] and you're doing that through inspiration first and foremost.
[01:59:05] If you need a team to make it,
[01:59:07] you need a team to believe in the vision of the idea.
[01:59:11] Then there also has to be a technological plan for the idea.
[01:59:17] There has to be a design plan.
[01:59:19] There has to be an art style for the plan.
[01:59:21] There has to be a pragmatic production reality to the plan.
[01:59:27] And Titan kind of was like, that was
[01:59:31] the hubris of Blizzard in that era at its height.
[01:59:39] We were over being hurt about World of Warcraft.
[01:59:44] I don't know if people are going to like it.
[01:59:46] And we were now in the era of like,
[01:59:49] we made a world of Warcraft, we can do no wrong.
[01:59:52] This next thing is gonna be the best ever.
[01:59:55] And there was also a lot of what I call anticipatory hiring
[02:00:02] or like there's opportunity hiring
[02:00:05] and then there's also anticipatory hiring.
[02:00:08] I have the exact opposite hiring philosophy.
[02:00:12] I won't hire anybody on any team
[02:00:15] until like we're feeling like we got to work over time or like we might not ship if we don't get you
[02:00:20] know somebody else in here and Titan kind of had that hubris of like well we're going to build a
[02:00:28] really big world we don't know the story of the world yet we don't really have it mapped out what
[02:00:34] it should be like we don't have the art style really defined we don't know technically how we're
[02:00:39] going to make the art or what the constraints of it are but we know we're going to build a really
[02:00:44] big world. So let's just start hiring environmental artists. And like in one year, we would hire
[02:00:51] like 70 environmental artists from all over the world, you know, we're getting visas and
[02:00:58] like the top tier talent because at the height of World of Warcraft and nobody knew the team
[02:01:04] that they were coming on. It was Blizzard's next MMO top secret and then, you know, their first day
[02:01:11] at work like some you know poor guy from Belgium just shows up and he's his first day at work and
[02:01:17] he's like oh are we making a world of starcraft is that and like no dude let me show you what
[02:01:23] and he's like what is this game you know we were in that world and we hired way too many people
[02:01:31] the right way to incubate a video game the story craft give the smallest group possible
[02:01:37] And you try to get the idea to be fair
[02:01:41] I don't know when it was but there were word on the straight of Titan
[02:01:46] Like that word was going around and I was like the fuck you talking about that's stupid and people were actually thinking
[02:01:52] That it was like maybe a Starcraft MMO
[02:01:55] Genuinely because no one really knew if it was gonna be a new IP or whatever. I think they knew it was an MMO
[02:02:01] But it's had no idea and there was talks I remember people on probably Vent or Skype were telling me about it on my shut up
[02:02:09] But yeah, if I was a Belgian artist, I could be doing starcraft. I would think the same shit
[02:02:15] Across with whatever technology you can get your hands on using other engines using art from whatever
[02:02:21] You prove out that idea and once you know what you're doing then you expand the team
[02:02:27] You know, the cliche of idle hands is the devil's work or whatever.
[02:02:36] You have these like brilliant team, huge, and we don't have a road map for what we're
[02:02:43] making or how we're going to make it.
[02:02:47] And now you're having to deal with all these people, like they're coming into your office.
[02:02:52] You know, you're trying to figure out what is the quest flow?
[02:02:55] How do I design the quest system for Titan?
[02:02:57] How can we prototype it?"
[02:02:59] And we're like, oh, this prop artist over here is running out of stuff to do.
[02:03:05] What prop should he make?
[02:03:06] Should he work on Chinatown or the Hollywood set?
[02:03:11] And you're just making up busy work.
[02:03:14] The engine didn't work.
[02:03:16] When we would run play tests on Titan, we would have to tell the team stop checking
[02:03:23] in because it slows us down.
[02:03:25] with this really great technical artist,
[02:03:28] a guy named Dylan Jones.
[02:03:31] And he was on Titan with us.
[02:03:33] And I remember in like the last days,
[02:03:36] we asked him, because he was a very active user,
[02:03:40] Titan editor was called TitanEdit or TED,
[02:03:44] which is to this day,
[02:03:46] TED is the proprietary tool for Overwatch,
[02:03:49] since Overwatch came from the Titan engine,
[02:03:51] which was Tank.
[02:03:53] And we said to Dylan, I want you to log your uptime
[02:03:58] in the editor and Ted.
[02:04:01] And in a 40-hour week, he was only able to work for 20 hours.
[02:04:07] And you can imagine you're building a team of the best
[02:04:10] and the best in the industry, and they can't work.
[02:04:15] So not only are you just burning cash faster
[02:04:18] than anybody on the planet, it's also like,
[02:04:21] Imagine having fighter pilots, but we don't let them fly.
[02:04:25] Yeah.
[02:04:26] Like the creative frustration and the way
[02:04:30] that that manifested itself and how demoralized the team got,
[02:04:36] it was a disaster.
[02:04:39] And so many elements of that were done completely differently
[02:04:43] for Overwatch, which turned out to be this incredibly
[02:04:48] masterful execution and a short timescale
[02:04:50] the small team with a clear vision.
[02:04:54] I read that sort of if you were to compare overwatch and Titan
[02:04:58] so the defining characteristic for the Titan team that said yes to everything
[02:05:02] in the overwatch team said no to everything, meaning focus,
[02:05:06] like deep, deep focus on the execution of a very clear vision.
[02:05:11] And maybe that's the process of designing games.
[02:05:13] Like you said, as you talk about how they decided to make overwatch
[02:05:16] overwatch in six weeks. Here we go.
[02:05:19] All right. Well, I guess the next topic is how Overwatch happened. Let's get forward.
[02:05:24] So when Titan was canceled, I mean, there must have been a gigantic
[02:05:28] heartbreak for everybody. And there's this moment when the plan was
[02:05:32] that I think it expanded and moved elsewhere, but you fought for for keeping
[02:05:36] some part of the Titan team, the core of the team together. And Mike Mohan
[02:05:39] gave you six weeks to come up with a pitch for a new game. And he talks about
[02:05:41] this process. And you've mentioned that there are three possible ideas,
[02:05:44] directions, you're thinking about a Starcraft MMO, maybe an MMO in a new IP
[02:05:48] called Cross Worlds, and then the third idea was Overwatch.
[02:05:50] Can you take me to those six weeks?
[02:05:52] Yeah, the six weeks, it was supposed to be
[02:05:55] the greatest time ever if you think about it
[02:05:59] because you're a game developer at Blizzard
[02:06:02] and you get to come up with a new idea.
[02:06:05] So that sounds awesome.
[02:06:07] Like to everybody at Blizzard, to all game developers,
[02:06:10] it sounds great.
[02:06:12] But we were probably the most demoralized
[02:06:14] we'd ever been in our careers, at least I was.
[02:06:17] I didn't know if I was going to be fired.
[02:06:19] I didn't know if that was the end of my career at that point.
[02:06:23] And so it was like a really serious kind of dire environment
[02:06:30] that this was happening in.
[02:06:32] And we were given two criteria that we
[02:06:36] had to hit for these pitches.
[02:06:39] The first one was that we had to ship within two years.
[02:06:43] And that is a very ambitious time frame for any game.
[02:06:48] That's crazy.
[02:06:49] But for a Blizzard game, it's kind of insane.
[02:06:51] Yeah.
[02:06:52] And then the second, OK, the second is even more ambitious
[02:06:58] and crazy, was whatever we made, whatever we pitched,
[02:07:03] had to have the potential to have World of Warcraft-like revenue.
[02:07:08] Yeah, right.
[02:07:09] And to date, at that point, there was
[02:07:12] one game that had World of Warcraft like revenue,
[02:07:14] which was World of Warcraft.
[02:07:15] So immediately I just threw out the revenue thing
[02:07:19] cause it's all fucking monopoly money to me.
[02:07:22] Like this game money is, it's insane.
[02:07:25] And I just don't think about it.
[02:07:28] That's someone else's problem.
[02:07:30] But I did want to be as realistic as I could
[02:07:35] about the schedule part of it.
[02:07:37] So most of our team, the Titan team was 140,
[02:07:41] Some people, most of that team got moved to go work on,
[02:07:46] here's the storm, the D3 expansion,
[02:07:50] World of Warcraft, Hearthstone.
[02:07:53] So immediately, large number of the team was gone.
[02:07:57] Then we had a bunch of like what we called temp loans.
[02:08:00] People that someday were gonna come back to us,
[02:08:02] but we loaned off for like six month tour of duty.
[02:08:06] And then there was a very small team.
[02:08:08] There was a group of engineers that was mothballing Titan.
[02:08:12] So it exists somewhere at Blizzard at that point.
[02:08:17] And they were also deconstructing the engine
[02:08:20] because they knew it didn't work anymore.
[02:08:22] And to make a new game,
[02:08:23] it had to be where I reconsidered
[02:08:26] to sort of what it is today.
[02:08:29] Like packing it up.
[02:08:30] And then there was a very small creative group
[02:08:32] that was supposed to come up with these three pitches
[02:08:35] and given six weeks.
[02:08:37] And we just sort of arbitrarily decided like,
[02:08:40] let's spend two weeks on each pitch.
[02:08:42] The ground rules that I sort of led with
[02:08:46] is you have to be all in for the two weeks on the pitch.
[02:08:50] So if we're, you know, pitch one was a Starcraft MMO
[02:08:55] and we have to live and breathe and want it
[02:08:57] more than anything.
[02:08:59] And I kind of warned everybody.
[02:09:00] I said, at the end of this two weeks,
[02:09:02] you're gonna think this is the only game idea
[02:09:05] and you're not gonna be invested in the next.
[02:09:07] But we're going to throw it out as soon as we finish it and do the next one.
[02:09:11] And the Starcraft MMO actually really loved that pitch.
[02:09:16] It was called Starcraft Frontiers.
[02:09:18] So the way the concept was like less of your play.
[02:09:21] So that random guy, that random artist from Belgium
[02:09:24] maybe said it was onto something, you know, a Starcraft MMO.
[02:09:30] Imagine that.
[02:09:32] Playing like Space Marine, like it was less armies.
[02:09:35] Starcraft, the RTS is always about the three races and the giant armies and kind of what made wow, wow and
[02:09:43] separate from the Warcraft
[02:09:45] RTS series
[02:09:47] Was a single character instead of being like a footman in the army and World of Warcraft you were like a lone adventurer
[02:09:54] You know make your mark on the world
[02:09:57] So we had this idea. It was this old Chris Metzen drawing
[02:10:00] the space prospector. I love that idea that like somewhere out in like where
[02:10:07] all the giant Starcraft battles were happening you know thousands of Zerg
[02:10:12] and Protoss and Terran there's like this like lone prospector on some planet
[02:10:19] like going through like a mysterious dungeon you know looking for minerals
[02:10:24] but finding monsters like it was that kind of spirit of that's awesome more on
[02:10:29] ground level. I didn't even think about that because my intuition with the Starcraft MMO
[02:10:34] would be the soldier as part of the army, right, the prospector. That's such a beautiful vision,
[02:10:38] yeah. Looking for the resources and on the way finding the monsters. You want to be on the ground,
[02:10:45] like what's it like on the ground floor? And I don't want to be a minion in a giant army. I want
[02:10:52] want to be Indiana Jones in space, you know. So then there's
[02:10:57] this Metz and picture, the prospector. And then two of
[02:11:01] the most amazing artists, Arnold sang and Peter Lee, Arnold's
[02:11:06] the great character artist. Peter Lee's the great
[02:11:09] environment artist. They did this concept art for frontiers.
[02:11:14] That was metz and space prospector, he's smoking a
[02:11:17] cigar and he's got his foot on a hydrolyzed skull.
[02:11:22] And then there's like a med vac in the background and they're on this
[02:11:25] like big alien planet.
[02:11:26] And like that picture, you just wanted to like, here's my money.
[02:11:30] I'll preorder now, like sign me up for that game.
[02:11:36] That picture ended up being McCree from Overwatch.
[02:11:42] Redid it.
[02:11:43] know, but but yeah, that's that was where McCree actually came from.
[02:11:47] Well, is it?
[02:11:48] Craft frontiers idea.
[02:11:50] Cassidy, we we went around a world design.
[02:11:54] We had class design, like how how the classes would work.
[02:11:58] What progression?
[02:11:59] Why did they change like and wasn't McCree named after someone
[02:12:02] that was canceled for something?
[02:12:03] Me, I'm actually going to look it up.
[02:12:06] Why was McCree renamed to Cassidy?
[02:12:11] I'm actually curious.
[02:12:13] To distance the game from a real-life Blizzard employee, Jesse McCree, who was fired following sexual harassment allegations and lawsuits.
[02:12:21] Oof, okay. Moving on.
[02:12:24] You also have to think when you're trying to design an MMO, like what could expansions and live content be like.
[02:12:30] And we put together a really good pitch.
[02:12:33] We all knew there's no way you can make this game.
[02:12:37] Like this, even though it was more focused than Titan, it's five years on Blizzard's
[02:12:44] best day with nothing going wrong in perfect scenario.
[02:12:49] He was the breast milk guy.
[02:12:51] Am I like maybe maybe I'm y'all can let me know if it's true.
[02:12:59] Did they have to rename McCree?
[02:13:01] I mean, they can just say on Twitter, hey, we don't approve of this and he's fired.
[02:13:07] And I just keep the name of Cree, because I don't have a Cassidy, am I crazy?
[02:13:17] They had to, it's not that simple, it made it worse, right, I don't know, am I crazy?
[02:13:26] It's probably better to create distance, I mean, but did it create distance?
[02:13:33] I guess maybe if they kept it like that, that'd be like,
[02:13:36] you're making a legend out of a breast milk drinker out.
[02:13:42] Remove his legacy, I guess, what's stupid stuff.
[02:13:45] What a shitty situation.
[02:13:46] What a shitty situation with that game.
[02:13:47] Probably with 150 to 200 people,
[02:13:52] like these 40 people are not making that game in two years.
[02:13:56] So as much as I, like again, that was an idea, not a vision,
[02:14:01] because it lacked the path to reality, you know?
[02:14:06] Because that's a legit, large-scale MMO
[02:14:08] in a world that you haven't quite developed
[02:14:10] in the way that an MMO needs.
[02:14:12] It was really crafted for the
[02:14:14] Art of Real-Time Strategy formulation of Starcraft.
[02:14:17] And it's in space, it would take,
[02:14:20] I mean, it would be incredible,
[02:14:21] but it would be a five-year
[02:14:23] and realistically even more.
[02:14:24] Like an endless thing that you'd spin on that team,
[02:14:27] you're making the Starcraft game,
[02:14:29] how do you get from planet to planet?
[02:14:31] is it a cut scene? No one's going to want a cut scene, but we should probably make it
[02:14:35] a cut scene because that's easy. But we got to have space flight that you're adding like
[02:14:41] three years just by saying we got to have space flight.
[02:14:43] You are.
[02:14:44] And then how do you make a space game without space flight? We've all played them. We know
[02:14:49] we know those games.
[02:14:50] So
[02:14:51] When you're like that, and by the way, it's such an incredible story for two weeks, you're
[02:14:57] just really falling a little with the game all together and trying to figure out if it's
[02:15:00] actually possible. If you're developing that, are you just constantly trying to say, like,
[02:15:06] what is the simplest possible thing we could do that's a complete world? Like, are you constantly
[02:15:11] trying to simplify or are you allowing yourself to go big? So when you're brainstorming and you're
[02:15:17] with the team and you're the creative leader, it's, guys, what's fucking amazing? What's big?
[02:15:26] with what's what do players need there's there's a Blizzard design value called what is the fantasy
[02:15:32] what is the fantasy you you want to be in space you want to be in the star craft universe and then
[02:15:39] your job is the game director and if you have a great creative director art director tech director
[02:15:47] the director should be scoping it back into reality the mistake I see on a lot of game teams
[02:15:54] is scope becomes a production problem.
[02:15:59] You give it to the project managers or the executives
[02:16:03] or the producers to say, no, there's not enough time
[02:16:07] or you guys should hire more.
[02:16:08] Cause, right.
[02:16:11] Like what, what do executives,
[02:16:14] what do those types have at their disposal?
[02:16:17] They can hit you with meetings and outlook
[02:16:20] and tell you that you can hire more people.
[02:16:22] It's not really how you get the game made.
[02:16:25] That's why they get paid the big bucks.
[02:16:28] The scoping, your best case scenario is when your tech director, art director
[02:16:35] and game director are doing the scoping.
[02:16:38] Because then, you know, like this part, we got to spend big bucks on.
[02:16:43] There's no getting around it.
[02:16:45] This part we can cheat.
[02:16:48] If you have a giant.
[02:16:49] What on earth is he writing about this just to make props, you know, crates and chairs?
[02:16:55] Guys going to make the, you know, that's probably a awesome developer
[02:16:59] who's going to put his heart and soul into it.
[02:17:01] If you let him, he'll take, you know, six weeks to make a crate.
[02:17:07] You have to have that moment where you're like, I kind of need 200 crates.
[02:17:11] So just spend like a couple of hours on that one.
[02:17:15] And that's a hard thing to say to somebody.
[02:17:18] you're doing this kind of scope carving while also talking about what is the fantasy. So there's
[02:17:28] a tension there that you're constantly dancing. So you're allowing yourself to think big but then
[02:17:33] scoping it down and doing that what on a scale of days in this case? Yeah, we had two weeks.
[02:17:40] And I don't think we were, I was working on weekends, but we weren't getting the group together.
[02:17:46] So it's, you know, like 10 working days.
[02:17:49] And then you like shut it off and go to idea number two.
[02:17:53] Yeah. Idea number two was Crossworld.
[02:17:57] That was a medicine vision for a universe.
[02:18:01] And like I'm I'm glad medicines back at Blizzard.
[02:18:05] And I hope they make this game someday.
[02:18:10] The way Chris described it was there is a planet on the edge of the universe.
[02:18:15] Okay, that's like the Moss Isley spaceport with all these you know freakish aliens and people from all walks of life
[02:18:23] And it's kind of seedy and criminal and there's traders and smugglers and diplomats and
[02:18:30] But this one planet is sort of the planet that they've agreed to like meet on and this is like the neutral place
[02:18:38] And then the game was gonna take place on that planet. So this is awesome
[02:18:43] Yeah. So that was more of like a world IP driven one that was really inspired by Chris.
[02:18:49] And then it allows you to play with different characters, different. I like that. I like that
[02:18:54] idea a lot because it's the meeting place of different worlds. And then you can allow your
[02:18:59] imagination to drive what the worlds from which they came from are like. So you don't have to
[02:19:03] design those worlds. No, you don't have to design them, but then they're yours. Like if the players
[02:19:07] really are reacting to like the green people planet or whatever and some day you're like hey
[02:19:13] what expansion should we make I don't know green people yeah like let's do it I'm like it so it
[02:19:18] was actually that it was cross worlds we were working on cross worlds and like the starcraft
[02:19:26] frontiers you know for for frontiers we were having the class meetings you know how class
[02:19:31] progression work, like the game designer-y stuff. And on Crossworld, we were having a class meeting of
[02:19:41] a big decision in RPG-type games. It's always, are you doing skill-based or class-based?
[02:19:48] And it's usually some combination of those. But class-based, you're choosing, I'm going to be a
[02:19:53] warrior, therefore I use sword and shield. And I do these things. We're more of a skill bases.
[02:20:01] Everybody's kind of an avatar. And then the skills that you pick define. So I might take that I
[02:20:07] know how to use swords. So you're kind of making those decisions. And with all things game design,
[02:20:13] there's no right or wrong. It's all tradeoffs. So the tradeoff decision we were making is like,
[02:20:21] Oh, I think we want to be class based with this cross world thing.
[02:20:25] And we were in a design meeting and one of my favorite designers of all time is a guy named Jeff Goodman.
[02:20:31] He was one of the original WoW encounter designer.
[02:20:35] He designed like Onyxia and all the big raid bosses.
[02:20:38] Like if someone has a favorite raid boss, Jeff probably designed it.
[02:20:42] And he just kind of off the cuff set in this meeting.
[02:20:47] He said, I wish instead of making like six classes,
[02:20:53] I wish we could make 50 classes.
[02:20:56] I wish instead of having like a hundred abilities on the classes,
[02:21:02] the 50 classes all just have like one or two things that was really interesting about them.
[02:21:10] Then the class meeting ended like we designed our six classes in that meeting.
[02:21:15] And then the meeting ended and I was back at my desk and it just stuck with me what
[02:21:23] Jeff had said about the way he wished he could design the classes.
[02:21:28] And then I also had, we had this directory of all the amazing Titan art and I started
[02:21:35] pulling up Arnold Sange's characters, Arnold's vision and his art is second to none.
[02:21:44] I started taking some of the old Titan characters that we had designed.
[02:21:50] We had a class called the jumper and the jumper could like teleport forward and rewind time
[02:21:56] and come back and the jumper used dual wheel pistols at the time designed after my dual
[02:22:04] GA teams from Modern Warfare 2 was my favorite loadout.
[02:22:10] I was just cribbing Infinity Ward.
[02:22:12] That's where Tracer's guns came from.
[02:22:15] And we had all these like different guns,
[02:22:16] like some that bloomed and some that, you know,
[02:22:19] had this like really crazy recoil.
[02:22:22] And we had other types of guns.
[02:22:24] And I took every version of like the Titan jumper
[02:22:28] and I just distilled it into what I thought
[02:22:31] was the best version of the jumper,
[02:22:35] which was, you know, the dual wheel pistols,
[02:22:37] the blink, the recall and time bomb.
[02:22:41] And then I took Arnold saying R and I went to Arnold
[02:22:46] and I'm like, what if this wasn't like a class?
[02:22:49] Who is this as a person, not a class?
[02:22:55] Oh, what if she's British and her name's Tracer
[02:22:58] and like that was the origin of Overwatch.
[02:23:02] And some of the pragmatic part of that was
[02:23:07] I knew that Jeff Goodman was going to be on this team.
[02:23:11] And I knew that Arnold Sang was going to be on this team.
[02:23:14] And it's a play to your strengths moment.
[02:23:17] Like, what could we make in two years
[02:23:21] with the talent we have?
[02:23:23] And what is realistic?
[02:23:26] Like, what could we realistically make?
[02:23:28] And so then I just sat there and I sort of,
[02:23:32] I went through a bunch of Titan classes with a guy named the Gunjack who became Reaper.
[02:23:43] We had actually the Ranger got split out and became 76 and became Bastion of all things.
[02:23:52] You're describing the game of Overwatch where exactly that vision from that meeting came
[02:23:58] to life for you, as opposed to having a small number of classes with a large number of skills,
[02:24:03] you have a large number of heroes with each their distinct look, distinct set of skills.
[02:24:11] McCloud. Yeah. And the personality was a big part of it, like capturing, this isn't some generic
[02:24:19] the jumper, it's this person, Lena Oxton, you know, and she has a life and we're gonna,
[02:24:26] that, you know, make you interested in her. Yeah, there's like a deep back story. And
[02:24:32] that's also what's interesting about over back. Look at bottom left. She has a life
[02:24:37] and we're going to, you know, make you interested in gills. Fuck. With
[02:24:43] eat
[02:24:46] Mama Hong
[02:24:50] Angelica
[02:24:53] Huntress
[02:24:54] Frost
[02:24:55] Freak
[02:24:57] Rashi Yetzi Reaper are all these closet rumble
[02:25:02] Helio
[02:25:04] Cyblade where you all see inside? Oh?
[02:25:07] These are not in the game are they?
[02:25:09] Mercy, what the fuck Angelica and Mercy over here, the clues.
[02:25:16] Each.
[02:25:19] The personality was a big part of it, like capturing, this isn't some generic, the jumper, it's this person.
[02:25:27] Let's get forward a bit.
[02:25:28] And it's also what's interesting about Overwatch is that backstory is not like revealed in a direct.
[02:25:35] Holy fuck.
[02:25:36] So the backstory is implied.
[02:25:38] We're having these cross world, like people are writing design docs and doing concept art for
[02:25:44] cross world and we'd have some brainstorm meetings every day. And I put together, it was a seven page
[02:25:51] deck, overwatch deck, and it was called monetized shooter at the time. And it just said monetized
[02:26:01] shooter. And then the first slide was League of Legends plus Team Fortress 2 logos. And then I had
[02:26:09] like six heroes like Sloppily designed. And as everybody was working on Cross Worlds,
[02:26:19] there were two, you know, co-leaders of that Team 4. There was, you know, Chris Metzin was there
[02:26:26] and Ray Gresko, and I remember Ray coming over.
[02:26:31] Ray is like a phenomenal game developer of all time.
[02:26:36] He like wrote the Dark Forces engine,
[02:26:39] was the production director on Diablo 3.
[02:26:42] He and I killed Titan,
[02:26:44] and then he's at my desk looking over my shoulder,
[02:26:49] and he's like, well, what are you working on?
[02:26:51] Is this the cross worlds pitch?
[02:26:53] I'm like, no, this is like another idea
[02:26:55] that I'm just working on on the side and I show them the seven slides and he
[02:27:04] just looks at me and he says go show Metson this this is what we should make
[02:27:09] instead and then I went and I showed Metson like hey this is it this is an
[02:27:18] idea and Metson was like yes you know like this is what we should make and I
[02:27:24] showed Arnold and it was Arnold's art. And then Ray tells me, he's like, because we would every
[02:27:31] morning we get the team together, because we were in this like dire, you know, dire straits,
[02:27:35] and we're midway through at that point. And Ray and a producer named Matt Holly said,
[02:27:42] tomorrow morning at the meeting, you're going to pitch this monetized shooter idea. It was called
[02:27:48] monetized shooter because originally when I pitched it, it was free to play, and you had to buy the
[02:27:53] heroes, which is fucking terrible. But at the time, I actually
[02:27:57] thought that was a good idea. And I'm walking down the hall
[02:28:04] with Matt Holly to go like pitch this to this group, you know,
[02:28:08] we're supposed to be working on cross worlds. And like, you got
[02:28:10] to pitch this idea to them. And Matt Holly stops me in the
[02:28:14] hall and says, You, Jeff, you cannot go into that meeting. I
[02:28:21] refused to put up a deck in front of the team where the first slide says monetize shooter.
[02:28:28] They'll hate that. And that's not the spirit of who we are as creative development. I'm like,
[02:28:35] yeah, you're right. Well, no one was supposed to see his deck anyway. You guys were all looking
[02:28:39] over my shoulder. And he's like, you need to put a name on it. I'm like, it's Overwatch. Like,
[02:28:45] Right on the spot, I said the name was Overwatch.
[02:28:48] And where that had come from was when we were working on Titan,
[02:28:53] I was really angry about this.
[02:28:55] We did this fake.
[02:28:58] I did not do this.
[02:28:59] Another leader on the team did this, this fake.
[02:29:03] Like, we're going to put up whiteboards,
[02:29:05] and everyone gets to vote for their favorite name for Titan.
[02:29:11] But the person who did it already
[02:29:13] had a name in mind for the game and just kept pushing towards that name and the thing that
[02:29:22] got the most votes was Overwatch. Overwatch in Titan was like a police group, essentially,
[02:29:29] but somebody had written Overwatch on that board and it got the most votes. So I basically
[02:29:36] name the game Overwatch to like high five my team and kind of middle finger. Yeah. Like,
[02:29:44] don't act like it's a democracy when it's not. Yeah. So it's a middle finger. Yeah. So Overwatch and
[02:29:51] then that's petty and I love it. So what what in that slide deck is that in that slide deck
[02:29:57] did you already have a kind of crawl walk run idea of the way this would be developed?
[02:30:04] So my my deck was terrible people actually there's a thing called a 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.
[02:30:19] Besides dragging Arnold saying art, you know, desecrating it into my deck.
[02:30:24] Um, we put together, we had this amazing game designer on the Overwatch team, a guy named Jeremy Craig,
[02:30:32] um, who's now actually game directing.
[02:30:35] All right, guys, the future game show is in 15 minutes and I really need to poop.
[02:30:40] So what I'm gonna do is I'm gonna let this video keep playing,
[02:30:44] and I'm gonna be listening while I take a shit in the bathroom right there.
[02:30:48] Okay, so let me just get to a part where I'm willing to let it autoplay for 15 minutes while I listen.
[02:30:55] Rust, why Jeff left Blizzard?
[02:31:01] This looks interesting.
[02:31:04] Perfect.
[02:31:05] I'll be listening to this.
[02:31:07] So yeah, so now there's this wave and the live game and events,
[02:31:12] but the pressure on creating Overwatch 2 was building.
[02:31:16] Yeah, we had a coalition on the team that was really want to overwatch two builds instead of the live events and then the executive pressure became monumental.
[02:31:27] And what would have been correct was to do more world events like keep it going.
[02:31:35] But the major derail was Overwatch League.
[02:31:39] And we really like the weirdest part about Overwatch League is I believe in it.
[02:31:47] You know, I helped pitch it along with some other people.
[02:31:51] We thought it was like the future of eSports and doing regional based teams,
[02:31:57] ensuring minimum player salaries and player protection.
[02:32:00] Like there was a lot of very good about Overwatch League.
[02:32:04] And there'll be teams associated with the big cities.
[02:32:07] Yeah.
[02:32:08] The international real competition.
[02:32:10] The dream. The ambition was really.
[02:32:12] Yeah.
[02:32:13] The teams part of the dream was more of like regional base.
[02:32:18] Mouse.
[02:32:19] Player protection.
[02:32:20] Try to make e-sports more of a first class citizen.
[02:32:23] Cause there were all these stories about like shady teams,
[02:32:26] you know,
[02:32:27] screwing their players over where it got away from us was.
[02:32:32] was there was a lot of excitement about Overwatch League, like too much so.
[02:32:38] And then it got over marketed to the people buying the teams.
[02:32:43] They went on this road show where they had a deck basically and like you could put anything
[02:32:49] in a deck and sell anything.
[02:32:51] And they were pretty much selling the Brooklyn Bridge that Overwatch League was going to be
[02:32:57] more popular than the NFL.
[02:33:00] And we got a bunch of billionaire investors in these teams.
[02:33:08] And when 2018 started, like for example, the day I got back, they said we signed this huge
[02:33:17] deal with Twitch for streaming of Overwatch League like a meteorite steal.
[02:33:23] And that means that here's all these commitments we made for Overwatch League of like in-game
[02:33:29] stuff that had access to this video, like a lot of it was integration with Twitch and
[02:33:34] camera control and that kind of stuff.
[02:33:37] The other part of it was a bunch of skins and, you know, uniforms for all the teams,
[02:33:44] which was not just getting the art in the game, but there's huge technical challenges
[02:33:48] to like how all that worked and was efficient and hit the right, you know, memory footprint
[02:33:54] and all that kind of stuff.
[02:33:57] And so all of your plans at that point kind of go out the window, like you're not going
[02:34:03] to work on new world events, you're not really even focused on Overwatch 2, you're just kind
[02:34:09] of treading water.
[02:34:12] There was a lot of talk of like, oh God, you know, the deal, like, the deal didn't go well
[02:34:19] and we've got to do make goods to make the deal better for them, and like, just give
[02:34:24] them some money back, you know?
[02:34:26] if you the deal isn't what people wanted like putting it on us the Overwatch team to like support
[02:34:34] this beast and it was a it was a great idea that the wrong instincts and sort of I don't know how
[02:34:47] to phrase this in a way that's not damning but there was too much focus on let's make lots
[02:34:55] of money really fast and a lot of people got dragged into it and while Overwatch League was
[02:35:03] great for Overwatch in terms of the players that it brought in, like the Overwatch League players,
[02:35:11] they were awesome. I love them, the Overwatch League staff at Blizzard, some of the nicest,
[02:35:17] most motivated, great creative people, like all these organizations got built and they were all
[02:35:24] great but it was a house of cards waiting to fall. And it became more about the money versus
[02:35:32] the quality of the experience of the different teams playing together and actually building
[02:35:37] this ecosystem of e-sports. The financial reality kicked in where these teams now we didn't just have
[02:35:46] have executives at Activision and Blizzard who care about the bottom line of the launch.
[02:35:52] We have all these people who basically invested in the game, and then they started to express
[02:36:01] their opinion.
[02:36:03] Originally the business model was going to be that they were going to do in-person events,
[02:36:11] and there's going to be big ticket sales and then merch, you know, and all of that.
[02:36:16] And I think really quickly everybody learned like, yeah, we can't do in-game events when
[02:36:21] you have a London team and a Shanghai team and like, how does this work?
[02:36:27] So that fell apart super quickly.
[02:36:31] The merch was good, but it wasn't going to be making NFL level money, whatever insanity
[02:36:37] anybody thought that was going to be.
[02:36:39] So everybody quickly defaulted back to,
[02:36:43] hey, didn't Overwatch make like $500 million
[02:36:48] just in the live game last year?
[02:36:50] What can we sell and what can you give us?
[02:36:53] That pressure comes onto the team.
[02:36:56] And then the pressure to ship Overwatch 2
[02:37:00] and all care and love that we had
[02:37:05] for like the live game and the live server.
[02:37:07] Let's just make events and new heroes and new maps.
[02:37:12] We're losing all these resources.
[02:37:16] And it got to the point, you know, my accident Blizzard,
[02:37:21] I believed in Overwatch 2.
[02:37:23] I think we could have made a great game.
[02:37:25] I have a lot of hindsight of, like,
[02:37:27] how I would have designed that game differently
[02:37:30] with what I know now versus what ultimately we didn't ship.
[02:37:34] And there's Overwatch 2 is out now,
[02:37:36] but it's not the Overwatch 2 that we planned and announced.
[02:37:41] So when you're referring to Overwatch 2
[02:37:43] in this conversation, you're referring to the PVE version.
[02:37:45] The PVE version.
[02:37:47] Which by the way, I would have loved to play.
[02:37:48] I wanted to help people that were,
[02:37:50] Overwatch is great, but the PVP.
[02:37:52] Six comma seven, comma six, comma seven, comma seven.
[02:37:56] I think everybody would have loved to play it.
[02:37:59] And there's a misconception online
[02:38:02] that all I cared about was PVE
[02:38:04] and I didn't care about PVP.
[02:38:07] All of the Overwatch 2 PVP maps were something
[02:38:13] that I said to the team over and over,
[02:38:16] we have a PVP audience.
[02:38:18] If we get anything right, it has to be the PVP.
[02:38:20] We would be lucky to welcome these PvE players,
[02:38:24] but that's not guaranteed.
[02:38:26] So it was never a PvE-only focus.
[02:38:31] It's just almost expanding it to also the end.
[02:38:35] And what eventually broke me was it used to be like in 2016
[02:38:40] and 2017, I felt very in control of the Overwatch team
[02:38:47] and the direction of the game as a game director,
[02:38:50] working with Ray Gresko as a production director.
[02:38:53] It felt like we were running Overwatch.
[02:38:55] And we were very, very successful and doing a good job.
[02:38:59] And I think the fans were happy.
[02:39:02] And then as we transitioned,
[02:39:05] Overwatch League was the best intention.
[02:39:09] My parents always say the road to hell
[02:39:10] is paved with good intentions.
[02:39:12] That was the Overwatch League
[02:39:13] and it ended up being in Albatross.
[02:39:16] And then Overwatch II was the same thing.
[02:39:19] And what it boiled down for me,
[02:39:21] like what sort of ultimately broke me
[02:39:25] my Blizzard career was I got called in the CFO's office and he sits me down and he says
[02:39:38] he gives me a date which at the time was 2020 and was going to slip to 2021 but at the time it
[02:39:46] it was 2020. And he said, overwatch has to make in 2020. And then every year after that,
[02:39:56] he needs a recurring revenue. And then he says to me, if it doesn't do how much y'all think
[02:40:04] I think it was, 100 mil.
[02:40:14] I mean, he was talking about how Overwatch made 500 million earlier,
[02:40:17] wasn't he?
[02:40:18] It had to have been hundreds of millions, minimum.
[02:40:23] It's about how many hundreds, right?
[02:40:27] I don't know, 200 million, 300 million, 500 million again, I don't know.
[02:40:30] dollars. We're going to lay off a thousand people and that's going to be on you.
[02:40:38] Wow. And that was just the biggest fuck you moment I had in my career. It felt surreal to be in that
[02:40:48] condition. And as somebody who's worked on a lot of games, made a lot of games, you get in these
[02:40:55] meetings where they're like, there's, Fortnite has 1400 people working on it. If you just hire
[02:41:03] 1400 people and make it free to play, we'll make that money, right? And that was, I had
[02:41:11] believed I would never work any place but Blizzard, I loved it. It was a part of who I was.
[02:41:18] And I felt I was a part of it. And I literally thought I would retire from the place. I never
[02:41:24] thought the day would come. And that was it. I was like, it's, we're done here. Luckily
[02:41:33] for Blizzard, that CFO is no longer there. Blizzard is one of the greatest companies
[02:41:39] in the history. Great take, great take.
[02:41:43] Tree of Earth. They've created so many incredible video games. It's so difficult to create so
[02:41:49] many hits and they were done not by chasing money. They're done by small, incredible teams.
[02:41:53] the hodgepodge that you describe, taking big risks and falling in love with the thing they do
[02:41:57] and then just chasing it and working extremely hard.
[02:41:58] Just because you figured out a way how to make a lot of money doesn't mean it's not at the core
[02:42:02] this incredible creative journey that's incredibly difficult to pull off.
[02:42:06] And just because you've got a bunch of really smart, creative people who have somehow figured out
[02:42:08] how to pull off multiple times in a row doesn't mean you can just treat it like a machine.
[02:42:10] Every single time, it's this beautiful journey of a hodgepodge of weirdos working together
[02:42:12] and weirdos have to run that thing.
[02:42:14] If you don't ever have a chance to create something special, you have to have weirdos at the home.
[02:42:16] And if you have a degree to which you don't have weirdos at the home, create one at the home
[02:42:18] and you're a business person at the home, get out of the way.
[02:42:19] You cannot have the music you're describing.
[02:42:21] And I'm just taking all the people from the company
[02:42:22] and just the entire industry.
[02:42:23] I just, there's so much joy to be had
[02:42:24] if we could create great games.
[02:42:25] And I just hope we can see those great games.
[02:42:26] I think there's a message to creative people out there
[02:42:28] and people who make stuff.
[02:42:31] We're generally, we're so focused on the love of the craft
[02:42:36] that we get lost in it and we love doing it.
[02:42:41] And we're not cutthroat.
[02:42:43] And we don't have that kind of ambition.
[02:42:46] We have a different kind of ambition.
[02:42:47] space or left click to make it two times since early.
[02:42:50] Especially as soon as you're lucky enough to have success that are very cutthroat and very ambitious.
[02:42:57] And for whatever reason, we keep giving ourselves to them. And we need to stop giving ourselves.
[02:43:08] World of Warcraft, when we made it, there was no CFO at Blizzard.
[02:43:12] You don't need a CFO to make World of Warcraft.
[02:43:16] You need artists, engineers, designers, producers, and an audio team.
[02:43:21] You don't need to bring in just because you're making a lot of money.
[02:43:24] It doesn't mean you need to now start adulting by bringing in a CFO.
[02:43:29] You can figure it out.
[02:43:30] And there are great finance guys.
[02:43:32] Like, I've worked with finance guys who get it and get out of the way
[02:43:36] and respect and they're gamers and they sort of understand.
[02:43:40] but like, I wish developers would understand their own value more and stop handing the
[02:43:51] golden goose to people who don't deserve it.
[02:43:55] How painful was it to say goodbye?
[02:43:59] It broke me.
[02:44:01] I think after you've been at a place like Blizzard, which I love Blizzard to this day,
[02:44:09] I have nothing but warm, fond memories.
[02:44:11] I mean, there's those moments where you're like,
[02:44:14] I wish that hadn't happened,
[02:44:15] but on the whole, that place is mecca for game development.
[02:44:20] And everything I have is due to Blizzard.
[02:44:27] They provided for me and my family, made me the person I am.
[02:44:32] So separating from Blizzard was one of the most painful things.
[02:44:36] And I was very sad when I resigned,
[02:44:41] and I didn't realize how broken I was until recently,
[02:44:45] like the morning grieving I had gone through of like,
[02:44:50] I think I'm a little fucked in the head
[02:44:52] for not being there anymore.
[02:44:54] How could I give that up?
[02:44:55] How could I not be there anymore?
[02:44:57] It was really, really painful leaving.
[02:45:03] Can we just speak to, I don't know,
[02:45:05] I don't think we can give enough love to Blizzard.
[02:45:08] It's a legendary company.
[02:45:11] For me personally, for everybody,
[02:45:12] for millions of people created some of the greatest games
[02:45:13] out of Warcraft, Starcraft, Universe, Diablo.
[02:45:15] Wow, Overwatch.
[02:45:16] What made it such a legendary game company?
[02:45:17] Just looking back at the whole of it.
[02:45:18] The start is Mike Allen and Frank.
[02:45:21] It was run by three gamers.
[02:45:24] They were all three of them programmers.
[02:45:28] They made the games before they just ran the company.
[02:45:32] All right, I think that's gonna have to be my stopping point.
[02:45:34] I can get back to this after.
[02:45:36] But we have the future game show.
[02:45:39] Hoping this isn't going to be a
[02:45:41] massive waste of time.
[02:45:42] We will see.
[02:45:52] It will, all right.
[02:45:53] Well, then let's buckle up for
[02:45:55] a massive waste of time.
[02:45:57] It crashed.
[02:45:57] Hello?
[02:46:01] How long is it?
[02:46:01] I think it's like an hour long.
[02:46:04] We forgot to drink.
[02:46:11] Oh, there we go.
[02:46:24] Dude, was audio fucked up?
[02:46:28] Is this just me?
[02:46:39] Like right? It sounds awful. I'm gonna refresh.
[02:46:44] Uh oh, we've got hosts.
[02:46:47] Sigh.
[02:46:49] I wonder if their jokes are gonna be good. We'll see.
[02:46:51] Ah.
[02:46:58] Okay, we're back.
[02:47:04] Oh, it's Layzel!
[02:47:05] Dreams or nightmares depending on your playthrough and I'm shy Matheson the voice of scar and weathering waves a cruel and twisted maniac
[02:47:13] Silvando in Dragon Quest 11
[02:47:15] Darling and the hero Gotham deserves when he's made of plastic bricks
[02:47:21] I'm Batman my go Batman
[02:47:24] I didn't know we could use the second camera for dramatic effect voice actors. That's fun. Okay
[02:47:30] Anyway, we have a jam-packed show for you today full of exclusive trailers and developer
[02:47:36] deep dives into the hottest upcoming games.
[02:47:38] But before we begin, we'd like to thank you for joining us as we enter our sixth year
[02:47:42] of helping you discover something new.
[02:47:44] We've featured over a thousand games so far and were the first to showcase a war...
[02:47:48] God, my bad.
[02:47:51] Breakthrough Blueprints.
[02:47:53] I mean, should I just not be touching the volume slider or am I breaking the barriers
[02:47:58] here?
[02:47:59] Oh, god damn. Dude, what the fuck?
[02:48:08] Steam page and wish list your favorites from today's show. We'll all
[02:48:12] chance to win some HyperX goodies later on so don't go anywhere
[02:48:16] But why would you there's no reason? No because we haven't even shown you our first world premiere
[02:48:22] Oh, this is gonna happen every time as long as we save the magic words now roll the trailer
[02:48:29] Okay, it's a simple job for men with nerve the roses, that's why you're here
[02:48:51] Dishonored, maybe?
[02:48:56] No.
[02:49:01] Everyone's got such interesting faces.
[02:49:11] Everyone's got such interesting faces.
[02:49:41] What are you doing?
[02:49:48] Do you hear me?
[02:49:51] Answer!
[02:49:52] Joe?
[02:49:53] Joe?
[02:49:54] I'm here.
[02:49:55] Move!
[02:49:56] Jamsil, John, I'm here. Help!
[02:50:12] And above all, remember, those places must remain closed.
[02:50:20] You see, it's a simple job.
[02:50:31] Right again, take it, get out, that's all.
[02:50:38] What?
[02:50:41] Maybe it's like a Dead by Daylight type game, one person defends, four people go in to loot
[02:50:48] some house.
[02:50:49] psychological horror game that preys on your paranoia.
[02:50:52] It's coming soon to PC and PlayStation,
[02:50:54] so get it on your wish list, pronto.
[02:50:57] Okay, here's a pup-punk action adventure
[02:51:01] where you play as a love-struck zombie,
[02:51:03] desperately trying to revive his frozen girlfriend.
[02:51:06] Oh.
[02:51:07] To be honest, who hasn't done that?
[02:51:09] Stupid Never Dies was unveiled late last year,
[02:51:11] but we've got an exclusive gameplay trailer
[02:51:13] for this body hacking RPG coming at you.
[02:51:15] Isn't this that one trailer that played like some song
[02:51:18] that everyone hated, it was awful.
[02:51:20] At some other game show.
[02:51:23] Bouda!
[02:51:26] Die, man!
[02:51:30] I remember.
[02:51:30] I used to swallow the human body
[02:51:32] and seized all of our collective intelligence.
[02:51:36] Since you now have the same ability he does,
[02:51:39] you can take it all back and resurrect the human species!
[02:51:48] The game doesn't look that bad.
[02:51:56] It looks kind of fun, look at that.
[02:52:04] I'm just not really into the...
[02:52:09] on us a bit.
[02:52:11] Oh wait, I'm already dead.
[02:52:14] The only way to revive her is to dive into the dungeon, 8KOM, and see this, the over technology.
[02:52:24] As long as you're calling her back, there's a special kind of miasma that drifts within the dungeon.
[02:52:30] Oh, there's the time limit to your activities.
[02:52:41] When you return to the dungeon, it should reduce the time required to rejuvenate.
[02:52:46] The speed of your growth will increase with each trick to the dungeon.
[02:52:53] One thing is for certain. Once the power in the cold storage goes off, your girl is a goner.
[02:53:00] You told me this would happen!
[02:53:17] What does that say? I can't even read the name of it.
[02:53:19] Clutching yourself into a dungeon.
[02:53:21] Stupid Never Dies?
[02:53:23] Stupid Never Dies is coming out later this year, but you can wishlist it now on PC and PlayStation.
[02:53:29] And remember, every wishlist helps.
[02:53:31] Okay, so up next, we've got the scoop on a brand new jungle-centric DLC for Dave the Diver,
[02:53:37] the beloved restaurant management simulator where the catch of the day is entirely up
[02:53:41] to you.
[02:53:42] Can't that shit kill you?
[02:53:54] Oh my god.
[02:54:07] Consider your summer plans sorted because Dave the Diver in the Jungle is coming to
[02:54:34] all platforms on June 18.
[02:54:35] And while you've got your calendars out, why not leave some room for our next, wait for it, World of Premiers.
[02:54:41] Again?
[02:54:42] It's the remake of delightfully spooky adventure game that was a killer out for the humble CD-ROM.
[02:54:47] Let's check it out.
[02:54:50] Okay.
[02:54:55] All my stuff, not the house.
[02:54:59] I'll kill you for these toys.
[02:55:01] Six guests came one night.
[02:55:05] This screams the only noise.
[02:55:08] This is a game. Nothing more.
[02:55:12] One of us is going to win that prize money.
[02:55:16] I say, any minute for himself.
[02:55:19] You and me, there's more to this than we thought.
[02:55:23] And what about the rumors?
[02:55:26] They're just there.
[02:55:28] No one came out that night. Not one was ever seen. The old man's staff was waiting there.
[02:55:38] Crazy, sick, and me.
[02:55:45] Okay. The guest? Or the seventh guest? I've never heard of that.
[02:55:59] The seventh guest is on its way to PC and consoles, so get it on your wishlist ASAP.
[02:56:04] What's next, Shine?
[02:56:05] Well, Dev, do you remember those 3D pixel art clips that went viral on social media but
[02:56:10] were made with AI?
[02:56:12] Imagine if it was possible to make something like that without destroying the environment
[02:56:17] and making PC parts even more unaffordable.
[02:56:20] Well imagine no more because a solo developer has taken it upon themselves to build an immersive
[02:56:25] sim in that style and it's already racked up a hundred thousand wish lists.
[02:56:30] Wow, score one for humanity.
[02:56:32] So here is the gameplay reveal for Project Shadowglass.
[02:56:42] What'll it be?
[02:57:02] Okay.
[02:57:18] Oh
[02:57:48] I feel like you just die. If you do that.
[02:58:05] Alright. Well.
[02:58:09] You can get your hands on Project Shadowglass when the demo launches on Steam later this
[02:58:13] year. And yes, if you couldn't already tell, it's a love letter to classic games like
[02:58:18] Thief and Deus Ex. What's next, Shy?
[02:58:21] What's next, Dev?
[02:58:23] Well, I mean, only the hottest game of the year.
[02:58:26] It follows an orphan thrust into a spotlight.
[02:58:29] You could even say it has all the building blocks of a Shakespearean tragedy.
[02:58:34] But hang on, this is the developer diary for a Lego Batman, isn't it, Shy?
[02:58:40] Well, yes, Dev.
[02:58:42] Oh, okay.
[02:58:44] Good evening Gotham. Join us in a celebration of absolute chaos.
[02:58:53] Hi, my name is Matt Ellison. I'm executive producer at Titi Games, currently working on Lego Batman, Legacy of the Dark Knight,
[02:59:00] which is an open-world action-adventure game where you get to experience playing with Bruce Wayne,
[02:59:05] taking him through his journey to becoming the hero of Gotham City, so from origin through to legend.
[02:59:13] This game is truly a celebration of all things Batman.
[02:59:17] You'll be able to experience all the DC lore from comics and films and TV shows,
[02:59:24] and all of this will be brought together in this game with a Lego twist of humour added throughout the whole game.
[02:59:29] Let's get to the root of the problem.
[02:59:32] We don't need that. Sorry.
[02:59:35] So in this game you'll be able to play as Batman, Robin, Nightwing, Catwoman,
[02:59:40] Catwoman, Batgirl, Jim Gordon and Talia Al Gould and all of these characters will have
[02:59:44] unique progression and skills you unlock and different abilities and different gadgets
[02:59:49] that you'll be able to use in the game.
[02:59:51] So Jim Gordon has got a foam gun which you can use to gunjup different gears and things
[02:59:56] to solve puzzles, but you can also use it to immobilise enemies in combat and that's
[03:00:00] a really fun and effective way to deal with people there as well.
[03:00:03] And Catwoman, she's got a whip and she's also got a cap that you can bring out and that
[03:00:07] can be used in different ways to help you get through the game.
[03:00:10] One of the other really cool things is the new combat system that we've got in the game.
[03:00:14] With this, it's very action-packed and fluid and very dynamic,
[03:00:18] and people really feel powerful and inclusive.
[03:00:20] If I had a kid, this is the game I'm going to make him play.
[03:00:23] And you can also use these different gadgets in the combat, for example Batman.
[03:00:26] You play this when he's like five.
[03:00:27] He's got buster rounds that can...
[03:00:28] No, maybe I've got enough of a kid.
[03:00:30] I don't have a kid.
[03:00:31] I don't have a team.
[03:00:32] And then you've actually got a Batclaw, which you can use to reel enemies in
[03:00:33] and get them up close to fight them.
[03:00:35] As you'd expect, Backman and his allies are finding a whole variety of villains throughout
[03:00:41] the game.
[03:00:42] So all of the famous DCC villains are here, so the Joker, the Penguin, Mr. Freeze, Poison
[03:00:48] Ivy, Raza, Ghoul, Bane, and there are many more as well, so you'll be fighting a variety
[03:00:53] of the enemies as you go through the game.
[03:00:55] One of the cool things about LEGO games and what people expect from LEGO games is to be
[03:00:59] able to collect lots of different things, and this game isn't going to disappoint that.
[03:01:03] So, as you're going through the game, you'll be able to collect 100 different suits for
[03:01:08] your playable characters, spanning a whole variety of different eras and different references.
[03:01:15] So we've got things going from the very early debut look of Batman, from the golden age
[03:01:20] suits which is from Detective Comic in 1939, and then going through to all the modern based
[03:01:24] up as well.
[03:01:25] Also today we've got an exclusive look at two new designs of outfits that we've got for
[03:01:30] characters.
[03:01:31] Batman and Robin and their original Lego Batman the video game looks that we had in our title
[03:01:37] way back in 2008 in our first adventure to Lego Batman. We've got those two suits available
[03:01:42] in this game as well and it's a great way for us to look at the legacy that we have with
[03:01:47] Lego Batman and that character here at TT and celebrate that in this game as well.
[03:01:52] Lego Batman Legacy of the Dark Knight is available to pre-order and wishlist now and will be
[03:01:56] available for players on May 29th. We can't wait for you to experience it.
[03:02:01] I just watched a 20 minute ad.
[03:02:14] I hope you enjoyed that deep glide into the mean streets of Gotham City.
[03:02:18] I know I did.
[03:02:19] Lego Batman Legacy of the Dark Knight is coming to PC, PlayStation and Xbox on May 29th and
[03:02:24] Nintendo Switch 2 later down the line.
[03:02:27] Right.
[03:02:28] And next we have...
[03:02:29] So put it on your wish list now.
[03:02:31] Okay, should I back in the zone? Back in the zone.
[03:02:33] Next up, we have some exciting news about Void Interactive's tactical swatshooter, ready or not.
[03:02:39] Oh yeah, I forgot about this game.
[03:03:01] falls apart.
[03:03:04] Right?
[03:03:11] But we're not so different.
[03:03:14] We all break.
[03:03:17] Eventually, some just
[03:03:21] make a little more noise doing it.
[03:03:31] You call this chaos?
[03:03:42] I think it really is more of a correction.
[03:04:00] See you soon.
[03:04:06] Okay, so I assume it's new maps.
[03:04:08] Ready or not, spoiling point update is out now on all platforms.
[03:04:12] Introducing new missions and fresh cosmetics for you and your friends to check out.
[03:04:16] Be sure to jump in after the show.
[03:04:18] And while you're organizing your next Discord session,
[03:04:20] we've got another world premiere, especially for you.
[03:04:23] Are you gonna get to do all of the...
[03:04:25] This one's an ambitious remake of a classic 18 strategy game set in the
[03:04:30] younger ages. Let's take a look.
[03:04:35] Okay. England is at war. King Lionheart knighted his greatest warriors, but the
[03:04:43] king's murder shattered the realm and each lord sought to seize the crown for
[03:04:48] themselves. In the year of our lord 1986, Defender of the Crown launched.
[03:04:54] Brains, tournaments, siege and conquest.
[03:05:00] In the year of our lord 2026, Defender of the Crown returns.
[03:05:07] Retro mode, featuring original visuals and gameplay.
[03:05:12] Classic mode, with new graphics and refined systems.
[03:05:17] Yeah, I have no idea what this is.
[03:05:47] Thanks, Dev.
[03:05:50] Before we move on, just a little note to say, we'll be uploading all of the individual trailers
[03:05:55] from today's show onto the FDS YouTube channel, so you should go and subscribe right now.
[03:06:01] Go on, you know how to do it.
[03:06:03] You really do.
[03:06:04] Okay.
[03:06:05] Now, next up, we have the latest update on adorable adventures.
[03:06:09] A relaxing journey where you'll follow your nose to reunite a family of baby boars.
[03:06:13] Extremely cute stuff.
[03:06:17] This little guy is Boris. Even though he's young, Boris has an incredible sense of smell
[03:06:30] and can use his nose to learn about the plants and wildlife around him. The park is full
[03:06:37] of exciting things just waiting to be discovered. But with so many different areas, it's easy
[03:06:45] to get lost, especially after the fire.
[03:06:50] Boris knows that his brothers and sisters are out there, and while finding them won't
[03:06:54] be easy, he's determined to bring them back together, so they can be a family.
[03:07:03] Once more.
[03:07:15] The aptly named Adorable Adventures is sniffing its way onto PC, PlayStation and Xbox later
[03:07:24] this year.
[03:07:25] What have we got next, Dev?
[03:07:27] Well, let's keep the good games rolling with a developer overview of our modding Mr.
[03:07:31] Koo, a hand-drawn adventure game from solo developer Nacho Rodriguez.
[03:07:36] Take it away, Nacho.
[03:07:39] Hello, I am Nacho Rodriguez and you're watching a little bit of gameplay of unboxing Mr. Cool.
[03:07:50] This is the sequel to the mini-pieces of Mr. Cool, which was launched on September 2023.
[03:07:58] And this is a fully animated graphic adventure, a point and click game with a lot of hand
[03:08:06] drone, frame by frame animation.
[03:08:09] I am the director and animator of the game,
[03:08:12] and I love to create surreal stories,
[03:08:15] and I love to tell stories without words.
[03:08:17] Only pictures, moving around,
[03:08:19] cartoony, fluid, surreal, adventure, slapstick.
[03:08:26] Nice tones.
[03:08:27] And I love to put as much control as possible
[03:08:30] in the hands of the player,
[03:08:31] so I want every click to be responsive,
[03:08:35] every little action to be fluid and responding to whatever the player commands and to let
[03:08:41] the player play at his own pace.
[03:08:44] So you will get to explore a story full of adventures, full of puzzles, and full of slapstick
[03:08:52] hilarious, fantastic adventures where Mr. Koo may suffer something even more than getting
[03:08:59] cut up into pieces. Maybe this time he will dissolve into molecules. The game is currently
[03:09:09] under production, but you can already wishlist it on Steam. Thank you very much. See you.
[03:09:16] That actually looks like the most interesting game I've seen so far. I'm guessing Mr. Koo
[03:09:19] is coming soon to PC and consoles, so make sure it's on your wishlist to catch all the latest
[03:09:24] updates. And without further ado, here's your first look at gameplay from Kalex,
[03:09:29] an action adventure game set on a mysterious alien planet.
[03:09:59] At first I thought I was going to be like Journey, you know, just walking around.
[03:10:19] But then you got this combat, okay?
[03:10:22] Pogs with the Enix dodging.
[03:10:39] Didn't seem very polished though.
[03:10:41] Like the animations look shitty as fuck.
[03:10:44] Calyx is coming to PCN consoles in the summer, but you can play the demo now on Steam.
[03:10:51] And with that, it's time for our Check This Out.
[03:10:55] First developer deep dive.
[03:10:57] Aww, so you do have a fraction of my power?
[03:11:00] Once to watch is where we delve into an upcoming game that players have been raving about online.
[03:11:05] The visceral medieval combat of blight survival made an immediate impact on social media,
[03:11:11] So we asked the game's developers what players can expect from this promising horror game.
[03:11:16] I remember that this is the medieval, like zombies almost, right?
[03:11:24] Forgot about this game.
[03:11:26] Yeah, people were pretty hyped about this.
[03:11:34] Damn.
[03:11:36] Damn, damn, okay.
[03:11:45] These executions look sick.
[03:11:49] 1.5 million wish lists, yep.
[03:11:59] I believe it.
[03:12:00] Hi everyone, Holder here, creative director for Blight Survival.
[03:12:04] On behalf of myself, Moth's, Ash, and the team, thank you.
[03:12:09] Hitting 1.5 million wish lists is a massive milestone.
[03:12:13] We're incredibly grateful for your support.
[03:12:15] We're taking the time to make sure that it pays off when the moment comes to put light
[03:12:18] in your hands.
[03:12:20] When we teamed up with Behavior, we spent a lot of time digging into the original vision
[03:12:24] for life.
[03:12:25] It quickly became clear that if we wanted to truly do justice, we needed to take a step
[03:12:29] back and rebuild our core systems from the ground up.
[03:12:32] It looks like details.
[03:12:35] Barsons.
[03:12:36] We're designing blights to be a brutal, visceral game.
[03:12:41] Combat is meant to be felt, from the first clash to the final deadly blow.
[03:12:46] These finishes are just one part of our immersive combat system that we can't wait to show you
[03:12:50] in the future.
[03:12:52] We've started ramping up on small scale play tests, so for anyone who's interested in
[03:12:57] shaping the future of blight, join us on Discord.
[03:12:59] Pass.
[03:13:00] Everyone here of the team of blight and we can't wait to see you say
[03:13:09] Like how heavy it is
[03:13:19] Okay
[03:13:21] Thank you to the blight survival team for that inside scoop make sure you're in the official discord for information on future play tests now
[03:13:28] Now, here's a good idea for a game dev.
[03:13:31] Power wash simulator, but you're restoring natural spaces to their former glory.
[03:13:37] Well, that sounds wholesome and moreish.
[03:13:39] Yeah, but get this, your in-game contributions actually impact real-world recycling efforts,
[03:13:45] too.
[03:13:46] Wow.
[03:13:47] Let's take a look at some new gameplay.
[03:13:48] Okay, regroup.
[03:13:49] Everyone, over here.
[03:13:50] Can I weigh my weight?
[03:13:51] Happy that.
[03:13:52] Let's move.
[03:13:53] All right, team.
[03:13:54] All right, Tim, let's clean this zone.
[03:13:59] You guys, we gotta do the shipwreck.
[03:14:04] Let's move.
[03:14:06] You can get it. Here we go! Come on.
[03:14:10] Like this. Oh, look at that.
[03:14:15] I've got recycling covered. Anyone got rope?
[03:14:19] Yeah, I've got it.
[03:14:21] Where's Brian? I think he's in the kitchen.
[03:14:27] Almost done.
[03:14:30] I've got something. How about here?
[03:14:34] Wow! Look at that! So cool!
[03:14:37] Alright, let's celebrate. Awesome guys, we did it.
[03:14:48] Big celebration!
[03:14:50] natural beauty with your buddies when clean-up earth launches on pc playstation and xbox later this year
[03:14:57] You're so mean. Now let's move on to a slightly different cooperative experience
[03:15:01] Here's supermassive games to tell us more about the studio space station thriller directive 8020
[03:15:15] The organism that can manipulate its physical appearance
[03:15:20] The subject is unidentifiable.
[03:15:22] It can change shape.
[03:15:23] It can turn into a bus.
[03:15:25] Terminator?
[03:15:27] Mitchell?
[03:15:28] No.
[03:15:32] I can do everything right.
[03:15:34] I can do everything right.
[03:15:36] I can do everything right.
[03:15:37] I can do everything right.
[03:15:46] It's different.
[03:15:47] It's me.
[03:15:48] I should go.
[03:15:50] That's fine.
[03:15:57] Okay.
[03:16:06] Prime your soap pillows because Directive 8020 launches on May the 12th on PC, PlayStation
[03:16:14] and Xbox.
[03:16:15] I'm excited again. Here's the launch trailer for 1348 X photo you're able to play with three friends
[03:16:21] But you can also play young knight in medieval Italy
[03:16:25] The end justifying the news
[03:16:29] Every deed as a price
[03:16:35] In times such as this
[03:16:37] Okay, this looks like shit.
[03:17:01] It feels like there's zero weight to that sword.
[03:17:07] Why is it his armor so you can hear blood splatter?
[03:17:17] 13, 18, someone said it's already out.
[03:17:25] 1348 X Photo is out today on PlayStation and PC and stars Albie Baldwin as well as a friend
[03:17:32] of the show, Jennifer English, so don't miss it.
[03:17:36] Now from Shadow Heart to Shadow Stone, this is the next game from Secret Draw, the team
[03:17:41] that brought you Sunderfolk.
[03:17:43] Let's find out when you can go hands-on with the Starpastor Tactics Roadlight.
[03:17:48] Thunderfog was actually pretty cool.
[03:17:58] That's a new class.
[03:18:06] These aren't new.
[03:18:18] Okay, I mean that game is cool.
[03:18:20] Shadow Stone is coming soon to PC,
[03:18:22] but you can sign up for the play test on the game steam page.
[03:18:25] Now, Shai, I think it's time for some
[03:18:27] friendly competition, don't you?
[03:18:28] You're not gonna beat me up again, are you?
[03:18:29] Oh, no.
[03:18:30] I think some devs at Blizzard made Shadow Folk.
[03:18:33] I'm not gonna have them muted for a second.
[03:18:35] I'll give a shit about HyperX.
[03:18:37] They made Shadow Folk or something,
[03:18:41] and you kind of played it on your phone in a way.
[03:18:44] Like your phone was your controller.
[03:18:46] It was actually really cool.
[03:18:47] sounds stupid but
[03:18:49] so now they're making shadows stone
[03:18:54] i guess they want to make it more mainstream and accessible
[03:19:00] cool
[03:19:02] it was cool for one week
[03:19:04] center folk was actually pretty fun but the phone was annoying to play through
[03:19:06] screen share yet sphere
[03:19:08] that's fair like they had a vision
[03:19:10] and it just didn't
[03:19:12] but the game is cool
[03:19:14] and bluetooth connectivity
[03:19:16] as well as the game-specific macros, switch between devices seamlessly, and change the
[03:19:26] color of your setup depending on your mood.
[03:19:29] Head to the link and good luck.
[03:19:30] And now for something completely different.
[03:19:33] Bandai Namco has some memes to share about Little Nightmare's Altered Echoes, the VR
[03:19:38] spin-off of the famously creepy franchise.
[03:19:52] How do you play this in VR?
[03:19:56] I guess maybe like...
[03:20:03] You're like top-down, note what?
[03:20:08] What?
[03:20:14] I thought maybe it'd be like top down like you're looking down at a board, right?
[03:20:38] I'm not sure what to do.
[03:21:04] I'm dead.
[03:21:08] Well, I play this.
[03:21:18] No.
[03:21:19] No, it's VR.
[03:21:20] It looks cool.
[03:21:21] It looks scary, but...
[03:21:22] Little Nightmares is coming to PSVR 2, SteamVR, and MetaQuest on April 24th, and don't be
[03:21:30] afraid to give it a wish list.
[03:21:32] That's funny.
[03:21:33] That's what my mom calls me.
[03:21:34] What?
[03:21:35] Little Nightmares?
[03:21:36] Alright, we've got some brand new gameplay for Silver Pines now, a moody survival horror
[03:21:44] game set in a small American town.
[03:21:48] Peggy's 16.
[03:21:50] I
[03:22:01] Know it's the strangest thing I
[03:22:05] Feel like I'm dreaming
[03:22:18] I don't
[03:22:20] I thought it was some wealth.
[03:22:30] I'll find any moment. I promise.
[03:22:37] Silver Pines. Team 17.
[03:22:41] That guy looks like he could use a damn fine cup of Joe.
[03:22:45] Oh, and maybe some cherry pie, too.
[03:22:48] You too can take a trip to Silver Pines when it lands on PC and consoles later this year.
[03:22:53] Alright, we've got something pretty special for you now.
[03:22:58] There are no ghosts at the Grand as an upcoming spooky renovation game where you restore a crumbling English hotel with talking power tools.
[03:23:07] The hotel might be haunted and there's a talking cat in there too. He's called Mr. Bones the Bastard.
[03:23:12] But most importantly, it's also a musical with lovecraftian vibes.
[03:23:17] And you know how we like our performances here at the Future Games show.
[03:23:21] So without further ado, we'd like to welcome Marcia Richards and the Concierge
[03:23:25] to perform an original track from There Are No Ghosts at the Grand.
[03:23:29] Lights!
[03:23:42] You would never know that you first went to the room
[03:24:03] A first glance was really nothing wrong in this town
[03:24:06] You were a little bit present
[03:24:09] You're smelling on the earth, and feeling in the ground, it's a shining night
[03:24:14] You're smelling on the earth, and a hundred and a nine, every tree calls the light
[03:24:20] I'll be honest, when I first saw the trombone guy playing, I'm like, you know what, that's okay
[03:24:26] But then I saw the whole band and I got sad
[03:24:29] I think I've seen this before, why, because like just seeing the trombone player by himself
[03:24:44] felt more mean-y rather than like this performance.
[03:25:03] Also, yeah, the singing is not synced with her lips
[03:25:07] and it's extremely off-putting.
[03:25:08] I guess it's better than hearing it live.
[03:25:17] I don't know.
[03:25:19] Who cares?
[03:25:20] Hence the problem.
[03:25:23] I do not care about a li- I don't care.
[03:25:28] I'm gonna go pee.
[03:26:06] I know a point and I don't mind if I just slide all night,
[03:26:09] I just think it down and I understand by your touch.
[03:26:13] I'm with my feelings for you.
[03:26:15] You see my mind to my side.
[03:26:18] I know I can see your eyes, I don't understand you.
[03:26:22] I know I want that, it's my time.
[03:26:26] I just want to let you know.
[03:26:29] I'm right here and I try to make you.
[03:26:31] Like I sure as hell do not give a fuck about a song.
[03:26:35] Like a video game song for a game that I have not played.
[03:26:40] I gotta listen to a live performance of like Expedition 33 because like I played the game,
[03:26:46] I'm attached to the game, I'm so attached to it, you know what?
[03:26:49] I'll go deeper, I'm curious about the band, the whatever, I don't give a fuck about the
[03:26:53] game even yet.
[03:26:54] Why would I care about the band?
[03:26:56] Oh, and you can lift some spirits of your own with the heart of a vacuum when there
[03:27:02] I guess it is a musical game.
[03:27:32] Off the disco, down the hatch.
[03:27:37] Off the...
[03:27:38] Off Julius.
[03:27:40] Jampon.
[03:27:42] Off your face.
[03:27:45] Off your mother.
[03:28:02] Gigi.
[03:28:15] Okay.
[03:28:16] Last flag is coming soon to PC, but in the meantime, you can hoist it onto your wishlist and keep an eye out for future plans.
[03:28:21] Wasn't this game...
[03:28:23] There was some, like, actor that was promoting it.
[03:28:28] Who was it again?
[03:28:30] Don't worry, imagine dragons. That's right. Hold them on.
[03:28:33] I'm an actor, a celebrity. Imagine dragons. We're fucking promoting it.
[03:28:37] Talking about how much you love it.
[03:28:38] Is Aniki Road a post-apocalyptic combat racing game where you dodge traps and destroy them?
[03:28:43] Is it their game? Oh, there you go.
[03:28:44] It has punchcalls. Throw that.
[03:28:47] Next, we're looking at Damon and Baby, a highly technical twin-stick shooter backed up by an emotional story.
[03:28:54] It follows a gun-toting demon and their adorable companion in a world full of quirky creatures.
[03:29:00] Quirky? Ooh.
[03:29:03] Or how about Astro-Tex, an isometric strategic shooter where you chart the hazard-filled hallways of a gloomy spaceship
[03:29:10] and protect its damaged systems from nanotech monsters?
[03:29:14] Okay.
[03:29:15] Finally, we have Demon Lord Just-A-Block, a grid-based roguelite where you play as a square of decapitated royalty
[03:29:22] with deceptively simple controls and a flexible build system.
[03:29:26] You'll make your way through a quadrilateral world to take down the usurping dragon queen
[03:29:32] I'm more interested in the games that are only getting five seconds from today's show on our dedicated future game show steam page
[03:29:39] In the meantime, though, we've got another game that you'll want to keep an eye on. Yes. It's another world
[03:29:47] Here's the next project from the team that brought you moonlighter
[03:29:51] Okay
[03:29:56] Yeah, I love Cataclysm.
[03:30:03] That was, uh, base building.
[03:30:12] Yeah, I love Cataclysmus.
[03:30:17] That was, uh...
[03:30:19] Base building.
[03:30:35] Ooh!
[03:30:42] Hold on it says fucking tower defense now what I expected hold on I thought it was gonna
[03:30:55] be like hack and slash that looks like a sick tower defense to like adjusting the rooms
[03:31:07] and putting mobs in each room.
[03:31:09] The new genre just dropped, ReVamp, is a tower defense vania.
[03:31:13] The goddamn right it is!
[03:31:14] That's how the devs are describing it, not you dev, the developers of course.
[03:31:18] And me!
[03:31:19] And it's coming soon to PC.
[03:31:21] But who knows, I think this dev would make a really good dev, and safe to say I'd have some pretty, uh, wild ideas.
[03:31:27] Ho ho ho!
[03:31:29] We've got another one to watch Deep Dive coming up next, and this time we're focusing on Hello Sunshine.
[03:31:36] A game where you survive in the shadow of a giant, friendly robot.
[03:31:40] Here's the developers Red Thread Games to tell us more.
[03:31:56] Alright, I'll see if you do it better than I did.
[03:32:00] Shuihan's done.
[03:32:01] We're working on Hello Sunshine, a survival mystery game.
[03:32:07] A woman protagonist?
[03:32:09] A nomad who's walking in the shadow of a giant robot.
[03:32:13] And you're on a journey to get to a tower,
[03:32:16] and the journey is all about figuring out who you are, where you're going,
[03:32:20] and what is the mystery of this grander world you're in.
[03:32:23] We put out a trailer which shows this epic robot bamboo, which people found really cool.
[03:32:28] cool and the game actually starts with that and right after that battle is done we just let the
[03:32:35] player take the control. It's just you, the sun, which is very dangerous in this world and the giant
[03:32:40] robot. And the giant robot's shadow is your haven at the start of the game. You venture out to the
[03:32:45] shadow to find resources to learn more about the world, to investigate mysteries. I see the game
[03:32:52] meter in the top. You have the ability to move further into the world and then out of the shadow
[03:32:56] Don't stay out of the shadow longer, but you're always following this robot and the relationship between the main character to the player character and the robot is key.
[03:33:04] It's instrumental in this kind of fun journey.
[03:33:07] The robot is always walking ahead.
[03:33:09] So unlike a lot of survival games, which are about sort of having a hub and then you sort of enter off from that, your hub keeps moving and it keeps pushing you through this world.
[03:33:18] And at the start, you don't have any way to interact with the robot.
[03:33:20] You know, you're just sort of like trying to figure out like, what is this robot doing?
[03:33:24] Where is it going?
[03:33:25] It's going the same way we're going, which is great, but how long will that last, but as the game progresses, the relationship evolves.
[03:33:31] All you know is that you have to sort of get to somewhere, you don't even know what that somewhere is at the start.
[03:33:37] You didn't know you're in this world that is like the ruins of a corporate empire.
[03:33:49] There are a lot of really good survival games out there, and all of them are very systems driven for the most part, right?
[03:33:54] all of them are quite forbidding. They're quite tough. They require quite a lot from the player.
[03:33:58] We wanted to make something that's a little bit more forgiving and that's also a little bit more
[03:34:02] narrative. But of course the game is very systems driven. Heavy is the wrong word because we don't
[03:34:08] want the systems to weigh you down on this journey. The systems are there in order to
[03:34:12] support the narrative and the player journey. Some of the core systems like we've already
[03:34:17] mentioned is some shadow of course, water. If you stay in the shadow for too long,
[03:34:22] You're gonna start getting thirsty. You need to find something.
[03:34:24] I mean, it really goes down to what all are you looting those runes?
[03:34:26] Um, am I excited about anything?
[03:34:28] I don't eat this just or am I just looting more water needs of hydrants, right?
[03:34:36] I see she has a bow and arrow. So what are you using that on? How does that help you?
[03:34:40] The real thing in a co-op is for two people to sit on the couch with two controllers and play split screen
[03:34:44] There are so few games that allow for that. You know, I have a daughter and I love playing games
[03:34:48] But there are sometimes there aren't that many games where you can sit together and play and have an experience where like Jonathan said
[03:34:54] You can either go together somewhere or you can sort of split up once you feel more confident and go apart
[03:34:58] Hello sunshine is coming to PC. It's available on steam to wishlist and you can also sign up for a playtest which are starting
[03:35:06] Soon soon soon very soon. I'll be honest. I look 70 it it might be
[03:35:12] I mean, I like the concept of following the robot
[03:35:15] But hello, something actually coming soon to PC. So give it a wish list and keep an eye out for that upcoming play test
[03:35:20] Now from sunshine to something a little chillier
[03:35:23] Let's find out when you can get your hands on will follow the light and mesmerizing puzzle Odyssey set. That's the idea
[03:35:29] Yeah, but what are you doing between?
[03:35:32] Whatever
[03:35:34] Come in this is will take you read me
[03:35:36] What's wrong, Cass? Is Thomas all right? Over.
[03:35:46] How much time do I have, Cass?
[03:35:56] I know. I'm coming. I'm coming.
[03:36:08] I know. I know. I know. Just hold on for me, alright?
[03:36:18] Is she crying? I thought she was like, happy.
[03:36:28] I thought I was a kid like at a playground having a good time. Am I crazy?
[03:36:37] Follow the Light is coming to PC and consoles on April 28th, 2026.
[03:36:42] Alright, our next trailer takes aim at Papenita Headshot, a steampunk shooter starring a furious
[03:36:47] cowboy with a cursed metal arm.
[03:37:17] Okay, I'm being honest.
[03:37:27] Like the way the mobster is auto walking into you and then it's the same repeat scheme.
[03:37:31] Like it actually looks like a college project, genuinely.
[03:37:34] Oh, there we go.
[03:37:36] We got some environmental stuff.
[03:37:38] Keep your heads down boys, because...
[03:37:44] He just turned Jammin' to a popsicle! Who does that?
[03:37:49] Papa needs a headshot, is coming soon to PlayStation and PC, and it's also what my agent says when I call the office.
[03:37:56] Okay, now we've got a trailer for Atmospar, an open world survival game set on a series of floating islands.
[03:38:03] I think we've seen this before.
[03:38:04] When we die, do you think we'll see the people on Earth again?
[03:38:13] When I lost my son in the scorching, I thought I'd seen him else fire.
[03:38:22] Another one.
[03:38:24] Once again, that was a blast.
[03:38:34] This is it. The last outburst of humanity. There is no other way.
[03:38:50] Titans might still have the answer we're looking for. We have to find it before it's too late.
[03:39:04] Okay.
[03:39:08] You can wishlist it now and stay up-to-date ahead of launch, Deborah.
[03:39:13] Prepare yourself Shry because we are checking out a cooperative horror game
[03:39:16] that taps into one of humanity's darkest fears in continents.
[03:39:21] I don't think I have anything sad to that, so here's, we gotta go.
[03:39:27] Help me out.
[03:39:29] Ugh, in the stomach.
[03:39:32] I got you, bro.
[03:39:33] Full of sketchy burritos.
[03:39:36] It's gonna be nuts.
[03:39:37] Damn!
[03:39:38] The pressure builds your only hope.
[03:39:44] Looks like we gotta find a key.
[03:39:46] Your only relief.
[03:39:49] Ooh, Luke.
[03:39:50] Oh, I got a forward!
[03:39:52] Lies in the haunted halls.
[03:39:57] Look at the character's name.
[03:39:59] Dookie monster.
[03:40:00] Pants Edgar Allen poof
[03:40:18] Barely made that jump
[03:40:25] No drop
[03:40:30] Pop him, guys.
[03:40:32] Those go 360.
[03:40:36] Have a proof, don't leave me.
[03:40:38] Oh god, they're right behind us.
[03:40:40] Get inside, get inside.
[03:40:43] We gotta go April 14th.
[03:40:47] Who's this voice actor, or the person?
[03:40:49] I don't want to wash that hand.
[03:40:53] Bearing any unfortunate accidents,
[03:40:55] We Gotta Go is exploding onto PC in spring 2026.
[03:40:59] Okay, shall I? We get it. All right. It's the game about trying not to poop your pants.
[03:41:03] I'm sorry. I just couldn't hold it in.
[03:41:05] All right, let's move past the rogue potty here for a second.
[03:41:09] Blah, blah, blah. What happened to the passion? It's all been down hill since Al Pacino started
[03:41:16] handing out awards. Hello.
[03:41:18] Who actually is this? What's going on?
[03:41:19] Um, hello?
[03:41:21] Yes, hi. Thanks for having me. Make me bigger, please. Like we talked about with Barbara.
[03:41:27] Barbara, backstage I asked you to make me a big boy. You nodded like you understood.
[03:41:33] Don't tell me you lied to me. Oh yeah, this is good. Thanks, Barbara.
[03:41:38] Oh god, make him smaller. Make him smaller.
[03:41:40] Why does he have lips? What's wrong with my lips?
[03:41:44] You know what? Fine. Whatever. Is this your show game, baby?
[03:41:48] Well, welcome to the future games.
[03:41:50] I don't get experience.
[03:41:51] Okay, is this what you came here to tell us about?
[03:41:54] Tell us about.
[03:41:55] Yeah, sorry, sorry.
[03:41:57] I'm just a little bit nervous.
[03:41:58] I just keep thinking about that lip comment you made.
[03:42:00] Look, I'm sorry about the lip comment.
[03:42:02] I didn't mean to just go on and pitch your game.
[03:42:05] Introducing the Dungeon Experience
[03:42:07] with our new exclusive trailer.
[03:42:09] Trailer, trailer, trailer.
[03:42:10] Ha, ha, ha.
[03:42:11] Trailer.
[03:42:13] Dungeon Master Creations.
[03:42:17] The Dungeon Experience is an immersive first person fantasy
[03:42:20] guided tour.
[03:42:22] Run by me, a low-level RPG monster,
[03:42:24] sure an entrepreneur, and all around handsome crap.
[03:42:27] Wow, look at that beautiful symmetry.
[03:42:29] Those clippy clappy claws.
[03:42:31] Take the time to explore our dungeon.
[03:42:33] Exploration.
[03:42:36] And meet our many dungeon inhabitants.
[03:42:40] Hey, you really don't need to speak to me.
[03:42:43] Consider me a table.
[03:42:44] Just power the room.
[03:42:45] Transition.
[03:42:46] Hey, well, wait a minute, Mr. Crabb.
[03:42:48] I've seen this trailer before like five years ago.
[03:42:50] Yeah, this isn't exclusive at all. You need to show us something unique.
[03:42:53] Alright, alright, fine. I'll show you something unique.
[03:42:58] We've got this retro dungeon crawler section. It has a large and unique cast of characters.
[03:43:03] We've got Walter, Wanda, Wayne, Weaver, Welch, Wendy, West, Will...
[03:43:10] Oh, and I almost forgot, William.
[03:43:12] Is this really happening? Who are the proofers?
[03:43:14] Alright, this is all we have time for.
[03:43:16] No, no, wait, wait, wait. Wayne, show your party trick.
[03:43:19] Oh, yeah, it's pretty neat and if you think so too, then go ahead and wish list the Dungeon
[03:43:31] Experience.
[03:43:35] Show nothing.
[03:43:36] That was enlightening.
[03:43:37] The Dungeon Experience and our new friend the unnamed talking mud crab are coming to
[03:43:41] a screen near you in 2026.
[03:43:44] Don't miss it.
[03:43:45] I wouldn't miss it for the world.
[03:43:46] Now, let's move on.
[03:43:47] With over a million wish lists to crew to date,
[03:43:49] you've probably heard of Outbound, the sustainability
[03:43:51] focus survival game, but we've got the scoop
[03:43:54] on when you can finally get behind the wheel.
[03:43:55] The demo is out.
[03:43:56] It's good.
[03:43:57] Cool.
[03:44:01] Good for them.
[03:44:16] time to get the rope
[03:44:46] Oh
[03:45:09] Interesting
[03:45:11] you heard it here first outbound is inbound to PCN consoles on the 23rd of
[03:45:20] April and if it isn't on your wish list already then go fix that now our next
[03:45:25] game is about the discovery of a ninth planet in the solar system that could
[03:45:28] be humanity's life diaries is on site as far to what essentially is you know I
[03:45:32] just saw I'm logging on steam closer look at the latest game from don't nod a
[03:45:36] Aphelion. No, we don't get to see.
[03:46:06] as dense but stable enough to breathe with the right equipment an electromagnetic field
[03:46:11] spans the entire planet forming a complex energy network most importantly our instruments
[03:46:18] have detected a mysterious heat source a source that could allow liquid water to exist ice
[03:46:25] snowfall flowing rivers this planet could have a complete water cycle but we're ready
[03:46:33] Ooh, okay.
[03:47:03] So, we gave it a name.
[03:47:06] Not for what it is, but for what it will be.
[03:47:12] Persephone.
[03:47:14] The Greek Goddess of Fertility.
[03:47:19] It can't be about Omen, right?
[03:47:25] Interesting.
[03:47:28] Lots of climbing.
[03:47:33] Holy shit, no way.
[03:47:39] A feeling is coming to PC, PlayStation and Xbox on April 28th, 2026 and pre-orders are available now.
[03:47:46] Alright Debra, prepare yourself. I'm going for it. This next one is a world premiere.
[03:47:52] Sorry shy, call it an attack of opportunity.
[03:47:55] This is getting pretty ridiculous actually, but at least I get to grab my sorrows with an adorable Doug Venture.
[03:48:02] Sure.
[03:48:03] We'll see.
[03:48:04] With.
[03:48:27] Oh my god!
[03:48:32] I could make this map.
[03:49:02] That is the, it's great.
[03:49:04] We love that, hurdles.
[03:49:07] Fuck, jump and zoom through a vibrant landscape
[03:49:10] in hurdles which is coming soon to PC.
[03:49:13] Now, let's throw it over to Goodwin Games
[03:49:15] to tell us more about the studio's atmospheric
[03:49:18] biking adventure, Quite a Ride.
[03:49:20] Oh, this looks pretty sick.
[03:49:22] Hello, Future Games, Charles.
[03:49:23] Alex here from Goodwin Games.
[03:49:25] Where's the studio behind Quite a Ride?
[03:49:26] A first person psychological horror game
[03:49:29] where a bicycle is the only lifeline.
[03:49:32] You have to write through a mysterious fog covered zone known as the blind spot.
[03:49:36] This is a game about dread, tension and enigma, where exploration fits the mystery.
[03:49:43] You trapped in a shifting world where you must write to keep your phone charged.
[03:49:47] Research anomalies and decode cryptic messages to escape.
[03:49:50] You're alone, it's dark, and you're never safe.
[03:49:54] If you stop moving for too long, the fog and what hides inside it catches up to you.
[03:49:59] Let's talk a bit about the blind spot.
[03:50:01] setting of our game. We haven't shared too much yet, and frankly, we don't want to spoil the mystery.
[03:50:07] But here's what I can tell you. The blind spot is a stretch of land swallowed whole by a thick
[03:50:13] and natural fork. It's a place where logic doesn't quite work the way it should. Roads change, landmarks
[03:50:20] disappear. People don't go in, and the ones who do don't come back out. If you want to survive,
[03:50:27] you'll have to explore. You'll solve puzzles, uncover clues, and slowly piece together what this place is.
[03:50:33] But you are not alone here. The blind spot is a haunted anomalous, strange and unexplained phenomena.
[03:50:40] You'll have to document them using the scannograph, observe them, and piece together how they behave.
[03:50:47] But the data is fragile. If you run out of charge, collected data is gone.
[03:50:51] Some anomalies simply exist. Others must be awakened. Some adapt and some are alive and will hunt you.
[03:50:59] Failing to learn this is fatal. The blind spot is massive and navigating on food is dangerous.
[03:51:06] This is where your bike comes in. It allows for speedy escapes when you're being haunted.
[03:51:11] It's the easiest way to generate power. You have to keep cycling to keep your device charged.
[03:51:17] Your bike is also equipped with a strange tech, specifically an analog FM radio, fused
[03:51:23] to the frame.
[03:51:24] This is a tactile mechanic.
[03:51:26] You have to manually operate the dials to keep the distance from the bike.
[03:51:35] This game looks cool, but I don't need to see any more about it, I really don't.
[03:51:42] We are working hard on polishing the experience, and will have much more to share about the
[03:51:46] game later in 2026. In the meantime, you can watch the game on Steam right now. It really
[03:51:52] supports the team and helps us get the game to you. Thank you so much for watching, keep
[03:51:57] paddling, don't look back and enjoy the rest of the show.
[03:52:04] All right.
[03:52:09] Avoid anomalies and low battery notifications in quite a ride. It's coming soon but you
[03:52:14] You can wish us to sit on steam now.
[03:52:16] We've got some hot to go gameplay for Shelf Heroes up next.
[03:52:20] It's a bite-sized shooter where you play as an action figure
[03:52:23] and face off against way too colorful.
[03:52:25] This is way too colorful.
[03:52:26] ...and enormous household arenas.
[03:52:31] Oh, I guess for what it's going to be, all right.
[03:52:36] Wasn't there a game very similar to this?
[03:52:40] The old-year hero.
[03:52:44] Interesting.
[03:53:14] Shelf Heroes is coming soon to PC with a demo dropping later this year.
[03:53:34] Wishlist so you don't miss it.
[03:53:35] Okay, now let's take a look at a brand new gameplay trailer for Deep Dish Dungeon.
[03:53:41] An ambitious survival game where teams of curious spelunkers explore handcrafted dungeon
[03:54:11] I'm all my own I'm safe
[03:54:14] I'm gonna die
[03:54:19] I lowered the water over here
[03:54:22] Oh! He woke up! He woke up!
[03:54:25] Oh god! I'm fighting! Remember me!
[03:54:31] I died!
[03:54:32] Watch out! Watch out!
[03:54:35] I'm gonna die, Erranty!
[03:54:38] What? What is this?
[03:54:41] I
[03:54:55] Okay
[03:54:57] That looks like fun, baby
[03:55:00] Deep dish dungeon is coming to PC in full 2026 and we're following that up with a gameplay trailer for Rover's tale
[03:55:07] Which imagines a world where dogs get to live on a wonder where they like past their depart who they decide to be the
[03:55:15] The hardest parts of owning a pen the streamer for the trailers aren't gonna live forever
[03:55:20] When a dog reaches the end of their natural life their consciousness can be transferred into one of our like to rovers
[03:55:27] Where it will live on forever among the stars is a brave space explorer
[03:55:32] as the newest member of our research team your loyal canine companion will be
[03:55:38] entrusted with exploring new undiscovered worlds so you're a dog
[03:55:46] huh keep me up to date with the latest tech enough rights supporting their
[03:55:55] fellow explorers
[03:55:58] And any, who knows what else they might discover.
[03:56:03] So what are you waiting for?
[03:56:07] Sign up to the Leica program today.
[03:56:10] Has your dog got what it takes to change the world?
[03:56:14] No.
[03:56:16] Become man's best intergalactic friend in Rover's Tale, which is launching later this year.
[03:56:21] Now, shy quick question, did you pick Bay or Bay?
[03:56:25] Ah, nice try. I'm not at liberty to answer that, dev. Lest I summon the pitchforks of the internet.
[03:56:30] However, the developers at Deck 9 Games are reopening that hella tricky question with Life is Strange Reunion,
[03:56:37] a brand new entry in the series that will continue the tear-jerking saga of Max Culkin.
[03:56:41] Isn't there a, uh...
[03:56:42] Well, tissues that they're ready for March...
[03:56:44] Are they doing a live action for Life is Strange?
[03:56:46] Here's a first look at a scene which sees Max and Chloe reunited at last.
[03:56:50] I have this power to help people, but Rewinding Time has bought me only three days before everything
[03:57:02] burns.
[03:57:03] The Maevon party is starting soon.
[03:57:16] So what's next changing the black robes black shirts going by the old photo
[03:57:27] We've got to get to the Abrax's house and look for smoke
[03:57:32] This is it it could all start tonight
[03:57:37] Think you can get me another eyes wide shut mask so we can split together you're on stay out of trouble
[03:57:46] Between all the drinking and making out, someone must have taken their mask off.
[03:58:00] Not their usual logo.
[03:58:03] This rooster snake has been doused in nightmare fuel.
[03:58:08] Password?
[03:58:12] Rooster snake.
[03:58:13] Uh, I think you mean...
[03:58:15] Xilisat, which would have been correct.
[03:58:18] Too bad.
[03:58:21] Okay, I've got the password.
[03:58:23] Just need to use it now.
[03:58:28] Password?
[03:58:30] Xilisat.
[03:58:38] Okay.
[03:58:40] Hell yeah, teenager parties, this is what we do here.
[03:58:49] This is just what they're like.
[03:58:50] She's on a treat.
[03:58:58] She's in the trees.
[03:59:04] Hunting for a secret room in a spooky house?
[03:59:10] Chloe's gonna love this.
[03:59:13] I've been to plenty of bonfires.
[03:59:16] And a handful of pagan parties, thank you Portland.
[03:59:20] But a secret society, pagan bonfire.
[03:59:23] That's a new one for me.
[03:59:26] Spermander. So fucking peaceful.
[03:59:30] Here. Jesus!
[03:59:31] Sorry.
[03:59:36] I think you should check out the basement.
[03:59:38] The door password is...
[03:59:39] ...fixillzha...
[03:59:41] So...
[03:59:42] Split up?
[03:59:43] Meet at the bonfire when we know more?
[03:59:49] I just want you to know...
[03:59:51] Oh god.
[03:59:52] I'm so excited to make these memories with you.
[03:59:56] Besides your own story when Life is Strange Reunion comes to PC, PlayStation and Xbox
[04:00:15] on March 26th.
[04:00:16] Now our next game blew up on social media and for good reason.
[04:00:19] It's a wonderfully silly concept where you man the gates of a medieval town to decide
[04:00:23] who makes it inside, and who ends up in stocks.
[04:00:26] Here's a brand new gameplay trailer for Gate Guard Simulator.
[04:00:30] Watch out for the cheeky geese.
[04:00:36] It's crazy, like, the impact of papers, please.
[04:00:53] A SAGE!
[04:00:55] Providing the heat isn't guarded by a thorn on the far of the fence.
[04:01:00] It pulls a rust upon the cheese.
[04:01:02] He's carrying smells apart.
[04:01:04] He cries to nuns apart.
[04:01:06] And lead it from the shade.
[04:01:08] They did not see the grace.
[04:01:09] They kicked him out of us.
[04:01:10] With cops upon his underpass.
[04:01:12] The bridge he swept down for help.
[04:01:16] But stances, evenings, fashion, proficient with warning.
[04:01:19] Help!
[04:01:20] The gate will just stop there, take some pictures, the gates will keep us safe.
[04:01:28] No matter what the gate is, I'm not by a moron.
[04:01:35] Gateguard Simulator is all about using your deduction skills to protect the people.
[04:01:40] Unless the gate is protected by a moron.
[04:01:44] Wait.
[04:01:45] The Gateguard Simulator is coming to PC later this year, but you can wish us it right now on Steam.
[04:01:49] Yeah, okay, great.
[04:01:51] From gate defense to wave defense,
[04:01:54] here's a closer look at killing floor three's
[04:01:57] chilling season three.
[04:01:58] Don't people not like this game right now?
[04:02:01] I love killing floor, but I heard bad things about this.
[04:02:34] Interesting.
[04:03:04] the new weapons and mods, fucking Wolverine.
[04:03:07] All right.
[04:03:08] That's right, Killing Floor 3's Operation Deep Freeze
[04:03:10] is out now, so you can jump in and battle
[04:03:12] for the future of humanity after the show.
[04:03:15] We're approaching the end of the show now,
[04:03:16] but there are still a few amazing games to share with you all.
[04:03:19] Yes, in fact, here's another trailer to get excited about.
[04:03:23] Capcom have sent over a closer look at gameplay
[04:03:26] from Monster Hunter Stories 3, Twisted Reflection.
[04:03:29] Hey future game shows, this is Joe Bustos from the Monster Hunter community team at Capcom
[04:03:42] USA.
[04:03:43] We're all so excited for the launch of Monster Hunter Stories 3, Twisted Reflection, coming
[04:03:47] in just a few short hours.
[04:03:49] We actually have a free demo available now on all platforms, but you can actually carry
[04:03:53] over your progress to the full game.
[04:03:56] Take to the skies in the back of your Rathblos to save the kingdom from peril after death.
[04:03:59] I'm not sure you like most video games.
[04:04:00] I played Monster Hunter.
[04:04:01] What's the worst?
[04:04:02] To kick things off, you'll customize your prints or princesses as you see fit.
[04:04:06] Wait, what?
[04:04:07] Make them as royal or rowdy as you like.
[04:04:08] And don't worry, you can change your look at any time.
[04:04:11] Why does this look like Zelda?
[04:04:12] Start out by exploring the hustle and bustle of Azuria Castle in the royal family, your
[04:04:17] ranger partners, and the various townsfolk.
[04:04:20] This is in Monster Hunter?
[04:04:21] If you leave the castle, you'll take flight on the back of your skyscale Raffles.
[04:04:26] You meet even more monsters along the way that'll make your journey one to remember.
[04:04:31] Alongside your new monster and ranger friends, you'll battle wild monsters.
[04:04:34] This is a turn-based game?
[04:04:35] Oh, this is a different game?
[04:04:36] This is a turn-based combat system.
[04:04:37] It's simple to use, but lets you and your teammate fight in satisfying and flashy ways.
[04:04:42] The story series?
[04:04:43] Okay.
[04:04:44] I don't know what this is.
[04:04:45] I've seen that in a game collecting materials lets you craft even stronger weapons
[04:05:15] and armor. And there's Habitat Restoration, a new feature where you nurture endangered
[04:05:22] species, repopulate locales, and hatch monsters with special traits. There's tons to do and
[04:05:28] even crazy tough monsters to fight, so be sure to give it a try. Your story begins in
[04:05:35] Monster Hunter Stories 3, just a reflection, available March 15th.
[04:05:38] Yeah, I've never heard of Monster Hunter Stories before, that's new to me.
[04:05:42] Gear up in Bond, view your favourite monsters in Monster Hunter Stories 3, Twisted Reflection.
[04:05:47] It's launching tomorrow, March 13th on PC and consoles,
[04:05:50] so just one more sleep till Monster Hunter Christmas.
[04:05:53] On holiday we should all celebrate, Shine.
[04:05:54] That's right.
[04:05:55] Now, we are getting a brand new look at Ritual Tides,
[04:05:58] Vert Paint's spine-curdling horror game set on a remote island.
[04:06:04] Okay.
[04:06:09] The bugger is crawling.
[04:06:10] Not the most FPS I've ever seen, Jesus, it's horrible, actually.
[04:06:40] that game could be really good didn't show much though nice trip to the country side
[04:07:08] It'll be fun.
[04:07:09] Reminds me of my childhood.
[04:07:10] Oh, does it?
[04:07:11] No.
[04:07:12] Ritual tides is something I assume, though,
[04:07:14] so make sure it's on your wish list.
[04:07:15] OK, time for a look at the latest project
[04:07:17] from the creator of Just Cause.
[04:07:19] Samson is an intense, big city brawler
[04:07:22] where you navigate the pressure of crushing debt
[04:07:24] one punch at a time.
[04:07:26] No.
[04:07:30] As far back as I can remember, I worked for other people.
[04:07:34] They called it opportunity.
[04:07:36] I called it dead.
[04:07:38] The city never stopped moving.
[04:07:40] And neither did what I owed.
[04:07:43] I never picked a smart job.
[04:07:45] I picked the one that bought me another day.
[04:07:48] Ha!
[04:07:49] Inlustin!
[04:07:50] Nobody voted they'd turn.
[04:07:52] If you gave them space, they took your teeth.
[04:07:55] Sometimes you didn't meet skill.
[04:07:58] You just needed something solid.
[04:08:00] Hear that?
[04:08:02] Yeah.
[04:08:03] That's the sound of face makes when it meets regret
[04:08:08] Pain built up
[04:08:10] adrenaline took over
[04:08:12] Kratos I didn't fight to win. I fought to finish
[04:08:18] Cars that way every hit matter
[04:08:23] The more work I did
[04:08:25] I allowed the city got
[04:08:27] Misappayment and they reminded you
[04:08:30] They were negotiators
[04:08:32] they were punctuation when the day ran out so did your luck sleep didn't fix it
[04:08:40] day it just reset the clock it was all connected time looks like they work hard
[04:08:47] on our driving violence and speed people talk about momentum like it's a feeling
[04:08:54] They have no idea.
[04:09:07] I'm getting some serious GTA IV vibes from that one.
[04:09:10] Which list it now because Samson is coming to PC on April 8th.
[04:09:14] I can see only one world premiere left on the schedule, Deborah.
[04:09:19] Do I get to do this?
[04:09:21] Here is the world premiere of a gorgeous action game where you never get a treacherous criminal underworld
[04:09:28] Yeah, but treacherous criminal underworlds are my thing
[04:09:31] Blah blah blah blah blah blah
[04:09:35] When all this began, no one imagined how it would end
[04:09:42] What kind of haircut is that?
[04:09:43] No one finds their way back after erasing their own footprints
[04:09:51] and sometimes I like and protect something worth believing
[04:10:10] Okay.
[04:10:14] Okay.
[04:10:18] The Ninth Dragon is a voxel brawler where you topple the kingpings of Kowloon City.
[04:10:23] It's coming soon to PC and your wishlist very shortly, I'm sure.
[04:10:27] Oh. Well, that's it. We're out of trailers.
[04:10:30] I didn't even get to say it. The whole point of doing one of these shows,
[04:10:34] and, ah, all right, well, it's been real.
[04:10:36] Oh, shy, come back, come back, come on, come on, listen.
[04:10:39] Come on, listen, I may have some good news.
[04:10:44] There could be one more thing.
[04:10:45] Really?
[04:10:46] Swear to God.
[04:10:47] Swear to me!
[04:10:49] Okay, go on.
[04:10:51] Do your thing.
[04:10:52] Okay, here's our final world premiere.
[04:10:56] It worked.
[04:10:58] Okay, here's a brand new entry
[04:10:59] into a cult survival horror series.
[04:11:02] Enjoy.
[04:11:08] All right.
[04:11:09] What are we willing to do to save our children?
[04:11:17] A lot of horror games. There are at least attempts at it. I wonder why.
[04:11:22] I feel like horror games are not that profitable.
[04:11:27] Like I like them, but...
[04:11:40] Nice
[04:11:51] That's it
[04:11:56] Okay, here we go. All right
[04:12:09] I bet you didn't see that one coming.
[04:12:16] I do love a twist.
[04:12:18] Remothered, Red Nun's legacy is the third entry in Stormmind Games psychological horror
[04:12:23] franchise and it's coming to PC and consoles later this year.
[04:12:26] Of course, you already know what to do.
[04:12:29] That's right, wishlist it, chop chop, or the Red Nun will get you.
[04:12:32] Joking, of course.
[04:12:33] Or am I?
[04:12:34] Yeah, that's really scary, Dev.
[04:12:37] Well, but on a serious note, this does mean we've reached the end of the show.
[04:12:41] I'd like to thank you, first and foremost, for being an amazing co-host.
[04:12:44] Likewise, Shai, it's been an absolute pleasure.
[04:12:46] Oh, stop it.
[04:12:48] We'd also like to thank the viewers, you viewers, for tuning in.
[04:12:51] Me?
[04:12:51] And the team behind the scenes, and of course, our sponsors, HyperX.
[04:12:55] Remember to enter that competition.
[04:12:56] That's right, because you've got to be in it to win it.
[04:12:58] You do.
[04:12:59] Also, make sure to check out our dedicated Steam page to follow up on any games that caught your eye.
[04:13:03] But don't go anywhere because FGS Live from GDC Festival of Gaming is coming up right after
[04:13:09] this show like literally in a f-
[04:13:12] Alright, that's it.
[04:13:14] GG.
[04:13:16] There was nothing really.
[04:13:17] There's two games that I'm excited for.
[04:13:19] Maybe three at most.
[04:13:21] That's suck balls.
[04:13:22] Yeah, well they usually do.
[04:13:24] It's like, it's an hour and a half and it's literally only worth 15 minutes of your time.
[04:13:30] you have to get through
[04:13:32] an hour and fifteen minutes of shit
[04:13:36] when it comes to like shitty jokes between the co-hosts
[04:13:40] because they have to squeeze an ad so they can be profitable and
[04:13:43] shitty games that paid to be there and took up way too much time
[04:13:46] and shitty games that just shouldn't be there altogether i don't know why they
[04:13:49] even fucking show them off
[04:13:52] i'm a negative Nancy
[04:13:53] but three of those games look sick
[04:13:56] especially that uh...
[04:13:59] that tower defense one. That looked cool. And then also Blight, cool, seeing more of that.
[04:14:03] I forgot about that game. I wonder, makes me wonder when the hell that actually releases.
[04:14:09] Re-Vamp, right? Of course, Mad Mushroom, Friend Slot, big fan. Check it out, wishlist it.
[04:14:19] Alright. I was watching this interview, but before I get back into that, I actually had a box sent to me.
[04:14:28] I
[04:14:31] Opened it with a beaky
[04:14:34] I didn't really know what the hell this was
[04:14:37] Big box clearly it's a world of Warcraft
[04:14:41] Mythic dropped it off at that house and we opened it and she's like you should open this on stream because we got to about
[04:14:48] Right here. I
[04:14:50] Don't know what this is
[04:14:52] but
[04:14:55] Look at that little art on the back
[04:14:57] that's pretty good even notice that so I haven't I don't know what's in here I
[04:15:01] have not even moved this paper but it starts with paper obviously greetings
[04:15:07] adventure thank you for being a part of our world and journeying with us across
[04:15:11] all of Azeroth it's players like you who continue to make wow a living and growing
[04:15:15] community where everyone is welcome wow now to help ensure you're ready for the
[04:15:22] battles ahead. We know that after a full day of adventure, even the most
[04:15:27] resolute travelers need some downtime to recharge. We hope you enjoy this bounty
[04:15:35] of cozy comforts to aid you in your preparations to rally together and stand
[04:15:41] against Zalatath and her devouring host in midnight from the World of Warcraft
[04:15:48] team should you wish to share these items of or or the tales of your
[04:15:55] adventures with your followers on social media don't forget to use the
[04:15:59] hashtags hashtag wow underline partner and tag at Warcraft blah blah blah all
[04:16:06] right also please remember to make it clear to your followers that these
[04:16:14] items were sent to you for free by Blizzard as required by the FTC
[04:16:18] Make sure I check that box hashtag wow partner by the way. I
[04:16:23] Had no idea this box is coming, but we'll take it. So what do we got?
[04:16:28] Lot of fuzzy stuff at the top not sure what these are fanny packs. Oh, it's one big thing. Oh, oh, oh
[04:16:39] That's a fucking blanket hold on it's actually very cozy
[04:16:44] Me undo that little bow there
[04:16:48] Let me second they really tight this on there.
[04:16:54] Pretty tight.
[04:16:55] Oh, it's too fucking, Jesus, get out of here.
[04:17:05] Okay, damn, it's not even small.
[04:17:09] Jeez!
[04:17:11] That's a blanket!
[04:17:15] pretty stretchy too look at this you can kind of see it stretches hold it out see
[04:17:22] that stretchiness that's nice that's real nice
[04:17:29] hey we're gonna drape that on here like a cloak
[04:17:34] Yeah
[04:17:38] All right
[04:17:40] See what else we got
[04:17:43] Just gonna pull it all up
[04:17:46] What the hell world of Warcraft midnight. It's like an empty whoa
[04:17:53] They'll see inside of that thing
[04:17:58] Need like a phone light hold on let me get a phone light
[04:18:04] Look at that.
[04:18:10] That's pretty cool.
[04:18:14] There's a light on the bottom.
[04:18:16] Oh.
[04:18:17] You're right.
[04:18:24] What the fuck?
[04:18:25] Okay.
[04:18:26] Well, that's pretty sick.
[04:18:28] And a little fire. Oh, that's where the lights coming from. There's like a little fireplace there.
[04:18:35] Kind of cool. What? I don't know.
[04:18:40] So it's a fake book. That's still pretty sick. Okay, that's actually cool.
[04:18:44] All right.
[04:18:47] What else we got?
[04:18:49] We got a box here.
[04:18:52] It's kind of heavy.
[04:18:55] World of Warcraft.
[04:18:56] What do you guess?
[04:19:00] It's probably a candle. It might be. It's got some weight to it like a candle.
[04:19:06] You're damn right, it's a candle.
[04:19:10] What's the smell? Scented candle.
[04:19:19] Hmm. It just says, look, this is all it says.
[04:19:24] Azaroth, the very bottom fiddle focus.
[04:19:28] It's not going to focus is it?
[04:19:31] Here we go.
[04:19:34] Scented candle made in the USA.
[04:19:39] Yeah, I don't, it smells good but I wouldn't say it smells like midnight or
[04:19:54] Azeroth like what I don't know what to do with it but it does smell good it's a
[04:20:03] very nice smell this is it this is quite the box what is this
[04:20:24] Yeah, the little circle thing there. Collector edition. Yeah, maybe it's something like
[04:20:34] that.
[04:20:35] I'm thinking it is. Is there anything else in here? No, it's all a bunch of mesh.
[04:20:52] Clean that later.
[04:20:54] World of Warcraft Midnight.
[04:20:57] What the hell do you put in here?
[04:20:59] Oh.
[04:21:01] Okay. It opens up. Pretty cool.
[04:21:05] Okay, I guess I just pulled a string, which brings out a book, which has probably a bunch
[04:21:19] of art and stuff, yeah, just art direction behind the scene stuff, cool, and kind of
[04:21:30] see a lot of that.
[04:21:31] That's cool stuff.
[04:21:32] All right.
[04:21:33] A book for the bookshelf.
[04:21:35] Do you think it fits in here?
[04:21:37] It doesn't.
[04:21:41] No.
[04:21:42] I don't think you actually put anything in here, ever.
[04:21:48] All right, but we got more in here.
[04:21:49] We got some type of plastic crown, as well as this.
[04:22:02] I don't know what to do with this.
[04:22:03] Oh, you press it. Look at that. It lights up.
[04:22:11] Wow. It's actually tripping out my camera. It's not flashing like this in real life.
[04:22:24] It's consistently, oh, hold on, weird, and what does this do?
[04:22:33] What, what even is this little fucking thing, a stand, oh it's a stand, you're so right, it is a stand.
[04:22:46] Somehow, but I actually don't know how.
[04:22:50] What?
[04:23:06] Am I dumb?
[04:23:09] How does it, it's a tiara?
[04:23:10] How does this work?
[04:23:11] How does this, I guess it's just like that.
[04:23:18] It just doesn't feel that snug in here. It's pretty loose as a goose. Whatever. Turn that off. There we go. All right, Nido. And they also sent last thing in here.
[04:23:40] Oh, here's a guide on how to work it has a USB plug. Yeah. Alright. And then there's paper.
[04:23:55] Ooh redeem game key at Battle.net. Oh
[04:24:00] I have to scratch this off, but I don't want to show y'all so get fucked. You will not redeem that
[04:24:09] And then some type of blue pin
[04:24:17] And a USB charger for the thing
[04:24:21] How do I get this thing off we go
[04:24:25] Cool. All right. Hey, look at this. Some type of, I can't even tell what it's supposed
[04:24:41] to be. Which way is the right way? I think that's the right way. Promo slop? Yeah. Okay,
[04:24:51] I can't figure it out.
[04:24:55] Oh no, here's the right way.
[04:24:56] Here's the right way.
[04:25:00] There you go.
[04:25:01] What do you do with these, by the way?
[04:25:02] You like put them on your backpack, I guess?
[04:25:09] I don't know what else to do with them.
[04:25:15] Throw it away.
[04:25:16] It's a magnet.
[04:25:18] It's not a magnet and it has these spikes coming out.
[04:25:20] I wish it was a magnet.
[04:25:22] Truthfully, I am a magnet collector.
[04:25:26] Peaky and I.
[04:25:29] All right, well either way, GG's, cool.
[04:25:32] Thanks for sending that to me.
[04:25:35] Free stuff is always fun.
[04:25:38] Okay.
[04:25:41] Woo, redeem the code.
[04:25:43] I think it's probably just game time, so pass.
[04:25:50] In the what else do I have to do TBC arena Jeff Kaplan interview future game show watch that
[04:25:58] Mugenics
[04:26:00] Don't have enough time not happening
[04:26:03] It's the full game of midnight no way
[04:26:07] Wow well I could log in and do some housing on retail
[04:26:14] I'm not gonna do housing
[04:26:16] But I'm going to figure out how to go check out other people's houses.
[04:26:21] Because apparently they're busing.
[04:26:26] Word on the street.
[04:26:30] For real, for real.
[04:26:47] Some people have made Mona Lisa and stuff. Yeah
[04:26:51] Well guys, I've never been to housing when I came up. I've never I don't even think I've done my intro quests
[04:26:58] I'm like teaching me about it
[04:27:02] So I'm gonna have to get walked through here
[04:27:12] Portal and Stormwind all right. Well, let me go to Stormwind real quick
[04:27:16] You're trying to do jump puzzles?
[04:27:18] I'll do whatever.
[04:27:18] I just want to check it out.
[04:27:19] I've never done it.
[04:27:21] Press H. That's bound to my focus.
[04:27:23] I can't.
[04:27:26] I've unbound H.
[04:27:36] Bottom right.
[04:27:36] Okay, bottom right.
[04:27:38] Housing button.
[04:27:39] Oh, look at that.
[04:27:40] Housing dashboard.
[04:27:41] Start tutorial.
[04:27:43] Ah.
[04:27:43] Well, if this proves I haven't done anything.
[04:27:59] All right, my first home, welcome to the neighborhood.
[04:28:01] Feel free to explore, have a look at plots,
[04:28:03] follow up, speak to your steward, familiar, okay.
[04:28:07] Can I fly here?
[04:28:09] Oh, look at that.
[04:28:10] I don't think she's made one yet.
[04:28:20] I'd like to have a look around.
[04:28:22] Let's go.
[04:28:23] Okay, we'll go over here.
[04:28:31] I'm just questing, I guess.
[04:28:33] I'm just gonna say it.
[04:28:34] I hate housing.
[04:28:36] Okay, classic players will agree with you.
[04:28:38] I think housing is fucking awesome, um, for retail.
[04:28:48] What is women to do?
[04:28:51] Fucking positive music play in game.
[04:29:00] Okay, let's go over here then.
[04:29:03] Hasn't even done a minute.
[04:29:04] He loves it.
[04:29:05] I like it because it adds to, like you can find furniture and you can put it in your
[04:29:12] house.
[04:29:13] I can already see that just adding more to the game without taking away from what retail
[04:29:17] is.
[04:29:25] That's the cash too.
[04:29:26] I don't really give a shit when Blizzard makes more money as long as it doesn't take
[04:29:30] away from the game. When it takes away from the game, sure, I'll be upset. Brother. Hmm.
[04:29:56] It took so much already, doesn't matter.
[04:29:58] Uh, well, again, if they added housing to Classic, and it was this big cash grab,
[04:30:01] they're like, well, this takes a lot away from Classic.
[04:30:04] Classic shouldn't have this.
[04:30:07] Things like that.
[04:30:08] You got it to retail.
[04:30:10] It's gonna make people not be in the cities anymore.
[04:30:15] Who the fuck's in the cities?
[04:30:16] Who the hell's actually inspecting other people?
[04:30:18] What do we, retail?
[04:30:20] Did y'all even play this game, or are you just upset?
[04:30:26] Okay, now what do I do?
[04:30:28] Acquire a house. So I have to pick one?
[04:30:30] Do I pick one?
[04:30:32] I feel like I don't do this yet.
[04:30:38] Does this matter?
[04:30:40] Pick a plot?
[04:30:42] You can move it? Okay.
[04:30:44] As long as this isn't like any type of commitment bullshit
[04:30:46] and I can just move.
[04:30:56] How do I take area 51?
[04:31:03] Can't?
[04:31:06] Ugh.
[04:31:08] Owned by Snowy Flake.
[04:31:20] Who are these people?
[04:31:22] Where do I...
[04:31:24] go to these other houses these ones 37 38 17 42 9 25 I might be a 9 main excuse
[04:31:38] it's also really close nine this isn't bad I can work with this what plot is
[04:31:51] already reserved. Did you reserve this? No. Interesting. My house is in my guild neighborhood.
[04:32:09] Why are you here? Checking his gear, 237, 246. You know why I do. How do I see his item
[04:32:20] level 240s. Oh, this guy's
[04:32:33] make fun of him. Get out ASAP.
[04:32:36] I
[04:32:50] Well
[04:32:58] I bang
[04:33:00] Skipped, complete, house level, level one, god damn, enter your house via the front door,
[04:33:22] okay
[04:33:24] oh loading screen cringe
[04:33:30] all right do you need help getting started uh yeah actually i do
[04:33:36] shut up bitch click this button to enter the house decor okay
[04:33:43] decorate mode click into core and press r to place it in your house
[04:33:52] or click a decor, put it, okay,
[04:34:03] remove toggle grid, rotate mouse wheel down,
[04:34:13] it wants you to remove it though, okay, remove R, got it, okay, big removal,
[04:34:22] Click this button to exit the house
[04:34:31] All right now we got this place let's decorate blah blah blah this guy's sober tarted
[04:34:35] How does he take five seconds to get past this tutorial? I know how to do it already
[04:34:39] And I'm gonna let everyone know and chat that this guy is an idiot
[04:34:42] Take this button
[04:34:45] Decor placed
[04:34:47] Wow, look at that. That is too big, apparently. Ignore collision with V. Whoa. Okay. Solid,
[04:35:10] quest completion. And that's it. Alright, let me leave and go to visit merchants selling
[04:35:23] decor.
[04:35:26] There are a number of vendors in the town center who sell decor for your home.
[04:35:32] You should stop by and introduce yourself.
[04:35:35] Okay, introducing myself?
[04:35:36] Hello, number one.
[04:35:50] Maybe I should just buy it all, actually.
[04:35:51] This is cheap as fuck.
[04:35:54] Wait, oh, this will be added immediately on purchase to your house.
[04:36:06] Oh, so you only own a certain amount.
[04:36:09] Like, if I buy this table, it's infinite, is it?
[04:36:23] You have one table.
[04:36:24] No, no, no, so it's not infinite.
[04:36:26] You only have one.
[04:36:30] I understand, okay, so I was right.
[04:36:32] Interesting, yeah, owned two,
[04:36:34] so I only have two crates.
[04:36:36] Interesting, I mean, other stuff isn't like this, is it?
[04:36:40] Like things you find out in the world?
[04:36:43] Okay, in that case, I don't really wanna buy anything here.
[04:36:54] I just bought everything why do why is it interesting all right whatever
[04:37:13] Purple quest to die for easy completed
[04:37:22] Once we talk to this person
[04:37:25] Oh
[04:37:28] Okay, you can do a lot of things with these squares. I
[04:37:32] Feel like these three pieces are where it's at
[04:37:35] This is where you actually make stuff like Legos
[04:37:39] wood
[04:37:43] Carpets, damn.
[04:37:52] Damn, alright, cool stuff.
[04:37:57] What else do I do?
[04:37:58] Ask the last architect about other decors.
[04:38:02] This motherfucker?
[04:38:04] Okay.
[04:38:05] Decor treasure hunt, alright.
[04:38:11] Got a blue quest here taking our photos of your neighborhood photos, huh?
[04:38:20] photo
[04:38:28] I remember there being like a camera toy do you use that now? Oh
[04:38:36] Take pictures
[04:38:38] Okay, locations photographed.
[04:38:49] What locations though?
[04:38:50] Oh, maybe these with the blue arrow?
[04:38:56] percent
[04:39:10] Hmm damn stupid
[04:39:12] I'm I'm worried those blue arrows don't pop up unless you have the camera out
[04:39:27] I'm walking around two miles per hour now press M public carriage ah shit okay
[04:39:37] What is a public carriage?
[04:39:44] This?
[04:39:47] Just carry people around? Okay, that's stupid.
[04:39:49] Treasure found.
[04:40:18] is more okay no this is not this is just the whole entire area I'm understanding now let's
[04:40:32] go to that sick the image I'm fucking rest oh bro I'm a stupid healer bang got it
[04:40:46] Make a secret room.
[04:40:53] Uh, well, I was gonna, you all gotta tell me how to get to other people's houses.
[04:40:59] I have no idea how to do it right now.
[04:41:02] I'm just doing these pictures real quick.
[04:41:12] New tutorial. I think that's what I'm doing. So, getting this cleared. There's a guy that
[04:41:30] made an actual insane escape room basically, but if you start there, everything else you
[04:41:34] find will disappoint you that's fine I'll start with the best I don't care
[04:41:51] you're doing a daily am I well you know me big in the housing gotta get my
[04:41:59] housing daily is completed
[04:42:04] three coupons fuck yeah i mean the core treasure hunt
[04:42:29] Is this a daily or is this tutorial?
[04:42:35] Skip that quest?
[04:42:39] And fuck it.
[04:42:39] How do I go to other people's houses?
[04:42:41] How do you do this stuff?
[04:42:43] Genuinely don't know.
[04:42:46] Make a guild neighborhood?
[04:42:47] No, not doing that yet.
[04:42:52] Just enter.
[04:42:53] Where?
[04:42:55] Just, is this everyone in the fucking game?
[04:42:59] Right click, Saren. View houses. Visit house. Oh! Hold on. Hold on, Saren. I'm gonna go check
[04:43:12] your house out. Let's see what you did. Ugh, horde. Yuck. Gross. What the fuck is this?
[04:43:28] Did Sarin make a jump puzzle? Is this Sarin's?
[04:43:34] Oh, I guess I shouldn't cheat.
[04:43:36] Cheating's cringe.
[04:43:40] No spells.
[04:43:41] Oh, God.
[04:43:43] Chance, right click this priest.
[04:43:49] I mean, should I just leave this then?
[04:43:52] Fuck.
[04:43:58] Dude, I'm actually getting owned by this fucking purple thing.
[04:44:12] How do you do that?
[04:44:13] Oh my god!
[04:44:15] It's actually a dwarf dip you're short
[04:44:38] There we go
[04:44:40] That was close, oh
[04:44:49] All right, we're getting it
[04:44:53] Easy
[04:44:59] This is a little awkward here actually I think I want to go to about here I
[04:45:06] Think I'm gonna jump over it if I jump forward
[04:45:08] forward. Yep. How do you do that then? Fuck. All right,
[04:45:30] May fuck never thought my years of getting under or would actually come into
[04:45:46] play or on top of the or gates would help me in any such way can I I can get
[04:45:55] in the chair. Damn. All right. How does one is it a jump up and tap W? That that would
[04:46:15] be too short of a jump if I did that jump backwards oh smart gamers smart
[04:46:27] gamers I didn't even think about that the fuck is that a pixel for ants what
[04:46:38] What are we doing with this fucking chair?
[04:46:41] Are you kidding me?
[04:46:46] Bro, what?
[04:46:48] Do I even have the right bit rate?
[04:46:49] Y'all even see what I'm looking at here?
[04:46:52] This is crazy, sitting it.
[04:46:54] My outside is harder than my inside.
[04:47:01] Interesting.
[04:47:03] But you can always give up and cheat outside.
[04:47:05] This took me like 10 hours,
[04:47:06] so when you see the next guy,
[04:47:08] I mean there's got to be a special spot you got to jump from.
[04:47:13] I'm thinking pinpoint accuracy.
[04:47:17] I think I make the jump from right here.
[04:47:21] I actually think I just send it all the way.
[04:47:26] Nope, maybe to the back up.
[04:47:29] I'm going to cheat and get back to where I was.
[04:47:31] I think you gotta click it midair or just be that accurate
[04:47:46] Nice, big prog, to the bed, up the bed frame, okay this is a tough one, can I
[04:48:16] I clipped to it. Nice I can.
[04:48:21] This is a little awkward. This might be a jump.
[04:48:24] This is a jump backwards angle for sure.
[04:48:27] With pristine accuracy. Jumping backwards? How far am I going to go?
[04:48:33] I feel like I jumped from here maybe.
[04:48:39] Got it.
[04:48:42] Huh!
[04:48:46] Okay, I think I can just send it.
[04:48:53] That is brutal.
[04:48:57] That is fucked up.
[04:48:58] How high does this go?
[04:49:01] Jeez!
[04:49:02] Okay, I think I get up here.
[04:49:06] Ah, I didn't mean to!
[04:49:09] Okay, I fell.
[04:49:13] Fuck.
[04:49:18] Trying to land here on that chair and get back to where I was, but it's hard.
[04:49:32] Okay, fuck it. Let's just land on top of the goddamn bookshelf.
[04:49:44] Oh!
[04:49:46] Change flight mode? Yeah. I don't know if I can I?
[04:49:52] Of course I can.
[04:50:02] Okay, let's just go backwards here see if I can hit that
[04:50:11] Hole
[04:50:13] Massive it was just a backwards jump. I mean it had to be there was no other option
[04:50:22] I
[04:50:25] Think this is a go right angle onto that yep
[04:50:32] That's crazy. That's crazy.
[04:50:36] If I couldn't fly for him, I'd blow my head off.
[04:50:40] That was close.
[04:50:44] Okay, this is a bit awkward.
[04:50:48] Fuck, I just tried to walk off.
[04:50:52] Fuck, I just tried to walk off.
[04:50:56] Fuck, I just tried to walk off.
[04:51:00] Fuck, I was trying to walk off.
[04:51:06] I've fallen so many times.
[04:51:09] Oh god.
[04:51:16] Yeah, I can't walk off because I just clipped this bullshit.
[04:51:25] Oh my god.
[04:51:29] there we go are you kidding me dude how do you even do how do you go about this
[04:51:55] I'm cheating. Really? You're the first person to point that out. Just jump over the whole thing.
[04:52:04] Oh, I don't know if I could recreate that consistently. I feel like I got kind of lucky there.
[04:52:14] Maybe not. And then you got to jump to the right of this. Climb up the desk.
[04:52:21] jump to this climb up the weapon rack where am I going from here the chair
[04:52:31] motherfuckers love chairs huh nice gaming
[04:52:40] Very nice, uh...
[04:53:00] It looks like you jump down, and you have to climb back up.
[04:53:18] Wait, am I fucked here?
[04:53:22] What do I even...
[04:53:24] Hold on, let me go back up to where I was.
[04:53:42] So I think I actually have to land on this box, like you're on the bed here, and you
[04:53:49] You gotta walk off to the box.
[04:53:51] Oh yeah, okay.
[04:54:03] Oh fuck.
[04:54:06] Okay, you're on the chair. I think you gotta jump backwards.
[04:54:15] Chair.
[04:54:19] Okay, so we're chair climbing.
[04:54:27] Interesting.
[04:54:32] I'm almost done, even though I cheated most of it.
[04:54:40] Dead.
[04:54:47] God damn, how the fuck?
[04:54:48] Oh, that chair's clickable. That's why
[04:54:52] What
[04:55:03] What how do you do this?
[04:55:06] Jump on the stick part like up here. Oh get the high ground. Yeah, you're right. I didn't I wasn't sure if like there was collision on those sticks or not but after failing five times I learned.
[04:55:22] I learned. Let's get on top of this throne if I can. Then you go on top of this box.
[04:55:30] Noice. Top of that box. Get th- dude, that's crazy. These little small boxes are so troll.
[04:55:41] Like that I could walk and not walk that and then this is his house let's see
[04:55:55] where you put your house up in the sky it's just more puzzles man it's all it is his puzzles
[04:56:11] No cheating, yeah, now I can't cheat, you're right.
[04:56:26] Yep.
[04:56:27] It says, how do you get- oh, wait a second.
[04:56:32] Oh, you crafty bastard.
[04:56:38] What the fuck?
[04:56:44] Yeah, the fence isn't meant to climb.
[04:56:48] It's actually meant to just gatekeep you and force you on the left side.
[04:56:54] Uh...
[04:56:56] Dude!
[04:56:58] Fuck!
[04:57:00] It's hard to know where I can actually stand.
[04:57:18] Okay, a little backwards jump onto the scroll.
[04:57:23] Are you kidding me?
[04:57:25] Okay, that was it?
[04:57:30] It's not my fault the game isn't clipping awkwardly.
[04:57:36] Okay, how?
[04:57:43] I tried to jump on the fence maybe.
[04:57:46] Do it, Saren.
[04:57:47] No, really, go ahead.
[04:57:48] Go ahead.
[04:57:49] I fucked up.
[04:57:50] I'm watching.
[04:57:51] Okay.
[04:57:52] I'm watching oh
[04:58:00] You failed in your own puzzle at the beginning weird you'd think you'd have this figured out, huh?
[04:58:07] But fucker jumped onto this the wall on the left side by the way
[04:58:12] Yeah, okay sure, bro. That's crazy
[04:58:22] Unbelievable!
[04:58:26] I should have known that, my bad.
[04:58:28] Now, what the fuck? I can't even get a goddamn view.
[04:58:32] Okay, we clearly jump onto that barrel there. BAM, pristine accuracy.
[04:58:38] Okay.
[04:58:39] I'm trying to clip onto this pillar, but it's not clipping.
[04:58:43] FUCK!
[04:58:52] I actually hate this music too.
[04:59:14] Does not fit the vibe of what's going on.
[04:59:18] I can just walk, okay.
[04:59:25] inaccuracy
[04:59:48] Go ahead, sir
[04:59:55] Okay.
[04:59:56] Fuck, he's gonna make it too.
[05:00:07] Damn it.
[05:00:11] Hmm.
[05:00:12] We gotta go here.
[05:00:15] Ooh, wait.
[05:00:17] I thought I could hit that.
[05:00:19] There's no way my head hits that, right?
[05:00:22] There's no way my head hits that right
[05:00:26] Nice okay onto the torch maybe
[05:00:32] Torch nice walk on to the fence nice
[05:00:39] No
[05:00:45] Speedrun
[05:00:52] Who's- oh it's Valkor.
[05:00:59] Alright alright hang on.
[05:01:03] Where the heck do I go from- do I go onto that stick?
[05:01:11] I think it's to that stick.
[05:01:15] Onto this!
[05:01:16] We clipped.
[05:01:17] Okay, we're up.
[05:01:22] Shit.
[05:01:27] Damn, it's kind of hard to clip onto that torch there.
[05:01:34] I don't know where exactly I clip onto it.
[05:01:36] Ooh, there we go.
[05:01:40] Damn, I'm actually owning right now.
[05:01:45] K
[05:01:48] NICE
[05:01:53] Okay, I think I need to get on top of this axe handle. I'm not even kidding
[05:02:01] NOOOOO I HAD IT! Why did I hit the W gig and NO I HAD IT I SWEAR
[05:02:08] I'm all the way at the bottom now
[05:02:10] Depression
[05:02:15] Fuck, I'm an idiot, I forgot about the wall method.
[05:02:30] Did Valkor put his monk portal as a checkpoint?
[05:02:34] Oh, that is crazy.
[05:02:38] Uh-uh.
[05:02:42] And that's why Saren's on his alt.
[05:02:44] I was wondering why his gear was so bad.
[05:02:48] 217...
[05:02:50] Oh yeah.
[05:02:50] No, this guy's a cheater.
[05:02:52] He's on a monk for a reason.
[05:02:54] It's the best parkour class.
[05:03:02] Fuck.
[05:03:03] 217 is PvP gear?
[05:03:05] Oh.
[05:03:06] Well, either way, whatever.
[05:03:08] My narrative is better.
[05:03:14] Fuck it, travel form.
[05:03:17] Look at this.
[05:03:19] I fucked it up.
[05:03:28] Why does this give so many flashbacks of how we used to get under Stormwind or Goldshire?
[05:03:32] Because that's kind of what it is. It's just clipping stuff.
[05:03:35] Fuck, Saren's out of range. I wanted the wild charge to him.
[05:03:46] Alright, I'm seeing if I can cheat here. I know I can.
[05:04:02] There's an absolute wild charge cheating method.
[05:04:06] Okay, that's too far.
[05:04:08] Ooh!
[05:04:12] Fuck.
[05:04:13] Imagine.
[05:04:25] I can just do that.
[05:04:32] through this checkpointing fucking freak rat bastard
[05:04:43] too far
[05:04:51] alright fuck your house sarin
[05:04:55] alright give me some different houses or actually let me go to the one that sarin wanted me
[05:05:01] go to this priest. View houses. Visit house. The Pop-Tart Corn Dog Gaming Rectangle.
[05:05:22] And before it's another puzzle, I think it is.
[05:05:24] Okay.
[05:05:37] I need to zoom in a little bit, Jesus.
[05:05:40] Alright, easy peasy, easy peasy.
[05:05:47] Like a glove.
[05:05:54] Uh, okay, it's a little bit more difficult.
[05:06:05] Alright, we're in.
[05:06:10] Did she just fly to the door?
[05:06:14] Yeah, I could.
[05:06:16] Yo, this house is very long, so I recommend doing it on an alt so you can log out and save your prog.
[05:06:26] Well, I don't have an alt.
[05:06:30] I'm just gonna quit and not come back. That's probably what's gonna happen in reality here.
[05:06:36] appreciate the disclaimer though very professional all right well
[05:06:54] I
[05:06:59] Huh
[05:07:01] Where's my is that my end goal right there that little slit I think so so I
[05:07:12] See it I see the vision
[05:07:24] all right all right we're in what's the fuck
[05:07:31] I just don't know if I can clip onto some of these things.
[05:07:57] I guess if I fall it's not a big deal here.
[05:08:00] Yeah, okay. Can't clip onto that.
[05:08:02] So I think I need to go...
[05:08:06] Like there.
[05:08:10] To here.
[05:08:13] But where is my end gate? Where's my goal?
[05:08:20] What?
[05:08:24] I don't even know where I'm trying to go here.
[05:08:25] Oh my god, wait, this is clickable. What the fuck? Oh! I'm in.
[05:08:49] Well, this is kind of nice because it's like multiple levels, right?
[05:08:54] So if you fall you just you know, you don't fall the entire thing
[05:09:02] Goodness
[05:09:08] I think there's an opening up there maybe so I got to climb up
[05:09:14] Where on earth do I climb up? Oh to this book and then to that book and then to that book oh
[05:09:24] Oh, shiznit. Okay.
[05:09:29] Walk to that book.
[05:09:31] Land on this book. Okay, okay.
[05:09:34] Clickable door!
[05:09:38] What the hell?
[05:09:41] This is crazy!
[05:09:47] Shkirk!
[05:09:48] I don't know if I was supposed to fall there, but...
[05:09:50] What?
[05:09:55] Okay, well, we got a lot of books I can climb up here.
[05:10:03] But why is there this hallway over here, too?
[05:10:05] Hide your UI.
[05:10:07] Yeah, you're right.
[05:10:09] I guess I do.
[05:10:17] little region of little life bloom. I'm gonna climb up these books and just see where it
[05:10:24] takes me. Can I jump on these moving? I feel like these are see-through. Ooh, but maybe
[05:10:43] not that one okay well this is clickable oh
[05:11:01] I'm stuck. No, I go down here. Surely. I mean, big-ass gateway. Damn. Ooh. Maybe I don't
[05:11:18] to fall I fell okay that's just design stuff that's a block door Griffin so I
[05:11:31] guess you do climb up this
[05:11:35] Where is my goal?
[05:11:40] It's gotta be like, over there, surely.
[05:11:46] Fuck, I'm bad and stupid, fat and ugly.
[05:11:56] Fucking chain, there we go.
[05:12:03] I was hoping I could just clip that thing. I don't think you can.
[05:12:12] Todd, that is so annoying.
[05:12:19] Okay, baby chain to chain.
[05:12:32] You must be able to run at this, yeah.
[05:12:37] This is a bit awkward.
[05:12:38] I'm going to have to hit that wall.
[05:12:40] Nice.
[05:13:01] Fuck I overshot it, damn it.
[05:13:06] I had it adjusted too, but it was it cooked itself.
[05:13:11] Shortcut.
[05:13:19] All right, time to cheat.
[05:13:27] Did not cheat there.
[05:13:28] That was a mistake.
[05:13:30] Now I might cheat.
[05:13:30] Get owned.
[05:13:37] Fuck.
[05:13:40] How damn it!
[05:13:54] Second time I overshot it.
[05:13:58] Wait, I'm five seconds here.
[05:14:26] cocks. Okay, I'm just going to do it normally. You might want to respect out of any passive
[05:14:42] move speed. The jumps are designed for 0%, so it'll be easier. I don't- oh my god, you're
[05:14:48] right I actually have bonus move speed somewhere in here I think some druid
[05:14:56] bullshit feline swiftness yep there it is
[05:15:08] let me put these points somewhere I can remember
[05:15:12] Okay, the entire right row needs to get moved.
[05:15:18] You're fucking right, man.
[05:15:22] But now I'm going to be slow, oh, no.
[05:15:30] All right, this is I keep getting
[05:16:00] fucked by this. But maybe now with the move speed diff? That's it. Ah shh. Wait. I'm an
[05:16:10] idiot. I had it too. I recently changed my movement key bindings. I used to be like a
[05:16:19] add-ons movement. Like I used to be able to turn. Like if I pressed A, I would, I can't
[05:16:25] I didn't even do it anymore because I changed it, but now it's like I strafe, like this,
[05:16:29] by hitting A and D. I used to have to hold right click to do this, but it's not like
[05:16:35] that anymore.
[05:16:36] As of two days ago, and it's cucking me.
[05:16:53] Keyboard Turner.
[05:16:54] I mean, it's been like that since I played in Classic, but as soon as I expect Resto, I first saw a problem.
[05:17:03] And I knew I needed to change it for like actually healing Raid and dodging mechanics at the same time.
[05:17:10] I think I make this jump here.
[05:17:12] No problem.
[05:17:19] Try to cheat.
[05:17:24] Okay, I'm just gonna not move.
[05:17:52] I feel like I need to walk this way on the chain, though.
[05:18:00] Can I just jump from here to there?
[05:18:03] I think I can. Hold on.
[05:18:09] Nice.
[05:18:11] I'm in.
[05:18:13] Next puzzle.
[05:18:20] Hmm.
[05:18:22] okay it's getting a little more complicated where is my heading is that
[05:18:33] my goal that door right there
[05:18:36] I mean, I could cheat this so hard with Wild Charge.
[05:18:58] Okay, I think I see. I go down these chains.
[05:19:15] Okay, up that chain.
[05:19:18] Now I'm up top tippy top.
[05:19:21] And then
[05:19:23] at doors...
[05:19:27] There's no way I go inside the wagon, right?
[05:19:33] I feel like that's it, but it's blocked.
[05:19:34] I don't know where to go now.
[05:19:38] Fuck it, I'm inside.
[05:19:44] Okay, come out this chain.
[05:19:54] I mean, can I clip onto the wagon at all?
[05:20:04] Nope.
[05:20:05] It's fucking over.
[05:20:06] God damn it.
[05:20:07] Where do I go?
[05:20:16] On top of it?
[05:20:20] Maybe.
[05:20:21] Fuck.
[05:20:22] Yeah, I don't, I just don't know where I'm even going.
[05:20:23] try again where's it starting in there's like chains I gotta start climbing up
[05:20:48] we go
[05:20:53] Oh my god.
[05:20:59] I'm trying to like shorten and like take little shortcuts but it just, it never ever ever
[05:21:07] works.
[05:21:08] Oh my god, I'm gonna fucking freak out.
[05:21:12] Ugh.
[05:21:35] Hmm.
[05:21:36] Is there something I'm actually where do I go?
[05:21:46] I'm looking for like maybe a door that's clickable or am I missing something here?
[05:21:54] The door to the right.
[05:21:55] That's not a door though.
[05:21:58] It doesn't open.
[05:22:00] Oh, cocks.
[05:22:02] Oh my god, it does.
[05:22:17] I was in that opening before and I was hovering over, right?
[05:22:20] I don't know.
[05:22:28] Mm.
[05:22:31] Mm.
[05:22:34] Mm.
[05:22:37] Mm.
[05:22:40] Mm.
[05:22:43] Mm.
[05:22:46] Mm.
[05:22:49] What?
[05:22:52] Mm.
[05:22:55] What do I do here?
[05:23:21] It's something on the other side.
[05:23:22] Okay, but I can't get over there.
[05:23:24] So that means that my goal should be somewhere else, like maybe a lever or something that
[05:23:29] I missed?
[05:23:31] Wait.
[05:23:32] I'm cheating.
[05:23:33] Oh, this is where I came from.
[05:23:39] So that's the last level.
[05:23:40] Okay, got it.
[05:23:46] Try inside the wagon.
[05:23:48] Yeah.
[05:23:49] Maybe you're right.
[05:23:53] Now Cox, I have to do it all normally?
[05:24:02] There's no lever, you are just too far away, clicking the bottom.
[05:24:07] Bullshit.
[05:24:40] I mean, am I wrong for being kind of confused?
[05:25:09] Am I wrong for being kind of confused here?
[05:25:11] Like...
[05:25:12] Could be a land on top of this thing.
[05:25:19] Chains inside.
[05:25:23] Chains inside.
[05:25:24] You think I go to the chain here?
[05:25:28] Okay.
[05:25:31] Now what?
[05:25:38] the left. Other left. Oh wait, these chains. Oh, these are new chains. Right? Yeah, had
[05:25:58] to have to be. There's no way I've been here before. Motherfucker! You guys are right.
[05:26:03] correct this is me off I can't tell if that's like have I been there I think I
[05:26:15] have this has to be like I win this is the I win page for sure nice okay we're
[05:26:26] going down but I could also go up. Motherfuck, what the hell's my goal now? What? What? Oh,
[05:26:50] I'm going to get lost.
[05:26:53] Is my goal down?
[05:27:00] How do you even do this as a Tarn?
[05:27:03] Okay, no, no, no, no, we're back at, we're just looped around.
[05:27:05] All right.
[05:27:11] Fuck.
[05:27:20] I guess part of the puzzle is figuring out the goal right? Okay. I'm in here. All right. This looks like some big prog
[05:27:29] Okay, serious prog here
[05:27:32] I'm back in the beginning
[05:27:50] I think my goal is to go up. Up is what I want to do. I think.
[05:28:13] Yeah, I gotta check for hidden doors. I feel like he's sneaking them in here
[05:28:33] Can't crouch huh?
[05:28:36] Proceeds to go down. Well, what if like the the entrance to the up is at the bottom bitch
[05:28:42] Shh. Huh?
[05:29:02] See, I see I need to get up there, but can I walk on this wall, maybe?
[05:29:08] Is there any clipping going on?
[05:29:13] I don't think so.
[05:29:20] Okay, we got some stuff here, but this just puts me right back to this spot.
[05:29:37] Fuck
[05:29:44] Bottom floor again. I have this ramp that goes up, but this doesn't really help me at all
[05:29:51] It's now I'm just behind the ramp. Where the fuck do I go man?
[05:30:00] Wait, wait
[05:30:03] Wait, hold on
[05:30:07] something here might be clipable nice okay we're roofed out of our minds so now I need
[05:30:25] into wall run, I think, all the way here.
[05:30:35] Fuck! That has to be it.
[05:30:38] All the way around.
[05:30:55] Yeah, it's got to be an all the way around angle
[05:31:25] That was it man. That was it. I was gonna get over the wall.
[05:31:33] Yeah, that's it. I can do it.
[05:31:55] The S key has never been more useful.
[05:32:09] I'm going to kill myself.
[05:32:16] CBA.
[05:32:17] Karma.
[05:32:18] Okay, let's do it all natural.
[05:32:53] it's just frustrating it's frustrating as hell getting clipped like that
[05:33:23] Okay, I'm in.
[05:33:42] Hidden path ahead.
[05:33:46] Okay.
[05:33:49] Oh wait a second if you drop that puts you back at the beginning oh wait I'm back at
[05:34:03] the beginning.
[05:34:22] Okay.
[05:34:33] I'm not doing that again, it's not happening.
[05:34:35] Okay, hidden path ahead.
[05:35:04] I mean why would he why is I guess the portal is kind of leaking through awkwardly a little
[05:35:18] bit
[05:35:31] That's crazy
[05:35:33] Did I just bug the game out or was that it that was it you fucking rat you rat?
[05:35:38] I didn't think I'd be able to walk through it
[05:35:48] Wow.
[05:35:55] Okay, this is a whole different world here.
[05:36:04] This is kind of crazy.
[05:36:06] Is this spin me if I stand on top of it?
[05:36:10] I don't know how retail items work.
[05:36:12] I don't think I can stand on top of it.
[05:36:16] Well, let me.
[05:36:21] All right.
[05:36:29] I'm looking for like an exit, you know?
[05:36:30] So I have an idea of where I'm trying to get to.
[05:36:33] Probably need to drop down into this.
[05:36:39] I mean, can I not just hop over this fence?
[05:36:41] No, okay, so that fence is gate cap.
[05:36:42] My goal is to drop down into this.
[05:36:46] Yeah, I can't tell what I can and cannot stand on top of here.
[05:37:11] Can I make that jump?
[05:37:19] I didn't.
[05:37:20] I hit the jump key.
[05:37:21] I know I did.
[05:37:24] Nice.
[05:37:25] Okay.
[05:37:26] Big.
[05:37:27] Okay.
[05:37:28] That wire.
[05:37:29] Okay, that wire does not work, noted.
[05:37:50] Are there any retail Andes?
[05:37:52] Like, I feel like most classic and TBC, like, items and stuff that you can jump on.
[05:37:58] I have an idea of what is and isn't, what's the word, when you can walk into things.
[05:38:08] But with retail, anything, I don't know these items, I don't know these screws, I don't
[05:38:13] know what I can and can't go through, collision, thank you, that's the word.
[05:38:17] I don't know what I collide with.
[05:38:21] Ah, fuck, I went too far.
[05:38:26] That might be a jump backwards angle.
[05:38:28] everything with a physical model you can jump on and no not really like that
[05:38:35] fence for example has some crazy invisible wall this lever for example I
[05:38:40] got you don't fuck with the lever I guess even retail players wouldn't know this
[05:38:51] kind of shit it doesn't really come into play until you do a jump puzzle like
[05:38:56] this right okay I'm I want to land on that I jump backwards okay I'm gonna go
[05:39:06] backwards nice can I make it from here I feel like I can but I'm not gonna risk
[05:39:22] Let's get, let's go to there, walk.
[05:39:42] Okay, that's how that goes, I guess.
[05:39:52] Okay.
[05:40:12] That works.
[05:40:17] I guess Jesus fuck is this all could
[05:40:47] Wait.
[05:41:05] What just happened?
[05:41:07] No, I should have known.
[05:41:14] What?
[05:41:15] I'm still confused.
[05:41:16] Did I miss a turn or did I I must have fucked some jump up and I didn't even realize
[05:42:16] Okay, hold on, hold on, before I move on, am I sure I'm going to be able to do that?
[05:42:46] sure I want to jump down here surely this is what I want to do right I just I
[05:42:53] had to have missed something
[05:43:02] okay so oh maybe I want to go in that box that's the goal
[05:43:16] Make sure.
[05:43:21] Man, I don't know. Maybe I don't.
[05:43:38] I'm gonna go down. Fuck, I guess I'll find out. I feel like there might have been another path up there.
[05:43:43] here. Shut the fuck up. He's saying wait, wait. Come here. Okay, what? This is the creator
[05:44:06] of the map I think. What? He said there you go. Wait. Did I miss something? Okay I remember
[05:44:31] doing this room what did you just do did I miss something dev assisted run I
[05:44:38] guess oh he edited the map so he fucked me okay and then he unfix unfucked it
[05:44:50] that wall wasn't supposed to be there okay all right
[05:45:01] Alright, I guess I go here to here.
[05:45:07] Uh...
[05:45:13] I was fixing something earlier and forgot to fix it.
[05:45:16] Okay.
[05:45:17] Let's see.
[05:45:33] I am barely hanging on this thing.
[05:45:37] Okay, this is tough. These are some tight fits. I'm about to clip off and fall for sure.
[05:45:41] I'm thinking I wall run to here, jump up onto this platform, but then I don't think I can
[05:45:56] jump here to there.
[05:45:58] So I'll be stuck if I do that.
[05:46:02] I feel like that has to be it.
[05:46:08] Maybe I can make this jump?
[05:46:16] Oh, I think I can.
[05:46:18] It's feeling better now that I'm here.
[05:46:21] Alright, alright, now what?
[05:46:35] secret doors I'm missing? Oh, right there. Alright, hold on. Can I just... depression?
[05:46:49] I should have took more of my time there for sure.
[05:47:17] don't remember how to do this. I just did this. How did I do it again?
[05:47:42] Let's try right side. Maybe I had it right the first time.
[05:47:57] That cannot be it.
[05:48:01] I literally just did this and I don't remember how I did it.
[05:48:13] Left side gaming.
[05:48:16] That is what I did. Is it?
[05:48:24] It is.
[05:48:31] I don't know how to get past this part.
[05:48:39] I thought maybe I could clip on that.
[05:48:45] No, I can't.
[05:48:47] Wild charge that's cheating.
[05:48:51] I only do it when I know I can do something and I've done it already and I just want to
[05:48:57] get back to where I was.
[05:48:59] okay just walk no man no
[05:49:20] maybe I just go under the fire pit like this
[05:49:29] fuck!
[05:49:31] dude, I actually did this like first try last time and I don't know how I did it, but
[05:49:59] Oh my god.
[05:50:04] Oh!
[05:50:07] Okay, somehow I got it that there.
[05:50:12] Wait, where do I go now?
[05:50:17] Big proc.
[05:50:47] Okay.
[05:50:49] Yep.
[05:50:51] Now I'm going to wild charge it, CBA again.
[05:51:11] Now I'm feeling rushed.
[05:51:35] of
[05:52:02] I mean, I guess I'll just try and jump on it again.
[05:52:07] Now it works.
[05:52:08] Thank God.
[05:52:10] So how in the fuck?
[05:52:13] I mean, I could wild charge in there.
[05:52:18] I know that, but how?
[05:52:24] Is just accuracy.
[05:52:25] I think you just got to walk off and you have to not let your head hit the ceiling or you
[05:52:30] just fall straight down. Left ledge. Or yeah, maybe you land on this weird gold sticking
[05:52:41] out. It's one or the other. I'm going to try the left ledge angle. Okay, this is awkward.
[05:52:54] Okay, not the I was looking for here
[05:53:06] Are you mean jump from there no way
[05:53:21] No way
[05:53:24] Okay, impression.
[05:53:54] Oh, saved.
[05:54:01] Huh.
[05:54:08] Y'all, there's no way it's the left ledge.
[05:54:23] huh what a hundred percent yes I eat your name is I eat please die I eat P I
[05:54:38] don't even know what the fuck your back flip in check the wall below you I don't
[05:54:51] thing I can stand on that there's just try it I mean fuck all right I can get
[05:54:59] there really quick
[05:55:11] I know I can't well you're right it's actually higher than me
[05:55:17] Okay, I'm done.
[05:55:22] Thought it was right there, but even then, I don't know if it'll work, it just doesn't
[05:55:28] look like it will.
[05:55:39] I don't know if I go- Okay, hold on.
[05:55:53] Fuck.
[05:56:07] Okay, so that angle might actually look pretty good.
[05:56:09] And I'm annoyed, but that is correct, I think.
[05:57:09] Okay, so what did I do last time?
[05:57:32] How did it go wrong?
[05:57:34] I like landed somewhere awkward.
[05:57:36] And I was like floating.
[05:57:38] How do I avoid that?
[05:57:44] Huh, just go for it!
[05:57:46] Oh!
[05:57:48] That works!
[05:57:53] Wait...
[05:57:58] Where the fuck?
[05:58:01] Can we go this way, I guess?
[05:58:03] Is this just a maze all together oh
[05:58:18] Okay, I got it first try
[05:58:30] What the hell
[05:58:33] We're going first person mode.
[05:58:43] Wait, am I back at the beginning?
[05:58:49] Okay.
[05:58:50] I am.
[05:58:51] I am.
[05:59:07] Interesting.
[05:59:17] So I know that's a dead end. I've checked that out.
[05:59:20] And then I go here.
[05:59:40] This looks diff.
[05:59:44] All right.
[05:59:45] somewhere diff for sure?
[05:59:48] Uhhh...
[05:59:55] What? Jesus Christ.
[06:00:01] Uhhh, we got some... dude, dude.
[06:00:03] How many stairs do you fucking need?
[06:00:08] Three different directions to go here.
[06:00:10] Okay, hold on.
[06:00:15] Let's go this way first
[06:00:33] Where the fuck am I now dude
[06:00:36] What okay well we went that way so let's try going this way this one oh what's back there
[06:00:54] Hey look it's connected.
[06:00:59] Oh hell.
[06:01:05] Okay we've got a hole down there.
[06:01:16] Some random fucking stairs.
[06:01:21] I don't know where I am anymore.
[06:01:23] I have no idea if I've fallen. Whoa, whoa, whoa, that goes way down
[06:01:29] What if I like that?
[06:01:34] Dude, what the fuck
[06:01:39] He's so lost I'm lost do any of you know where you are I mean really
[06:01:44] There's an invisible wall here.
[06:01:54] Of course, I'm sure y'all are, y'all already beat it.
[06:01:57] Surely, of course.
[06:01:58] I'm stupid as fuck.
[06:02:00] But you?
[06:02:01] You're a genius.
[06:02:03] Is this fucking threak following him?
[06:02:06] What kind of gear we got here, 224?
[06:02:19] 237-11?
[06:02:21] Well, he's editing things.
[06:02:28] Fixed.
[06:02:31] Fixed what?
[06:03:02] Oh
[06:03:09] Fuck you
[06:03:27] What
[06:03:32] Is there any point to this entire area?
[06:03:57] I can clip up onto that bullshit maybe what is this house a good question
[06:04:15] epilepsy
[06:04:27] fuck you there's actually no point
[06:04:46] Hahahahaha!
[06:04:51] Uhhh... It's crazy!
[06:05:00] I'm- God damn it! I have to- I actually have to play first person or I start seeing, like, the floor above me and whatnot.
[06:05:09] Oh God.
[06:05:11] Okay, there's stairs. Maybe my goal is to go up?
[06:05:16] Then this goes back down, which is awkward.
[06:05:20] Then this goes back up, kind of, and then up another floor, maybe.
[06:05:26] Jump across this.
[06:05:30] I'm back in the Silver Moon Place.
[06:05:39] Crazy stairs.
[06:05:40] through the middle, maybe?
[06:05:46] More stairs?
[06:05:47] Okay, hello.
[06:05:54] No way.
[06:06:07] GGs.
[06:06:08] Hey, actually, what a great map.
[06:06:10] That's awesome.
[06:06:12] Oh, it's a Skitso house.
[06:06:14] I'm not, I'm good.
[06:06:16] That's crazy.
[06:06:17] All right, I will be on tomorrow.
[06:06:19] Tomorrow, maybe some eugenics, maybe some retail.
[06:06:22] We'll see.
[06:06:24] GG's guys, see you tomorrow.
[06:06:25] Peace, I'm tired.
[06:06:28] Boop.