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From one piece Jeff Kaplan: World of Warcraft, Overwatch, Blizzard, and Future of Gaming | Lex Fridman Podcast #493 2 beliefs, in the piece's order there
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Their words
Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer.
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Their words
And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they’re so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people.
31 October 2025
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Their words
Luckily, if you want to do what we’re forced to do and also what I want to do, which is make new IP, you need single-player games. You can launch a multiplayer game with new IP. It’s just extremely hard.
16 October 2025
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Their words
shortening the time to seeing and having that incredible moment and seeing, you know, the true value of the product, for example, in Figma design, can we get you to have a collaborative multiplayer moment?
4 September 2025
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korrents.com
Local-first sync architectures are a natural fit for AI agents, since both are inherently multiplayer.Their words
Agentic and sync are natural complements because local-first is multiplayer by default, and agents are another sort of "player" in addition to human collaborators.
7 April 2023
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korrents.com
The job of a multiplayer designer is to grow a community, not to make gamified numbers go up.Their words
We are no longer in the business of delivering systems where players make gamified numbers go up.
30 December 2016
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