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The path of least resistance in World of Warcraft was designed to be quest-driven rather than grinding creatures, which fundamentally changed the MMO genre and opened it to tens of millions of players.

Kaplan explains how WoW's quest-driven leveling design—making quests the fastest way to gain experience—transformed the MMO genre by enabling solo play and attracting a vastly larger audience than EverQuest. ✦ AI generated

Jeff Kaplan · Lex Fridman · 2026-03-11 · original ↗

starts at this moment · 117:12

We decided in World of Warcraft, we said, why don't we make the path of least resistance, so in this case, the way to get the best experience the fastest not to be killing creatures in one place, but will overload the experience into the quests themselves, and then that will move you through the world... I think it was like a fundamental change in the genre.

verbatim transcript · starts at 117:12

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117:12Warcraft, we said, why don't we make the path of least resistance, so in this case, the way to get the best experience the fastest not to be killing creatures in one place, but will overload the experience into the quests themselves, and then that will move you through the world, which will get you to see everything. It will enable us to tell these awesome storylines. It sort of did a

117:38lot for the game, and I think it was like a fundamental change in the genre. Like, if you look at the things that... EverQuest was very popular and very successful, and it was hitting like hundreds of thousands of players. And WoW blew the doors open and was tens of millions of players. And I think the fundamental difference there was that WoW allowed you to play as a single player.

118:06And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they're so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people. And the fact that people could come into WoW and just kind of the game design, the game design way of

118:39describing it is directed gameplay. And some games have extremely tight directed gameplay. Like, for example, if you were to play a single player game like Last of Us, you know, you'll have those moments where they'll be like, you'll come up to a log and then press Triangle to duck or else, or whatever the duck button is— ... left stick to duck to go under. And that's like the ultimate

119:05in directed gameplay. Like, they're telling you exactly what to do. On the other end of the spectrum is a game like Minecraft, like vanilla Minecraft, where you'll find it's very divisive amongst gamers who love Minecraft or hate it. The ones who hate it are like, "I don't know what I'm supposed to do." Like, "You drop me in this world. I'm supposed to dig or something." And that's the type of player

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