Titan failed because of leadership failures—art, engineering, and design all fell short—and because the team was built too large too early without a coherent vision, a mistake Blizzard's hubris after WoW enabled.
Kaplan diagnoses Titan's $83 million failure as a multifaceted collapse: the team was hired anticipatorily before the game's vision was defined, the engine didn't work, art had no cohesion, and the hubris of Blizzard's post-WoW era prevented honest reckoning. ✦ AI generated
Jeff Kaplan · Lex Fridman · 2026-03-11 · original ↗
starts at this moment · 310:30
Ultimately, the failure of Titan lies with leadership, team leadership, myself included... We failed on art, engineering, and design... The right way to incubate a video game is you have the smallest group possible and you try to get the idea across with whatever technology you can get your hands on... Titan kinda had that hubris of like, well, we're gonna build a really big world. We don't know the story of the world yet.
verbatim transcript · starts at 310:30
(03:09:30) like, "You gotta shut us down. We're just gonna burn money." - What was your intuition about why? So like from my understanding, there was a few issues. So one, with such a gigantic world, which by the way, is a beautiful dream, this kind of universe simulator, because I love... Every game you mentioned there is great. I empathize with the dream. I would love to play that game. But one of the issues, as I
(03:09:55) understand, was that it was unclear what, like, the quest flow is. Like what are you supposed to really do in this game? What's the thing that connects all of the pieces together? - So it was a multifaceted failure for- for many reasons. Ultimately, the failure of Titan lies with leadership, team leadership, myself included. Like, there's just no getting around that. And then on top of that, like, a lot of games you can point to as being like an
(03:10:31) engineering failure, like the, you know, the servers didn't work- ... or like an art failure, like no one responded to the look of the game, or a design failure, like the... it's just not fun or it's tuned poorly. We failed on art, engineering, and design, and I'm cautious about calling out art because some of the best art ever made at Blizzard was made for Titan. My criticism isn't of the art that was created. My
(03:11:00) criticism is that we never had any art cohesion, so the art looked like it could've come from 10 different games. - Mm-hmm. And we should say it cost $83 million across those years. So a large team doing a lot of stuff, but not converging towards a game that could actually ship. - Correct. As, like, a game designer, I use semantics a lot and I like to define my semantics so people know where I'm coming
- ·Leadership failed across art, engineering, and design
- ·Team was hired before the game's vision existed
- ·No coherent story or world for the team to build toward
- ·Kaplan: games should incubate with the smallest possible team
- ·Titan scaled up too fast, too early
- ·Post-WoW hubris justified building big without a plan