After several years of silence, Overwatch creator Jeff Kaplan has resurfaced to announce his new game, the action survival multiplayer FPS The Legend of California. At the same time, he was also interviewed by Lex Fridman in a massive, multi-hour interview where he revealed the truth behind his exit from Blizzard after 19 years at the company, during which he also worked as a tester on Warcraft III: Reign of Chaos and Game Director on World of Warcraft. Kaplan described the separation as very painful:
It broke me. I think after you've been at a place like Blizzard, which I love Blizzard to this day, I have nothing but warm, fond memories. I mean, there's those moments where you're like, I wish that hadn't happened. But on the whole, that place is a Mecca for game development. Everything I have is due to Blizzard. They provided for my family and me, made me the person I am. So, separating from Blizzard was one of the most painful things. And I was very sad when I resigned and I didn't realize how broken I was until recently. Like the mourning grieving I had gone through of like, I think I'm a little [ __ ] in the head for not being there any How could I give that up? How could I not be there anymore? It was really, really painful leaving.
That pain is reflected in Kaplan's new studio's name: Kintsugiyama, a portmanteau of kintsugi (the Japanese art of repairing broken pottery with gold) and yama, meaning "mountain." Kaplan said he (and other former Blizzard employees who have joined) didn't come away unscarred, and that's beautiful in its own way.
But why did he leave Blizzard in April 2021? Well, he talked about that, too. At some point, Activision Blizzard's Chief Financial Officer pressured him to achieve a specific annual revenue target for Overwatch, threatening to lay off 1,000 employees if he didn't. That was Kaplan's wake-up call.
What it boiled down for me, like what sort of ultimately broke me in my Blizzard career was I got called in the CFO's office and he sits me down and he gives me a date (which at the time was 2020, and was going to slip to 2021, but at the time it was 2020) and he said 'Overwatch has to make [X amount] in 2020, and then every year after that it needs a recurring revenue.' And then he says to me, 'If it doesn't do [X], we're going to lay off a thousand people, and that's going to be on you.'
And that was just the biggest [fuck you] moment I had in my career. It felt surreal to be in that condition. As somebody who's worked on a lot of games, made a lot of games, and you get in these meetings where they're like, 'Fortnite has 1,400 people working on it, if you just hire 1,400 people and make it free to play, we'll make that money, right?' And that was… I had believed I would never work any place but Blizzard. I loved it. It was a part of who I was. And I felt I was a part of it. And I literally thought I would retire from a place. I never thought the day would come, but that was it. Luckily for Blizzard, that CFO is no longer there.
Kaplan does not name the CFO, but before Kaplan resigned, that role belonged to Dennis Durkin, who left the company in May 2021, just a month after the game designer. Still, that was just the waterdrop that broke the dam. In the Fridman interview, Kaplan discussed other ongoing issues:
In 2016 and 2017, I felt very in control of the Overwatch team and the direction of the game as a game director, you know, working with Ray Gresco as the production director. It felt like we were running Overwatch, and we were very, very successful and doing a good job, and I think the fans were happy. And then as we transitioned, you know, Overwatch League was the best intention. My parents always say the road to hell is paved with good intentions. That was the Overwatch League. And it ended up being an albatross. And then Overwatch 2 was the same thing.
Jeff Kaplan helped pitch the competitive Overwatch League. The original vision was genuinely intriguing: regional franchise teams with player salary protections, a structure partly inspired by the faction-based loyalty of games like Dark Age of Camelot. The idea was that players would root for their city, as they do for their football club.
The problem started on the road show. Team ownership slots were sold to billionaire investors with projections that effectively promised NFL-level returns. The numbers were aspirational at best; when COVID made international live events impossible (London vs Shanghai isn't a local derby you can run in a bubble), the entire economic foundation collapsed, and Blizzard defaulted to the only remaining revenue lever: squeezing the live game.
Eventually, team owners, having paid enormous sums for their stakes, began showing up with design opinions, and Kaplan says when that happened, he knew the devs were in trouble. Simultaneously, a massive Twitch streaming deal landed a cascade of contractual in-game technical obligations on engineering. Every sprint, every development cycle, was consumed by OWL features and Twitch deliverables. The game Kaplan actually wanted to make, the PVE story-driven Overwatch 2 that was announced at BlizzCon 2019, was perpetually deferred.
It became, in his words, a house of cards waiting to fall. And when it did, it also took Overwatch 2's soul. The PVE mode that was supposed to be the game's centrepiece, the thing that would have justified the sequel's existence, was gutted by the slow suffocation of a sports franchise business model grafted onto a live-service game that could never support the weight. Indeed, as you might recall, the cancellation of the PVE mode was hugely controversial in the community. Eventually, some PvE missions were released in 2023, but it was just a skeleton of what was promised.
As you'd expect, Kaplan didn't spend the whole time just talking about Overwatch. He also dropped more details about his new game, set in a fictional, alternate-history version of California reimagined as an island. Kaplan describes it as a deliberate departure from Blizzard's hero factory ethos: edgier in tone, lonelier, and mysterious. The landscape is handcrafted, voxel-based (every rock, hillside, and mine shaft is destructible and diggable), and procedurally seeded, so points of interest shift with every server. Dread Rock, a POI inspired by Alcatraz, might be sitting in San Francisco Bay on one server and out in the Mojave Desert on another.
Difficulty works on four tiers rather than character levels, and those tiers reshuffle with every seed, too, so no two servers share the same geography of danger. The world also resets periodically (currently, the team is thinking about a monthly reset), borrowing the mechanic from Rust, a game Kaplan has logged over 5,000 hours in. The explicit goal, however, is to make players excited about the wipe, not angry about it.
We'll definitely keep track of The Legend of California as it approaches its early access debut on PC later in 2026.
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