Podcasts about danny how

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Best podcasts about danny how

Latest podcast episodes about danny how

Danny Meyers & the G105 Morning Show
FULL SHOW | A Birthday Surprise!

Danny Meyers & the G105 Morning Show

Play Episode Listen Later Nov 11, 2022 78:42


It's Friday and we celebrate Meghan's Birthday! | Let's finish the week off with the early game of Top Google | Classic prank call with Danny | How long did you wait for your first kiss? | Can Danny's Super Schnoz smell it?! | Then Meghan get's a very special birthday strip surprise.. not what you think LOL | All that and more!

birthday surprise can danny danny how
We Do Whatever It Takes
Episode 9: Resolving Conflict Part 2

We Do Whatever It Takes

Play Episode Listen Later Sep 21, 2022 22:16


Danny- introKim- last episode we talked about conflict in your marriage. Today we are going to continue that conversation and also talk about ways you can be prepared for conflict. Here are a few tips Danny- How you talk to your spouse mattersEveryday starts out fresh! Bring up grievances as they occurOverlook an offense if possible.Prepare for conflict- as a magician being prepared & we need to talk about ground rules for conflict BEFORE the conflict happens.D- Shuffling a deckK- a game changing verse -in 1Peter 3:8-9D- we need to be Like-mindedSympatheticLovingCompassionateHumbleD- your spouse saying mean and nasty things to you is not an excuse for you to do the same thing. With these tools, you can avoid being the heckler in your marriage.K- so if you are being a heckler sometimes, meaning you are pointing out their faults- stop it. And become someone who encourages and forgives. Danny- closing--next time, we are going to talk about mind blowing bedroom magic… K- if our children are listening, please skip the next podcast!

Top Traders Unplugged
136 Systematic Investor Series ft Jerry Parker – April 18th, 2021

Top Traders Unplugged

Play Episode Listen Later Apr 18, 2021 71:52


Jerry Parker returns to the show today to discuss the how investments can often turn into religions, the recent Coinbase IPO, using historical volatility for position sizing, comparing long-term trend following to Buy & Hold, ‘trend strength’ signals, how much of a portfolio should be allocated to Trend Following strategies, mean-reversion systems versus Trend Following systems, and thoughts on finding or adding to new positions. If you would like to leave us a voicemail to play on the show, you can do so here. Check out our Global Macro series here. Learn more about the Trend Barometer here. IT's TRUE

Top Traders Unplugged
SI136: When Investments Become A Religion ft. Jerry Parker

Top Traders Unplugged

Play Episode Listen Later Apr 18, 2021 71:52


Jerry Parker returns to the show today to discuss the how investments can often turn into religions, the recent Coinbase IPO, using historical volatility for position sizing, comparing long-term trend following to Buy & Hold, ‘trend strength' signals, how much of a portfolio should be allocated to Trend Following strategies, mean-reversion systems versus Trend Following systems, and thoughts on finding or adding to new positions. In this episode, we discuss: The perils of becoming 'religious' about our investments Coinbase's recent stock market listing Position sizing using historical volatility Buy & Hold versus Trend Following over long-term look back periods Mean Reversion trading versus Trend-based trading The infamous https://www.toptradersunplugged.com/resources/market-trends/ (Top Traders Unplugged Trend Barometer) Also check out my interview with Turtle Trading legendary mentor Richard Dennis https://www.youtube.com/watch?v=94nUnXsYpLY (here). Follow Niels on https://twitter.com/toptraderslive (Twitter), https://www.linkedin.com/in/nielskaastruplarsen (LinkedIn), https://www.youtube.com/user/toptraderslive (YouTube) or via the https://www.toptradersunplugged.com/ (TTU website). Follow Jerry on https://my.captivate.fm/@RJParkerJr09 (Twitter). IT's TRUE

The Manufacturing Executive
How to Create Video Marketing that Drives Results in the Industrial Sector w/ Danny Gonzales

The Manufacturing Executive

Play Episode Listen Later Jul 21, 2020 31:20 Transcription Available


By 2022 online videos will make up more than 82% of consumer internet traffic. That's 15 times more than in 2017, according to a recent study by Cisco.  Video is how your buyers want to consume information, so it's exactly how you need to deliver it to them. On this episode of The Manufacturing Executive Show, Danny Gonzales, CEO of both Industrial Sage and Optimum Productions, talked about driving growth through video production in the industrial sector. Here's what we discussed with Danny: How some industrial companies are using video to their advantage already Shifting your message from traditional marketing to the way buyers buy now How salespeople can make one-to-one messaging videos using their webcams and distribute them via video cards The way to get started in video marketing right now (and now's the perfect time!) Resources Mentioned in the Episode: Industrialsage.com Monique Elliot of Schneider Electric Malika Waller of Landis+Gyr To ensure that you never miss an episode of The Manufacturing Show, subscribe on Apple Podcasts, or Spotify, or here.

Philosophy? WTF??
Ep. 97 Film Night Part 3

Philosophy? WTF??

Play Episode Listen Later Jun 24, 2020 26:21


Tune in this week as Mike and Danny start to listen to the voices in their heads OR are the voices listening to Mike and Danny? How coherent is our identity? What would it take to separate out one voice from our internal cacophony? If only there were some sort of medication we could take? Step forward Dr Jekyll and his patented bottled "two weeks half board in Ibiza” guaranteed to lubricate the ID and release the good time in even the most upright of individuals. Don’t like the idea of swigging back some suspicious Victorian snake oil? Well why not take out a contract on a personal AI. Easy to install and use simply attach it to your brain stem and let it do all the driving for you. Who is wearing your meat suit and what are they doing with it? Pay as you go available.

My CEO Life
How to Have the Confidence to Ask for the Sale with Expert Instagram Marketer Danny J

My CEO Life

Play Episode Listen Later Apr 6, 2020 45:56


Hey lovely boss babe! Today we have a very special guest. One of my best friends, successful podcast host, speaker, money coach and expert marketer DANNY J (@Dannyjdotcom). You'll learn from Danny: How to feel good asking for the sale How to have the confidence to start a new business How to grow your confidence showing your face on Insta stories How to know when to share a traumatic or personal story without alienating your customers or looking unprofessional (so important). How to make sure what you are doing is in service to others.   Ash xx Get in touch with Danny J www.instagram.com/dannyjdotcom   IF you want to know how to attract your DREAM CLIENTS online then grab the DREAM CLIENT ATTRACTION course. GRAB IT HERE  

Noclip
#09 - Jeff Gerstmann's Giant Bomb

Noclip

Play Episode Listen Later Apr 1, 2019 61:34


The video game website Giant Bomb recently celebrated its tenth birthday so what better time to talk to its creator about the early days of the online games media, the future of games coverage, and getting fired in front of the entire world. iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rssGoogle Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Soundcloud: https://soundcloud.com/noclippodcast Watch our docs: https://youtube.com/noclippodcast Sub our new podcast channel: https://www.youtube.com/channel/UCSHBlPhuCd1sDOdNANCwjrA Learn About Noclip: https://www.noclip.videoBecome a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyerFunded by 4,638 Patrons. --------------------------------------------------------------   - [Danny] Hello and welcome to Noclip, the podcast about video games, the people who make them, and the people who play them. On today's episode we talk to a guy who grew up a short drive from the epicenter of the online media revolution. As video game website Giant Bomb recently celebrated its 10th year of operation, we decided to talk to its founder about skipping school, hosting podcasts, and getting fired in front of the entire world. Jeff Gerstmann is a name you either know or don't, depending on whether or not you care about the world of games coverage. Outside of the world of games, Jeff is a husband, son, and a grown-up local kid in Petaluma, a city in Northern California that sits on the outskirts of what many would consider a reasonable commute to San Francisco. There he grew up with his mum and dad who operated a tire shop. A small town kid, with a small town life who loved rap, skateboards, and video games. But inside the world of games Jeff is larger than life. He's part of a dwindling older generation of journalists who were there when the magazines died, and the world of internet reporting exploded. He's lead the charge on finding new ways to talk about games, be it on video, podcast or late light E3 live shows. And crucially, his surname became a rallying cry for media ethics when he fell victim to one of the most lamentable acts of brand self-destruction of the digital age. Much of Jeff's story lives in the gaming zeitgeist. Before I met him, I thought I knew most of it. You see, to me Jeff was a hero. He had figured it all out. Growing up in Ireland, years before Twitch or even YouTube had started, I'd watch him host shows broadcast live from the GameSpot offices in San Francisco. His job was talking about games, and he knew more about games than anyone I'd ever seen trying to do it on television. His job became a north star that I'd spend years following. And when I'd eventually find myself working in the same building those shows were filmed in, sitting at a desk a short walk from his, I slowly began to get a deeper understanding of Jeffrey Michael Gerstmann. Equal parts a quiet, contemplative person and a troublemaker, now responsible for keeping order. I recently sat down with Jeff to talk about the 10 Year Anniversary of his career's second act, the video game website GiantBomb.com. But the story of Giant Bomb and the story of Jeff Gerstmann are intertwined. So to tell you how Giant Bomb was founded we have to go back to a small town in Northern California, to the kid of the folks who ran the tire shop in sunny, quiet, suburban, Petaluma. - [Jeff] The first video game console I owned, it was the Fairchild Channel F, which was, it kinda came out around the same time, same window as the Atari 2600 but it had a few more educational games so I think that tipped my parents in the favor of getting that thing, it had this terrible plunger controller, there was like a decent bowling game but it just immediately failed. I had relatives who had an Atari 2600 and would kinda covet that thing and eventually they gave it to me when the video game industry kinda crashed. But we got into computers not long after that. I got an Atari 400 and that was really the first proper like hey, this is a somewhat successful platform with stuff coming out that mattered. And so I mostly started on a computer. - [Danny] What was the impetus for your parents getting it? Were they interested in technology at all or were you crying for it or what was the story there? - [Jeff] You know, my dad played some video games certainly over the years but I think that was largely because that's what I was interested in. We were going to arcades a lot and on the weekends we would go out, there was an arcade in town called Dodge City and we would go to Dodge City. You know, my mom went once or twice, this was like the height of Pac-Man fever so like I would be there, my dad would be there, we'd be playing games and there would just be this huge line almost out the door of people waiting to play Pac-Man or Ms. Pac-Man. And it was just weird, you know, because it was just another game, like to me it was just like, all right, well yeah, I don't know, Pac-Man's over there and it is what it is and I'm over here playing Galaxian or Vanguard or you know, whatever the heck else, I don't really remember talking to too many people about video games. This was, you know, this woulda been, god, 82 ish, like early to mid 80s really and I was going to elementary school then and just there were like one or two other kids I knew that had computers but most kids didn't and they weren't really into video games per say or if they were they weren't really letting on. So there was one kid I knew that had a TRS-80 and so I'd go over to his place and play Parsec and some other stuff like that. There was a kid near the tire shop that my parents ran that had a VIC-20 and I could go over there and play like Radar Rat Race and some other stuff too. - [Danny] So, I guess, what did you want to be when you grew up when you were like a middle schooler? Obviously games journalism wasn't a target you could exactly aim for so what were you thinking about your future when you were in like middle school, high school? - [Jeff] When I was in high school we saw a posting, so LucasArts was relatively local, they were in Marin County and, you know, this woulda been like 1990, 1991, somewhere around there, and they were looking for testers. And I remember applying for it but like I was 15. Like it was, logistically it would've been impossible for me to even do that job 'cause I couldn't even drive a car yet. And it was 20ish miles away. But also like I remember writing, like they wanted a resume, I wrote an essay and it was like, you should give me this job. It was real dumb, I mean, whatever, in retrospect it was like, that is not a way to get a job. Also, ridiculous to assume that that would've even been possible at 15. But yeah, that was the first time I ever really thought about working in video games, I woulda been like 14 or 15. - [Danny] So how did it actually come to pass then? What was your first gig in the industry and how did you end up getting it? - [Jeff] So, I started going to trade shows, I met a guy a named Glenn Rubenstein who was a year younger than I was and we went to the same school, we went to the same high school. And Glenn was writing video game reviews for the local Petaluma newspaper and also I think he had a column in the San Francisco Examiner which was a newspaper. And so there would be articles about like, this youthful guy writing game reviews, look at this guy, it was like kind of a story or whatever. So we became friends, then he kinda said like, hey, I'm going to CES, do you wanna come with me? And I was like, yeah, I would love to go see video games. - [Danny] How old are you? - [Jeff] This is, I'm 16 at this point, he's 15. - [Danny] Wow, okay. It's in Vegas, right? - It's in Vegas also, yes. He's like, hey do you wanna come to Las Vegas. So I pitched it to my parents and just said like, hey, this thing's going on, I'd really like to go do it and they said yes, for whatever reason they said yes. And so me and Glenn set out to go, he had been to one before, he had been to CES I think the previous CES in Chicago might've been his first and so I went with him to that and just like I bought myself like a blazer and put it on and went to this trade show and went around and played video games and tried to play blackjack wearing a blazer because I looked like maybe I was of age. And that's where we met Ryan McDonald. We needed, honestly, I think we just needed more people to help pay for the hotel room or something like that and Ryan was doing something similar, he was writing about video games for a Healdsburg newspaper, which is about 40 miles north of Petaluma, where I'm now, which, for people who don't know, Petaluma is about 40 miles north of San Francisco, so, you know, Healdsburg's getting pretty far out there. And we met Ryan at the local mall, he seemed like an okay guy and we're like, yeah, you wanna come, let's go to Las Vegas. And so I kind of started just going to trade shows, we all met the guys from Game Informer pretty early on, Andy McNamara and Paul and some of the early other reviewers that were there at the time, Elizabeth Olsen and people like that, and we knew some people that were doing PR for video games at the time and stuff like that so we just kinda started meeting people and getting around. So that led to, Glenn ended up, so Glenn actually got me my first couple of jobs afterwards. We started going to the trade shows, we were doing a local public access show that was not about video games, it wasn't about much of anything really, and basically like barely getting by in high school 'cause we were just doing all this other stuff and not wanting to go to school very much. And so he ended up getting in at a magazine, they were starting up a magazine, they were originally gonna call it Blast, they were gonna call it Blast and it was gonna be like this lifestyle magazine funded by the, I guess the CEO of Creative Labs, so the Sound Blaster people were starting, basically funding a magazine. And so I spent a year commuting to Berkeley working for this magazine right after I got out of high school, so that woulda been like 1994. I was 19 commuting to Berkeley, working for a magazine, having no idea what I was doing, and we were covering Doom and we were covering, what are some fun things you could do with your Creative Labs branded sound card and stuff like that, that place lasted a little under a year before it folded. We made it about three issues, I think there was fourth that was almost done, and then I was out of there and had no idea what to do next. I was 19 and jaded and like burned by how that job went and angry at everything. - [Danny] Yeah, had you dropped out of high school, had you just sorta finished it and then left off or were you thinking about college or were you thinkin', oh shit, do I jump to another journalism gig, what was your head space then? - [Jeff] I finished high school. Between the public access show we were doing and this video game stuff that was still pretty nascent, you know, it wasn't really a job, it was very easy to look at that stuff and go like, man, I don't wanna go to school, like it's a waste of time. And so there was awhile there that like, I'll get my GED which is like so you can kinda test out of high school. And they tell you that it's equivalent to a high school diploma but then in some ways it's kind of not, I don't know, there was a weird. I had missed so much school and also we, so we were doing the public access show and I filmed a teacher, so a teacher at the high school I was going to, our chemistry teacher got fired and I believe the talk was, and I'm not sure, it was sexual harassment from the sounds of things, like to students. And so the first day that they introduced here's your new chemistry teacher I had the video camera that we used to tape the show so I filmed them introducing this new teacher and all this other stuff and like asked them questions like it was a press conference. And they answered, no one said, hey put that thing down. Like I was very clearly pointing a video camera at them. And then like the next day, that day, the day after, something like that, like the principal called me and said, hey, what are you gonna do with that video tape? And I said, well we're gonna put it on television. - [Danny] Oh my gosh. - [Jeff] And he was super not happy about that. - [Danny] I wonder why. - [Jeff] Yeah, and so at that point we realized we had something so we called the papers and said, hey we got this tape and they started investigating it and it became a story, it was something that they, I think they were trying to keep very quiet. Later on that teacher would show up at my doorstep looking for a copy of the tape because he was trying to sue the, I don't know, he was trying to get something out of the school district or something over what happened, this was years later after I was out of high school. So that was very strange. So after that between the amount of school we were missing, I had like a guidance counselor basically recommend that I should go on independent study. Which was basically, at the time it was primarily, it woulda been like pregnant teens and people that like were having trouble in school and that sorta stuff and they were like, oh, we're piloting a new program for kids who don't necessarily fit into the standard curriculum and they pitched it like that but basically it felt like they were just trying to get me and Glenn out of there. - [Danny] Right, journalist at heart it turns out. - [Jeff] I guess, I don't know. And so that led to me getting much higher grades and stuff because I was able to just kinda like crank through stuff really quickly. I graduated early because I just finished the work. I mean, I graduated like two weeks early, not hugely early. But it was great, it felt like I was getting one over on the school district because I was doing a full semester of science while like reading a book in my patents hot tub or, you know, just like stupid crap like that. I was getting like journalism credit for the stuff we were doing going to trade shows and like video production, they were just throwin' credits at me left and right and so yeah, I graduated early, it was great, I was able to take that and go back to the high school that I had stopped going to and go talk to like the one teacher that I liked, Mr. Moore, he was a math teacher, great guy, I think he taught some of the computer stuff also. And I remember telling him like, hey, I just graduated. And he just looked at me and said, god dammit, Gerstmann, you got 'em. He seemed like dismayed that I had managed to get one over on the system somehow but he couldn't help, but yeah, it was a, that felt pretty good. - [Danny] Through his life, Jeff's do-it-his-own way attitude has been both a source of great strength and the catalyst for much drama. He attended a local junior college for a semester, but it didn't stick, preferring to do extra-curricular work like attending trade-shows with his friend Ryan McDonald, hanging out with local bands, and as he put it, learning how to drink. Around this time Glenn, who had gotta him the job at the magazine years earlier, started working for a new website in San Francisco's Richmond district. Just a few blocks from the servers of archive.org on the cloudy avenues of Clement Street, lied an office where a staff of 20 was running the website GameSpot. They had hired Glenn to lead the charge on a new console-focused spin-off of the site that they were going to call VideoGameSpot. - [Jeff] Glenn hired Ryan McDonald not long after that to be like the strategy slash codes editor and then I started freelancing for him because they wanted 100 reviews by launch and they were lookin' to launch like three months, four months from that time. And so I started crankin' out reviews and the way I always heard it was that I was turning reviews around really quickly, really clean copy, and so Vince Broady kinda said like, hey, bring this guy and let's see. And they brought me in as like an editorial assistant which was more or less an intern type role and within two or three months, not even two or three months, within like a month, the launch editor, there was a guy, Joe Hutsko, who would come on, it was one of Vince's friends who had just come on I think to kinda see this console site through to launch and then I think he was gonna go on to do something else somewhere else and I was working late one night and Joe Hutsko walked by and saw me there and he was like, you're still here, what are you doin'? I was like, this work has to get done. And then like the next day I had an offer letter for a full time job at that point. - [Danny] GameSpot would go through several transformations and acquisitions over the coming years. But as the business side of online media was learning how to walk, emerging technologies were creating exciting new ways for people to talk about games. GameSpot led this charge with one of the first video game podcasts, The Hotspot, and a weekly live show, On The Spot. Suddenly these young game reporters were starting to become more than just bylines. For years readers, the folks writing reviews and new articles, were just names at the bottom of a page. But now, for the first time, they were people with voices and faces. People with unique perspectives, opinions and personalities. And Jeff, with his experience doing public access shows in Petaluma, was at the forefront of this new form of media. The idea of streaming video games on the internet now is so blase and normal but back then I think to a lot of people it felt like magical, like a television channel that's broadcasting about games. From your perspective on your guys's end, did it feel weird to be like doing a live show that people were watching while you were just talking about this relatively niche hobby? - [Jeff] It felt like a natural extension of the stuff we had been doing. And it felt like, I don't know, it felt fresh and cool and like the tech was weird and sometimes it didn't work the way you wanted it to but at the same time we were wearing makeup, we had built a studio, we had lights, we had a jib, it was Frank Adams lowering a camera into the shot and all this other stuff and so coming from like these lame public access shows I was doing when I was 16 and stuff, like I had a weird leg up on a lot of other people because I was already relatively comfortable being in front of a camera. - [Danny] GameSpot continued to evolve. It went from indie to being purchased by media house Ziff Davis who then eventually sold it to CNET. By this stage the editor in chief was Greg Kasavin, who you may now recognize as the creative director of Supergiant Games, a studio we're currently running an embedded series on. His two right hand men at the time were Ricardo Torres on previews and Jeff on reviews. But when Greg left to start his career in games production, the role was never properly filled. Instead Ricardo and Jeff sort of ran it together, with increased influence being exerted on them from the powers above. The original founders of GameSpot had come from a editorial background but they were gone and the site was now being managed by people were less seasoned, more traffic orientated, and didn't value the power of editorial independence as much as they should have. - [Jeff] You know, there was an understanding about like this is kinda how this stuff is supposed to work, it's not always supposed to be an easy relationship if everyone's kind of sticking to their guns and doing their jobs and stuff. I don't know that they always saw the value of that, I think that's something that they corrected quickly, it was just kind of, it was a blip, if you look at GameSpot as a 20 plus year institution there was that brief period of time there where it was like, man, this went a little sideways for a bit and I was just in the right place at the right time, wrong place wrong time, whatever it was. - [Danny] What happened to Jeff next has been told a thousand times with new pieces added as time has provided new context. I myself spent years trying to fill in the blanks on how it all went down. Talking to friends and colleagues of Jeff who were there that day. It was a Wednesday in November, 2007 and the office was busily preparing for the weekly live-show which aired on Thursday afternoon. Jeff had just another another brush-up with management, this time over a review of Kane and Lynch which had made the sales department uncomfortable as they had sold a large advertising campaign to the game's publisher Eidos. If you visited GameSpot that week, the entire homepage was taken over by messaging about the game alongside a six out of ten review from Jeff. Jeff had had some run ins with top brass before and felt like he'd come close to losing his job a few times but this wasn't one of those times. It seemed like it had been dealt with, and he was already working on his next review. Later that morning his supervisor called him into a meeting and then called HR. He was told he was being terminated immediately, and as California is an at-will employment state, Jeff had no recourse. He was told to clean out his desk and bizarrely he was allowed to walk the halls for the rest of the day. Saying goodbye to his friends and colleagues, who were cursing the names of those in charge. Jeff drove home that day, the same 40 mile commute between San Francisco and Petaluma he had done thousands of times before. But this time it would be different, it would be a number of years before he stepped foot in the building again. There was no live show that week, the Kane and Lynch review had been taken down and then reposted and slowly over the coming days rumors began to circulate about Jeff's termination. Popular webcomic Penny Arcade ran a strip outlining the pressure from Eidos. Staff from the website 1UP, who were located just a block north of GameSpot on San Francisco's 2nd Street, held a protest outside the lobby of the building in support of the remaining staff. In an age before social media it would be a full eight days before the staff would actually speak up. And it happened on the next episode of On The Spot. The show ran with a somber opening. Ryan McDonald flanked by Ricardo Torres and a wincing Alex Navarro explained the situation. The camera pans out to reveal a full set with previewer Brad shoemaker, new hire Kevin VanOrd, community manager Jody Robinson and reporter Brendan Sinclar among a dozen of other staff. - [Ryan] Obviously we wanted to start today's On the Spot off a little different than we had in the past. The recent events and what happened last week in regards to our longtime friend and colleague, Jeff Gerstmann, being dismissed. It's been really hard on us and the response obviously's been tremendously immense and it's been on both sides. It's nice to see that everybody speaks up and has been kinda pullin' for us. On the other hand it's been hard obviously seein' GameSpot sucks written 100,000 times on forums and stuff so obviously we wanted to address this and talk to you guys today. Jeff was a personal friend to pretty much everybody so it was really, really hard that it happened the way it did. But yeah, we really wanted to say that we love and miss Jeff and give him, honestly, the proper send off that he deserves so that's what today's show's all about. And obviously you can see this is hard for me personally. - [Danny] For Jeff things were equally as bizarre. Tech Blogs like ValleyWag were running stories about the state of the site which were clearly sourced from somebody inside of GameSpot. The LA Times ran a story about the firing. And Jeff's mother received a phone call from a newspaper in Norway looking for a quote. It was three a.m. when the phone rang. - [Jeff] You know, some of it was just like, some of the people I talked to were very like looking for more dirt, they were expecting me to get on the phone and be like, oh, well here's where the rest of the bodies are buried. But like, you know, I was shocked. I was not happy about the whole thing but at the same time I feel good about the work I did while I was there and there were so many great people there that kinda got caught in some of this crossfire a little bit. I wasn't like, oh well here's the other nasty things that happened, there wasn't any. There wasn't anything else. So some people were coming to me looking for like some bigger story that I just didn't have to give. And that was strange, it seemed like everyone wanted something from me for a little while and it was a very weird time. And so at that point it was like, 'cause you know, like I was not an editor in chief in title but you know, we were running an editorial team. And so there aren't a lot of jobs out there at that level. It wasn't like I could walk into IGN or 1UP or, you know, I don't even know who else was even out there at that point, it wasn't like I could walk into those places and say, yes, make me your editor in chief. Like, they already have people in those roles, it wasn't really a viable thing. So at that point I was like, well I kinda need to maybe start something new. The weekend after everything went down or it might've been, it was like the Friday after or maybe it was like a full week afterwards, a bunch of people that I used to work with came up here to my place and we just hung out, like kinda impromptu, just have a bunch of drinks, play some Rock Band, and that sorta thing, and Dave Snider came by, Ryan Davis invited Dave over. And Dave was working on his stuff, I think Boompa was still up, they had a car website, you know, they were running Comic Vine, they were building Political Base which was another kind of wiki focused site for political donations in the run up to that election there, this was November, 2007. And so they were starting a new company and looking to build, they were building websites. And I was like, oh, that's cool, awesome, and nothing really came of it for a little bit. So I went and did a show on Revision3, so I drove into San Francisco, did that show, and then on the way back from or as I was finishing up that show I got a call from Dave and he said, hey, you should come by the office in Sausalito and just come by. I was like, all right, cool. And so on my way back from there I stopped at the office in Sausalito and looked at Comic Vine, the other stuff they were doing, and we sat in a room and ate sandwiches and I more or less committed to them right there. It was kind of like an, oh, we'll think about it and they were very much like, hey, why don't you just take a month and get your head together, like take an actual break 'cause this is so crazy and then let us know what you wanna do. And so we kinda started building a website not too long after that. - [Danny] Over the coming weeks several of Jeff's friends would leave GameSpot. Some were burned out from games coverage, this latest spell just being the straw that broke the camel's back. But others were leaving to work with Jeff. Fellow Sonoma County local Ryan Davis was the first. The two of them set up a blog, and started to a run a podcast which they hurriedly titled, Arrow Pointing Down. - [Jeff] So, every single person at the company that we were, that I was now a part of were people that had worked at that old company. And so we did not wanna give the appearance of people getting poached out of there and like I don't know if there was an actual non compete with some of the people in the building or anything that would've prevented them from doing this stuff but all of it had to be kind of like quiet and so it couldn't be something as simple as like, hey we want to hire you over here. It had to be like, well, if you were, if you were no longer working and you needed a place to work we do have some opening. You know, it was very much that sort of thing. But I knew pretty immediately looking at it and going, okay, we wanna team of about this size and I knew that Alex would not be available, Alex Navarro, I knew that he was not looking to do this sort of work at that time. He was, you know, I think already thinking about Harmonix, he ended up doing public relations for Harmonix for a brief period of time. Like I pretty much had a whiteboard, I knew in my head that I, at that point it was like okay, this is me, it's Ryan, it's Brad, it's Vinny. Which is not how you're supposed to hire people. You know, some people are like, well what are the positions that we're looking to fill and all this other stuff and, but like knowing like what we looking to build and we needed to be a tight team, who were the people that are gonna be impactful in those roles, like okay, Brad has a lot of experience in previews, he is a person that I know, like he knows a ton of people around the game industry. Like, I've worked reviews and so on the review side of things we didn't talk to companies all that often. Brad had that in his role so he left, he left and he had other things that he was maybe thinking about doing, it wasn't like a, it was not a clandestine like, he left specifically to, it was like, okay, he's out and we're gonna figure this out. And then we needed someone to do do video and we had been working with Vinny for awhile and Vinny was fantastic and it was like, okay, Vinny's really funny, this seems like a good fit for him and so we kinda went about it that way. It felt like night and day a lot of ways, but very similar in others. We were able to sit down for the first time, for me the first time ever, like I never thought I would have the opportunity to build something like this, you know. I was always like very respectful or very envious of like Vince Broady as like the editorial lead of the founder of GameSpot and so I was like, man, he took a chance and built this thing and built it from the ground up and look at it, it's this huge, this monument, it's lasted so long. And I never thought I would have an opportunity like that in my career, it just never seemed like it was in the cards. And so being forced into it was exciting. Because it let me sit down and be like, okay, what do we actually want to do? What do we think is actually the best way to cover games with a small team in this day and age? And when we started in 96 on VideoGameSpot, like the videos had to be very low frame rate and very short because no one could download 'em and, you know, it was like we were doing minute long video clips of gameplay and that was revolutionary at the time. You know, you had to install the Real Video Player and all this, you know, all this other stuff. And here we were on the cusp of like, actually we can kind of, we can kinda livestream, you know, the services to do it easily weren't in place, you still had to host it yourself and that got very expensive and all that and YouTube wasn't really there in the way that they are now, YouTube existed but it was, I don't think you could put up videos that were longer than five or 10 minutes at the time and it just was not a viable place for that at the time. And so we had to kinda sit down and say, well with the technology we have available what can we do? And we wanted to be a podcast, the Hotspot was one of the most fun things I had doing in my entire time at GameSpot and we knew right out of the gate that we wanted to have a podcast be kind of one of the main things. And then from there it was like, okay, well, do we wanna write news? Not really, none of us are really news writers per say. And it was like, well, we need to able to capture video of games and put it on the internet. And we need to be able to talk alongside it or something like that, whether we're cutting it together or doing it on the fly. And so Mike Tatum, who was the head of biz dev for the company just went out to the Apple Store and came back with the biggest ass Mac Pro he could've gotten at the time and set it the room with me and Ryan and we looked at it and we were like, neither of us know how to use any of this shit. And we messed around with it long enough to figure out eventually we could capture some footage. We were like, okay, we figured out, first the game we captured footage of was Hot Shots Golf for the Playstation 3. And we were like, okay, we captured the footage, now what do we with it? And we hadn't answered that question yet 'cause there was no website to put it on or anything like that. So those early silly days of just like putting that stuff together. We didn't really know exactly what we wanted to do, it was just a matter, it was very freeing in way to be able to sit down and be like, okay, here are the things that we liked doing before, let's try to keep doing that. And then the rest is up in the air. For a long time there we weren't even necessarily sold on the idea of just covering video games. It was always meant to be bigger than that. We were gonna cover music, we were gonna cover movies, you know, all this other stuff. But at the end of the day old habits die hard, it was very easy for us to cover video games compared to like, calling music PR people out of the blue and being like, hey, we wanna interview this artist that's coming to town, can you set, you know, it was just, we stuck with what we knew and kinda just mainly covered video games and flavors of Gatorade. Really it was the original mandate for GameSpot was we wanna create a site that we ourselves would use. And I approached it that way and said like, well, what kind of game coverage do I actually care about? And a lot of the preview related stuff at the time was just not, it was a lot of like carved up little parts of a game. Like, we're gonna give you assets on these three new guns and this two new trees and it was like, here's the rims and tires of Grand Theft Auto: San Andreas. Outlets used to compete for the exclusive rights to run stuff like that. It was a very different time so we knew we were never gonna matter to publishers the same way the big sites did and that was fine, we wanted to kinda do our own thing and so that led to it being a little more guerrilla. You talked earlier about long footage of games being something of a novelty or a weird impossibility back then but for us it kinda just became a necessity because of the number of people we had and the lack of time we could devote to actual editing. It was like, just stuff kinda came in long out of the gate. And so we first launched as just a WordPress blog and we went to our first E3 in 08 with just a WordPress blog. We could run videos on it but it was pretty bare bones. It was mostly a placeholder, it was like, here's the name of the site, you can comment on these stories, and we were just kind of writing news and reviews and putting up videos here and there. And it was all pretty straightforward stuff, it was like that and the podcast. And then we rolled out the full site not long after that E3, it was like July of that year I think and then that was like, okay, now here's this full wiki, here's all this other stuff. Better user features, full message boards, all this other stuff. And so we went at it that way for awhile and then the premium membership stuff came later. - [Danny] It wasn't just old staff who were leaving GameSpot for Jeff's new project, users were flocking too. Once the full site was launched tens of thousands of profiles were created, a large portion of which were disenfranchised GameSpot fans who wanted to support Jeff and the staff who had left. I was one of them and I remember that time well. The passion and excitement of those days was one of the most powerful moments I've had as part of an online community. And the folks at Whiskey Media used this passion to help fund the site. Giant Bomb had taken the ad-free subscription model that GameSpot had pioneered, and added much more. For $5 a month you not only supported some of your favorite creators, but got access to bonus videos and features. New users signed up in their droves. - [Jeff] The launch of the site proper exceeded our expectations in a way that like wiki submissions were taking a week or more to approve because so many people were signing up and contributing and all this other stuff, it was just, we were staying up all night working on just the community stuff, moderation stuff. And then the premium membership stuff did well out of the gate. We went back and forth on a few ideas about what are we offering here and all that sort of stuff but yeah, it did really well that first day. Advertising was never really a thing for us, we had one in house ad person eventually for a brief period of time but like, you know, advertising's all about eyeballs and we were never gonna be the biggest website in the world, it was we were about, okay, well we want people who really care about this stuff and so, you know, in advertising you're trying to make a case for just like, oh no, this is a smaller audience but they're smarter and they spend more money and you know, at some point you have to go out and educate brands and say like, here's why you wanna advertise here instead of there or spend your money with us because our people are smarter or this and that and at the end of the day advertisers just want eyeballs so like you can go in and pitch that story all you want, it's just not how the advertising model typically works. So we had a few things where like, you know, we had some sponsored achievements on the site and there was a livestream, I was actually against it, but they did a livestream for, NTSF:SUV:SD, I think was the ordering of that, an Adult Swim show. Actually, I thought it was pretty funny. They did a livestream like live watch along with it. And so we were doing a few things like that that were innovative at the time I guess and so you would have people who understood like, hey, the internet is changing, it's not necessarily about just raw eyeballs. We wanna find people who are more engaged with a thing and you know, this was kinda like the nascent form of like the influencer type stuff about like figuring out who are these people we can get that have sway with their audiences and so on and so forth. But, us being an editorial operation, we could never really go fully into that world. So the stuff that I would be comfortable doing in those spaces kinda, we ended up shooting down a lot of stuff, probably more stuff than we signed because it was like, no, I don't think we can do that. So the advertising stuff was never really gonna be for us and for those reasons, it's just, you know, the advertising market just wasn't really compatible with our size and our scope but also kind of our mentality and where we were at with stuff so we wanted to try and find something different. And again, that was another Dave Snider, Dave was kind of the main first proponent about like, no, people will pay for good stuff on the internet, I know it. And I think I was a little more like, I don't know, man, people like to pirate stuff. But he's like, no, this will, he won me over pretty fast and we went through with it, we went on with it. - [Danny] Giant Bomb has been running for a decade and in that time the site has evolved to keep up with the changing desires of its audience. But there are a few shows that have lasted the test of time. Their weekly podcast The Giant Bombcast has had over 570 episodes and is one of the most popular video game podcasts in the world. And their Quick Looks series predated the creation of Let's Plays, still exists today. I asked Jeff to tell me about some of his favorites are. He notes their live E3 internet show, and eventually making the podcast profitable as some of his proudest achievements. As shows have come and gone, so too have staff. Just like GameSpot created a platform for Jeff to make a name for himself. Giant Bomb has become an incubator of talent all to itself. As the sort of captain of the ship as well, what does it feel like to be responsible for kind of what Giant Bomb has become in terms of its, as an incubator for talent, right. You've had people come through the doors and leave out the other side to go on to wonderful careers as well. Do you take a pride in that, especially considering, you know, how you seem to have a reverence for the people who gave you opportunities in your early career. - [Jeff] It's cool, I don't always think about it. Like, I don't know, like I look at it and go like, did I do anything for anyone, I don't know, I'm just here, I don't know, I just do my thing. And I don't know that I always, I used to take it really personally back in the GameSpot days when anyone would leave. I would always think like, man, why would you, why would you go do something else, we're doing great, we're doing all this other stuff, and now I look at it in retrospect and go like, maybe it was people like me in the senior roles for as long as we were that led to people below us wanting to get out for more opportunities, and go like, man, yeah, okay. But yeah, I used to take it really personally 'cause I just, you know, it was great to just, there were times where, you know, man, this is the best team I've ever worked with, this is great. Oh, three people are leaving over the course of six months, what's goin on? And the people that left in the run up to me leaving, at the time I was really bummed out, in retrospect I was like, oh, yeah okay, I get it. And things change and people change and they want something else out of their careers and they wanna take on new challenges and all that sorta stuff and I think that's great. At the same time, like I miss the people that have moved on. Like, there was a time there that there were, we were starting to have conversations, it's like, no, we need to move Danny O'Dwyer over to Giant Bomb, like we have, this should happen. And then he went out and found fame and fortune on his own without us and I was like, well, shit. Let that one slip away, I guess. - [Danny] There will always be a part of me in my professional sort of hindsight that will, I remember when you mentioned that to me at a certain point, I can't remember, was it when I had already handed in my notice or I think it was probably a little bit before maybe, where like, that is like the ultimate dream come true. But now I have a new dream come true which is that I get to just pop into the office and review European sports games twice a year or whatever. - [Jeff] Right, yeah, I mean, I have a code for FIFA that I don't know what to do with so. Might be callin' you for that one. So, it's stuff like that, like it's great seeing people out there doing their thing, and the thing I've tried to be better at this time around that I was terrible at back in the GameSpot days is try to keep in touch with people on a regular basis. Like it can be so easy just to put your head down and be like, I'm surrounded by these people, these are the people I see everyday, these are the only people I talk to because I don't have time for anything else. Discord has actually been really useful at that, honestly. Like hey, let's keep in touch with friends and try to maintain these friendships and stuff like that. So yeah, it's great being in regular contact with people like Patrick and Austin Walker and stuff like that. - [Danny] Giant Bomb lived under the Whiskey Media banner for four years, but the media startup was struggling to grow at a rate required by the landscape of the bay area investors and so the decision was made to fold the company to sell of its assets to suitable suitors. What happened next seemed impossible to anybody watching from the stands. - [Jeff] The process of us selling the company was strange, for a lot of the reasons you would expect. But you know, I think the thing that happened, every start up that sells or fails or anything always like to say, aw, we were just too early. We had the best ideas, too early. But you know, in some cases if we were a year later or something like that and YouTube had been more viable for longer form videos, like who knows what woulda happened. You know, we made the best choices we could along the way but at the end of the day, you know, they had launched a lot of other sites and wanted it to be this big network and when that kinda, I think that wasn't happening at the rate that they needed it to happen so it became a case of just like, okay, maybe it's time to move on and move onto a different business and do a different thing and so we were at that point lucky enough to be something that was sellable, you know. Like you think about the number of start ups now, especially the number of content companies that launched and just went under. And with Giant Bomb with the premium memberships and that sort of stuff we were in a pretty good position there to where we were doing something that people I think were just starting to get a sense of just like, hey, maybe this direct to consumer like subscription type stuff is something we should care about. And so it was something that people were starting to wake up to and be like hey, maybe we want some kind of back pocket plan in case this advertising thing doesn't always work the way it works now. So Mike Tatum, the head of biz dev for Whiskey, asked me one day, he said, hey, would you be open to maybe selling the company to CBS? And I just laughed. And I was like yes, of course, absolutely, go have those conversations, that's the craziest thing anyone's ever said to me, absolutely, yeah, of course. That's the thing, it was a very different time, a very different company, all that other stuff. Like the stuff that happened to me was this blip on this timeline of this multi decade operation that has had good people at the helm of it for almost all of its time, you know. And most of the people that were there when I was there last time and involved in some of that unpleasantness were long gone. So at this point it was like, hey, do you wanna go talk to John Davison about, you know, maybe comin' over there, and Simon Whitcombe. Yeah, they've been around this space for years, it's totally different people, like yeah, of course. And there were other people that were interested, the company that ended up buying tested was like lightly interested but not in a way that sounded all that exciting to me. And so yeah, I had lunch with John and Simon and in, this would've been, it was around the holidays, I don't remember the exact year anymore, it all runs together, man. But it was the holidays, it was like right after Christmas, we went into Christmas break knowing that it was likely that the company was gonna be sold early the following year. And that the GameSpot team was interested, was kind of like what I went into the holidays knowing. And so I met with them and we just kinda talked it out and, you know, like they had a good head on their shoulders and we were, you know, fairly attractive I guess in the sense that we had our own revenue, it wasn't like we were coming in and like, okay, you gotta bolt us to a sales team, you gotta bolt us to this 'cause otherwise we're gonna be losing money overnight. We were coming in doing pretty well in the grand scheme of things. So yeah, I wasn't in all the negations and meetings and all the back and forth for that sorta stuff but, yeah, it was an exciting weird time because we knew it was happening but we couldn't say it was happening. And rumors started getting out there a little bit, it was a very strange time, you know. It was so hectic. My dad went into the hospital as we were packing up the office to get everything out, and we were entering this quiet period where we wouldn't even have an office and we couldn't even say why, which was so unlike everything we had done with our community and all this other stuff. It was like, here's the thing where we are forced to not talk about this deal or act like anything is weird but we also are not in an office, it's hard to generate content when you're not in the studio. And there was just so much going on around that time, it was really, it was bizarre. I came out of it feeling like we did pretty good. For someone who came into that situation with little more than his good name I feel like I came out of it better. Personally better, better at my job, better at more types of things, better at running a, a little bit more respect for what it takes to run a business but also knowing when to sacrifice the business needs for editorial interest, you know, that sorta stuff. I was able to grasp more pieces of the puzzle, I guess. And so yeah, we came back in and it was fun because I had set up Giancarlo Varanini, I set him up real good where I saw him at an event the week before the deal was getting announced and I think my exact words were, hey I'll see you next week. And we left this Microsoft event or whatever we were at and. - [Danny] Did he know, did he twig it or? - [Jeff] He didn't know at the time but he pieced it together and then he was like, oh my god, you were saying what you were saying, yeah. 'Cause, you know, we still talk to a lot of those people that were over there. - [Danny] So strange, I think I told you, we were in the bizarre situation where the UK, I was at GameSpot UK and the UK sales team had leaked the deal to us, I think maybe six weeks before it was announced. - Wow. - We all knew and we couldn't tell the American office about it. - [Jeff] That's GameSpot UK for you, man. One year they tried to give FIFA an 11. - [Danny]Did they actually? - [Jeff] Actually, yes. They turned in a FIFA review that was trying to give it an 11 out of 10. And we had to be like, no, you absolutely cannot under any circumstances do that. - [Danny] For most of Jeff's life his career and hobby have been impossible tangled. And so for much of his life his identity has been too. For years his Xbox Gamertag was GameSpotting. He only changed it when he set up his new site, to GiantBombing. But since selling to CBS he's tried to create more distance between these two worlds. Jeff isn't the most social person you'll work with. He commutes to and from Petaluma every day, a 40 mile drive during bay area rush hour. Perhaps it's why he doesn't socialize much after work. Or maybe it's a convenient excuse to not have to. At his desk, he sits with headphones on, usually working on something. When he talks to you he speaks openly and honestly. When he doesn't want to talk, he doesn't. He's always struck me as a person who's gears are always turning, thinking about the work. Half enjoying it, half burdened by the weight of it all. He's tried to get better at delegating responsibility but in many ways Giant Bomb is his child and he feels like he needs to be in the room when decisions about it are being made. - [Jeff] For me that's the struggle. Like my personal struggle is like the time management aspect of it and like keeping everything going. Because before I had other things going on in my life you could throw as much waking time as you could at a thing and also we owned the company. It was a sick cycle where in the back of your head you could always say like, well I need to work until three a.m. because this could be the video that puts us over the edge and turns this thing into an even bigger thing. And so it was very easy to justify to yourself incredibly unhealthy work habits that didn't make the site better, that didn't lead to necessarily more content or anything like that, it was just it was very easy to spend every waking moment thinking about it. And now I don't and at first that made me feel guilty, yeah, that's the weird struggle of just like, it's all just kind of a weird head trip. And the worrying goes from like, am I spending enough time with my family, am I spending enough time with my job, this seems like stuff that everyone else figured out a long time ago but I'm coming to it over the last few years and going like, man, this is an interesting new challenge. But it's been great, I wouldn't, if it wasn't for my wife I don't think I would, I'm not even sure if I would still be doing this, honestly. I probably would've completely burned out or something by now without her to kinda have my back and all that sorta stuff. Yeah, she's been great. She's the best thing that ever happened to me, totally. - [Danny] Trying to create a distance between life and work you're passionate about can often be a struggle. But it was impossible for the staff of Giant Bomb to do so in the summer of 2013. This July will mark the 6th year since the tragic passing of their friend and colleague Ryan Davis and in recent months it's been on Jeff's mind a lot more. Last year the site launched a 24 hour livestream that plays videos from throughout the 10 year archive of Giant Bomb and users often vote for videos that Ryan is featured in. So Jeff is confronted with the memory of their friendship a lot more these days. - [Jeff] You know, going back to those videos and stuff, the relationship that Ryan and I had was very complicated and changed a lot over the years because, you know, we were close friends, we were in a band, we were inseparable, I got him hired, we became coworkers, I became his boss. And so the relationship changed along the way too. So yeah, I don't know, when I think about Ryan I think about the days before were working together, primarily. Those are my Ryan memories, usually. The videos, the stuff we did along the way, yeah, we did some really cool shit and I like a lot of it just fine, but me personally, I think about the stuff prior to, when Ryan was answering phones for AT and T internet at three in the morning when people couldn't get into their email, that's the Ryan I think of. The Ryan that was living with three other guys in this tiny ass place and we'd just go hang out and he wasn't 21 yet so I was indispensable. Like that sort of stuff, that's the stuff I think about when I think about Ryan. - [Danny] When I asked Jeff about the future of Giant Bomb he's excited, but cautious. Years of working on the internet has taught him to be careful about over-promising before stuff is built. Perhaps his experiences have also taught him not to plan too far ahead. As the site enters its 11th year its been changing its programming to try and bring in new viewers. Giant Bomb has been successful, it pays its own way at CBS, but it's still a website owned by a large media organization, so often the future is planned quarter by quarter, year by year. Perhaps the most surprising thing in coming to know Jeff, is how excited he still is about games. His Twitter profile reads "I've been writing about "video games my entire life. "It would be insane to stop now." So you wouldn't blame him for being burned out on video games after 30 plus years of talking about them. But if nothing else, the thing that strikes me about Jeff Gerstmann is that these days when you can be so cynical about video games he's still a true believer in the power of the medium, whether it be players of Pac-Man or Fortnite. - [Jeff] I think games are only gonna continue to get more popular. If you look at what we're seeing with something like Fortnite right now. Like, it's having a moment that, that Minecraft had before it. It's huge, it's bigger than a Five Nights at Freddy's, it's crazy. But like I'm just trying to think about like, you know, games that have penetrated the mainstream in a huge way. What we're seeing with Fortnite right now feels almost unprecedented. It's Pac-Man esque. You know, like Minecraft was huge, but not in a, like kids loved Minecraft, kids love Roblox, but Fortnite is cut such a wide swathe across society to where it's like all these popular mainstream sports figures are now doing Fortnite dances in actual sports and it's never been like that before. So in some ways like, gaming has kind of never been cooler or less cool depending on your perspective. Because it's literally everywhere. You know, everyone is carrying around a device in their pocket that is capable of feats that like it would've been insane, no console 10 years ago could've done anything like this. Granted, the controls are still bad. The technology is pushed so far forward and it's so pervasive and in so many different places and in so many different styles. You look at like Pokemon Go and the idea of location based gaming, you know, people getting out there and moving around to catch Pokemon, like all that stuff is amazing and it's crazy. But like where we're going on that front, I think if the technology bears out and data caps don't kill the dream and all this other stuff, we're gonna reach a point where anyone can play top level video games on the device they carry around with them every single day. And in some cases they are, I mean, Fortnite's on phones for whatever that's worth. So I think that this isn't gonna go away, this is gaming's kind of big push into the mainstream kind of once and for all. And I think that games coverage, that's a more complicated thing. If you look at YouTube right now with demonetizing videos and everyone trying to stream and everyone trying to have a side hustle streaming or something like that. Kids growing up like commentating games as they're playing 'em because they just watch people on YouTube and they think that's how you're supposed to play games. That's it, that's where we're going, or that's where we are already. And so I think over the next five years it'll be tumultuous because I think you'll see the bottom drop out of ads in a way that makes the Twitch streaming and YouTube and like the kinda hobbyist turned pro streamer, I think that that's gonna have to even out. I think it's only gonna get harder and I think that will keep a lot of people out eventually, or it'll lead to a growth in just the hobbyist streaming and people will have different expectations. They'll just be like, I'm streaming 'cause I like it, I'm not gonna sit here and think I'm gonna make a bunch of money. The same way I made public access when I was 16, it's like, oh, we're on television. Like I'm not making any money off of it the way real people on TV do but I just wanna do it 'cause it's fun. - [Danny] Thank you so much for listening to this episode of the Noclip Podcast. Sorry it took so long to get this one out, it was quite a long story and it's also kind of an impossible story to tell in its entirety so I had to pick my battles and figure out a narrative that kind of worked. I hope you enjoyed it and I hope it was nice piece to celebrate a website that means a lot to me and I'm sure a lot to you as well. Now for the housekeeping, if you wanna follow us on Twitter we are @Noclipvideo, I am @dannyodwyer, we have r/noclip if you're interested in getting on board and talking on Reddit and of course if you're a Patron keep up to date on all the Patreon posts. Podcasts are available on iTunes, Spotify, Stitcher, Google Play, and loads of other places anywhere podcasts are sold basically. We also have a YouTube channel where you can watch the podcast. That's Youtube.com/Noclippodcast. If you didn't know, we also make documentaries about video games, those are available for free with no advertising at Youtube.com/noclipvideo. Patrons get this show early for 5$ a month, if you're interested in supporting our work please head over to Patreon.com/noclip. And that's the podcast for another episode. We are actually at the Game Developers Conference in San Francisco right now recording bunches of interviews which will be going up on the channel in the next couple of weeks. But we'll be back with another podcast in the not too distant future so make sure you hit that subscribe. We've never actually asked people to rate it, so if you're listening now and you're still listening at the end of this podcast, hey, why not rate us? Thank you so much for listening, we'll see you next time.

Noclip
#08 - March Update

Noclip

Play Episode Listen Later Mar 13, 2019 43:58


A bit of a change of pace this episode as Danny & Esteban get together to chat about their recent trip to NetherRealm Studios, and all the stuff coming to Noclip in March. iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rssGoogle Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Soundcloud: https://soundcloud.com/noclippodcast Watch our docs: https://youtube.com/noclipvideo Sub our new podcast channel: https://www.youtube.com/channel/UCSHBlPhuCd1sDOdNANCwjrA Learn About Noclip: https://www.noclip.videoBecome a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyerFunded by 4,666 Patrons. --------------------------------------------------------------   - [Danny] Hello and welcome to Noclip, the podcast about the people who play and make video games. I'm your host Danny O'Dwyer and this week, man, if you thought we went real casual with some of these recent podcasts, you've never seen casual like this week's. I'm joined by Esteban Martinez, a producer for Noclip, he's don't a bunch of work for us, including making his own documentary near the end of last year, our Spooky doc, a great insight into the fighting game community. Esteban's up in Philly, how ya doin', my friend? - [Esteban] I'm so casual right now, I'm just laying out on this couch in my pajamas ready to podcast. - [Danny] Is that how you edit? Do you sit on a couch, is that why your back is broken? - [Esteban] Yeah, pretty much, I just lay down and you know those like cool like lazy boy sofas, that's me, that's just the image of me with a laptop and that's how I edit. - [Danny] How do you actually edit because I edit, I've always, I did the standing thing for awhile and then edits take so long and I sit in like, I have a really nice desk that does do the standing stuff but when I bought my chair I didn't buy a particularly ergonomically sound one, I just bought like a nice leather one. - [Esteban] Yeah, I've been to your studio, I remember that chair, that chair hurts. So for me at least, not to get too deep into it, but I did spend a lot of money on the chair and the desk 'cause you're here at it the whole time so I've got a nice desk that can go from standing to regular position real easy and then like, I bought one of those Herman Miller chairs, the Aeron chair. - [Danny] Oh, yes, la de da! - [Esteban] It is the best purchase I've ever made in my entire life. Everything is just so comfortable, you focus more, my back doesn't hurt anymore, 'cause I used to have one of those $20 office chairs from Staples and I was like, this thing's actually killing me. Like, you know, you read all the reports of like, sitting too long will shorten your lifespan. I actually felt my life force draining from my body as I was sitting on this chair. It's like, all right, you know what, things are good, I'm in a new apartment, let's just bite the bullet and buy this chair. And I bought it and, look, I know you've had a child recently and I'm sure that's wonderful and joyous, but this chair, nothing's better than this chair, my first born will not be as good as this Herman Miller chair. - [Danny] God dammit, I got chair envy now. - [Esteban] It's really good. - [Danny] It's wise, its an investment in yourself, it's an investment in future medical bills that you will not have to pay. So really you're just, you're really investing in yourself. Fair play, we got a bunch of stuff to talk about today. This podcast is not just the two of us yammering on about ergonomics. We're gonna just kind of, I don't know, I feel like I need to clean the slate on everything we've done over the past couple of like weeks, like six weeks 'cause so much happened, and what's happening in the next 'cause there's also a lot happening. Like, I'm in the eye of the storm I feel right now and I kinda just wanna talk about all of it. So first of all, let's talk about the thing that both of us did, which is we just returned from Chi town, sunny Illinois-- - [Esteban] It was anything but sunny. - [Danny] Jesus, it was like, yeah, what was it, it was one of those temperatures that like, in like European it was minus 12 I think, so I think it was like, what was it, 15 or 20 in Fahrenheit? - Yes. - It was bloody freezing. Like, when we were flying in it was just frozen lakes. Every lake was frozen. - [Esteban] I mean, not even just flying in, when you stepped off the plane it was like, oh no, I messed up, I'm in the wrong place. - [Danny] Yeah, I had my, I had like a big jacket but I had it stuffed in my camera bag, in the bag with the lights in it, just to basically keep the lights from getting rattled around in the plane so when I got off the plan I wasn't wearing anything warm and that little gangway was like fucking, I felt like going through the six layers of hell, well the opposite of hell, freezing hell, which apparently is Chicago. But we were there to talk to mister Ed Boon and his friends about Mortal Kombat 11. It was like a press event, influencer event, and I've been kind of askin' him about maybe doing something post release, just kind of getting into, nothing confirmed or anything, but just kinda like askin' around just to see and they said, well, we don't know but there's this influencer and media thing goin' on if you wanna come. And I think that was like five days earlier and I emailed you and were like, are you free on Monday? I think you had just gotten back from Japan. - [Esteban] Oh man. - [Danny] Yeah, so kind of it all came together last minute. We were in and out, one day. We turned up, went to a diner, talked to Ed Boon, back on a plane, back to our respective cities on the East Coast, but what did you think, I wanna ask you what you thought of the game, 'cause we don't really cover that so much in the thing 'cause we're not doing fuckin' impressions here on Noclip. - [Esteban] Yeah, I get to put my journalist hat on now. Here's your preview of Mortal Kombat 11. - [Danny] Well you're like the fighting game expert here in my social life as well, but I also wanna know if like, I don't really consider MK a fighting game, to me it's always just like a fun arcade game I buy every time it comes out. - [Esteban] You just offended so many people right now. - [Danny] It kicked Smash off Evo. - [Esteban] That's right, get outta here, it's Mortal Kombat time. The game is great from what I played and what we can talk about but, you know, I've been a fan of Mortal Kombat, especially going back to the arcades, I was a big arcade kid growing up in Brooklyn so I played a bunch of the Mortal Kombats but especially coming from 9, like 9 was kind of like the big rebirth of Mortal Kombat or like the renaissance of the games. So they had a good track record with like 9 and then X was very good and now 11 just looks to be continuing that streak of just really quality games, lotta good single player stuff, good graphics, controls well, and man have the upped the scale on like Fatalities. - [Danny] Yeah, they're pretty wild, I didn't really appreciate how nuts they were when I was watching the trailers because like, that type of grotesque cinematography you're kinda used to in trailers a bit but when you're actually doing the fights and it happens, like, I love those those X-Ray things that were in, was that X or 9? - They were in both - They were in both, okay. Yeah, but they, I really like that, I guess they have the Fatal Blow system which is, they're basically just like mini Fatalities that happen during the fight. And then they have the Fatalities which are just like so absurd, there was one that I wish I recorded. It's Scorpion pulls the head off one, you know, the classic one. And the face, the like disembodied head with the like, almost looks like a tail hanging out of the bottom of their neck was just, like I laughed it was so disgusting. Did you have any favorite ones that stood out to you? - [Esteban] I mean, it's the one that's going around so much now, it's the Johnny Cage one. Not only is it, if you haven't seen it's homage to I think his Mortal Kombat II fatality where like-- - [Danny] Yeah, you punch off multiple heads. - [Esteban] Yeah, he just uppercuts you multiple times and just multiple heads came out in the old school games, like it made no sense. So in this one he uppercuts you and you hear a director off screen like, cut, cut, 'cause you're head's supposed to come off I guess, and so it's just multiple takes like in a Hollywood production and it's a really cool idea of merging his background lore to also this silly fatality existed in these older games. There was that one and Kano's is just, it's very simple where he just headbutts you and your head just explodes on the third one, very simple, very bloody, but just funny, it just made me laugh. - [Danny] Yeah, there's something about the slow mo thing that they do in this game where when the last strike that makes the person dead, as if they're not already dead at the previous couple of strikes, it just slows down in this comically grotesque way and then the word Fatality pops up and everyone on screen, either the person who's dying or the person who's just murdered them has just like the weirdest, the worst freeze frame face. So it's every, it's just so ridiculous, I absolutely, yeah, I'm really into it, no wonder, it's perfect like 2019 social media fodder as well. Like everyone's just sharing gifs of this stuff all day. - [Esteban] Yeah, I mean it's going everywhere, even in the Designing a Fatality, our video you put up, the Baraka one of him where just like, you're dead, you're already dead, he's already cut you up, he's cut you're face off, everything dead. No, he's just gotta go in there, stick in, grab your brain, and he like bites it and eats it and that's the last frame you see. - [Danny] That's what kills you, it's not the removal of the brain from the head, it's when Baraka had it for lunch. - [Esteban] He's hungry man, you know, all that fighting burns a lot of calories, you know, you just make the best of both worlds, two birds with one stone. - [Danny] The Johnny Cage stuff reminded me of when people ask what should Duke Nukem be in 2019? There's something about the tone of these games that they, they're like weirdly self serious in terms of their lore but they're so in on how stupid the whole thing is. Like just how stupid like, they just made these characters in in the early '90s based on what was popular in movies and ninja movies, both western and eastern, like Ninja Squad and some of the stuff coming out of Japan and they'd invent nothing and they had to sort of shamble a story around it but now they have to shamble a story around with like people who do motion capture and like famous celebrities doing VO but it's the same troop of like nutter, like what the fuck is Baraka, he's just a troll or-- - [Esteban] He's a Tarkatan soldier or general, Danny, don't you know the lore? - [Danny] God dammit, it's amazing. Yeah, I'm looking forward to playing it, they seem to be cramming a bunch of different stuff into the single player as well. Which I guess is the problem every time they do it, it's just that most people just wanna pick up and play but I guess they're stickin' a bunch of stuff into the towers. I didn't get to experience that much, what was that like? I know we can't talk about the campaign stuff at all but what was the towers like? - [Esteban] So the towers are returning from, I believe in MK9 they kind of started working on that feature and then they brought it to X. But the towers are essentially, think of like the old school arcade mode where you play like one character and you make your way through a tower of opponents. But they've added a bunch of stuff in terms of like, you have consumables, so you can summon Shinnok's hands to do like an attack or call in a drone strike or something like that, or even call in an assist like a Marvel 2, Marvel 3 style of like, you know, Scorpion comes and he throws his chain and then that sets up a combo, so it's pretty wacky and the computer for some reason at the press event that computer opponent was set to an incredible high level of difficulty for some of them. They had one where you fought the entire Cage family one on one on one, it was like gauntlet and you had like one life essentially and you just had to beat four people. But for a press event I was like taken aback for like how high the computer was set. So they're definitely gonna be challenging and they're definitely gonna be a lot of fun for, that's a bus, gimme a second. Philadelphia. They're definitely gonna be challenging and they're definitely gonna be a lot of fun for single players but I think that's, I think if anything Mortal Kombat and NetherRealm have leaned into the single player, right. We think fighting games in terms of like, just always two people or you go online and you play ranked or what not. But they really know that not everybody can do that or not everybody wants to do that so let's give them a story mode, let's give them these towers, let's give them the Krypt. Like the Krypt last game was essentially like Skyrim, like it was crazy, it was like a first person, or more like Amnesia, it was a first person horror game. I couldn't play, I'm bad with horror games so I couldn't play the Krypt 'cause things will just jump scare you all the time so I never unlocked anything in Mortal Kombat X. But they do that, they lean into the single player and I think that's what really sets them apart, outside of the gameplay, outside of the graphics, what really sets NetherRealm apart lately is them leaning so hard into the single player aspect. - [Danny] Yeah I guess it's some learnings maybe they've brought over from their little flirtations with DC but I was even, I went back and played the arcade collection, which actually isn't on Steam anymore, but I found a key for it, I bought it through Amazon weirdly and it spat out a Steam key at me and then I guess I installed it and realized I think the reason they pulled it is that it's got all that Games for Windows Live shit embedded in it so you have to create a local profile and do all that to get to the main menu. But I played through a bunch of the first three of them again just to get a bit of gameplay capture and just have a bit of fun and yeah, it just reminded me of like, oh yeah, this is what fighting games used to be, and also this is what most fighting games are to me still. It's like way harder difficulty, especially the arcade ones 'cause they were the arcade ports. Way harder difficulty and then it's you against, you know, just a stream of people, it's like a rougelike. in a different way. - [Esteban] How long can you survive on this one quarter, that's all you got. - [Danny] Right, so yeah, it's funny how these games are just like, yeah, it's all about setting up the scenarios. Like even the different fighters, they just do such a good job of like setting up the scenario even with the quips that they talk about at the start, you know, like having Baraka and Johnny Cage shit talk each other before is, it's funny. Yeah, sure, and it makes you wanna like, I don't know, do all the different duos up against each other and stuff so I'm lookin' forward to it, there's a beta open near the end of this month I think. - [Esteban] There's an online stress test I believe next week, so the weekend of the 15th I believe. - [Danny] Excellent. - [Esteban] So they did it with Injustice 2 last go and it worked pretty well, it was a little rough with the stress test but that's why they do it and I remember hearing good things, or decent things about Injustice 2's online netcode. So hopefully that comes true for MK11 'cause I know a lot of people wanna play it. - [Danny] Yeah, all right, let's move on from the game I guess, before we get into everything else, what did you think about NetherRealm and the studio? It's in like a weird office park, right? - [Esteban] Yeah, I remember us getting there and we were very confused 'cause, I think the biggest thing that confused me is like you have NetherRealm on one side and then you have like a kinder gym or daycare center on the right, and like man, these two things don't go together at all but all right, cool. - [Danny] And there's like a big sign, it's not like NetherRealm studios is written in like, you know, Impact on a bulletin board with all the rest of them, it's a fucking, it's the biggest sign on the, you know, the list of businesses and it also just says like NetherRealm Studios written in the gnarliest font ever. - [Esteban] Yeah, it's not hiding, it's making you well aware that it's there. - [Danny] We got a nice tour of the office. It kind of reminded me of like a bunch of Japanese studios, just a lot of, what do you call them, cubicles, not much light, the folks there seemed pretty cool, a pretty nondescript canteen, might get very high in our top 10 canteen video. But the sound stage is pretty cool, they have a really large motion capture stage, it's in the Ed Boon video. But yeah, apart from that though, I guess there was that main area, right, you filmed a bunch of with the-- - [Esteban] Yeah, I think the main area was kind of like what took the cake for me at least where they just had, you know, it's like a little small museum of just NetherRealm's past, they had like, I think the coolest thing I saw there is they had the original, I don't wanna call them figures, but originally the statues they used to make Motaro, Goro, and Kintaro and stuff like that and I forget who was giving the tour, but they said like, hey, we have these encased 'cause if we even touch them once they'll basically disintegrate, that's how old these things are. And they had props from the movie, they had the Goro head from the movie and they had all the various toys. They don't have an Amiga copy of Mortal Kombat II, Danny was very happy about that. - [Danny] Well they might, they said had a DOS one but he did say they cycle them out. So maybe they do have one, I almost brought my copy of MK2 on Amiga 600 for Ed to sign. His office was like right there, and also you said you noticed, I didn't recognize what they were but they were like these long rectangular logos and you said they were the cabinet heads, right? - [Esteban] Oh yeah, so they had the marquees, like the marquee titles for like Mortal Kombat 1, II, and 3 right next to like the museum, or the foyer I guess and they just had 'em right there and I was like, oh that's really cool, they even took pieces of the cabinet. You know, they have their own arcade too which we didn't get to go in but I saw three stations of the Grid which is like so rare to find even one. I was like, man, if it wasn't for this press tour I'd be in that arcade right now. - [Danny] Yeah, that was pretty cool actually. There was a lot of people on that tour so it was kinda hard to actually see anything and I felt like there were other people there who were way more jazzed to be there who were like long time fans or something so I was kinda happy to hang back and hang out weirdly with a bunch of ex press people that I know from London and San Francisco so it was kind of like a weird meet and greet as well which was really cool to catch up with some folks. - [Esteban] Yeah, it felt like you came into NetherRealm, you signed whatever you needed to sign, and then you said hi to Danny, that seemed to be the course of events as people were coming through the door. - [Danny] That's 'cause we turned up early as well 'cause they were all staying at a hotel I guess, we paid our own way of course so we kind of walked 10 minutes in the snow, sorry about that again. - It's all right. - To get there. What have you been up to outside of Noclip stuff, 'cause there's a bunch of Noclip stuff I need to get into in a second and I'm conscious I'm just gonna be rambling so what've you actually been doing? How was Japan, you we're at Evo, right? - [Esteban] Oh man, you know, not to go too far behind the scenes, but like, you asked me what I've been up to and I actually had to take a minute and just be like, what have I been up to? 'Cause I feel like the couple of weeks have been a blur. - [Danny] You've been nonstop, man, yeah. - [Esteban] Yeah, the biggest thing has been Evo Japan. I went to Tokyo for a little bit to do some work and also to just hang out before things got busy and then I went over to Fukuoka, which is a place I've never been before but it was very cool and I got to go to Evo Japan and shoot some stuff there and that was pretty awesome, I'm still recovering from jet lag, it's getting better. - [Danny] Well you were there for a while, you were there for like over a week, right? - [Eseteban] I was there for like a week and half, two weeks. - [Danny] Yeah okay, that's gonna take awhile. - [Esteban] It has been taking awhile. - [Danny] Yeah, East Coast US is also like the worst, it's like 13 hour difference or something, right? - [Esteban] Yeah, it's like they're like a whole half a day ahead essentially. So, Evo Japan was pretty cool but for the most part I've been, we went to Chicago, we did the NetherRealm thing, I've also been kinda skipping around on other secret missions on my own, I'll be able to talk about those eventually. - [Danny] Oh, you're gonna do that, yeah? - [Esteban] Yeah, I gotta do that, I'm gonna big time you right now, I'm so sorry. But the biggest thing I've been doing outside of editing and shooting is just getting back to playing games. Which is something I haven't had the chance to really do until recently. - [Danny] Yeah, I've not over the past month so please tell me what the fuck I'm missing 'cause all I've been doing is playing like Astroneer and Hades for gameplay. Sorry System Era and Supergiant, not that I don't enjoy those games anyway but, you know, I don't know nothing about Resident Evil 2 and the only game of Apex Legends I've played was like the day it came out, so what have you been up to? - [Esteban] I think the biggest game I've been playing recently has been Resident Evil 2. - [Danny] Oh, cool. - [Esteban] I got the remake the day it came out before I left for Japan or what not. And I kind of, I ran through the first campaign with Leon and that game is incredible. Especially coming from somebody who didn't like, I know of the original and I played a little bit of the original but I never like beat it, I just watched all these speed runs, stuff like that. But to see how they took the concepts of the original and evolved them for this remake and not one to one either, like you don't go through the same hallways you did in the same order or even if you do the same events might not happen at the times you expect them. They did a really good job of keeping everything familiar but not one to one copying it and just kinda pushing it forward. Like, if you look at what Resident Evil 7 did Resident Evil 7 brought Resident Evil back but it also pushed it into like a new realm, like it learned from things like Amnesia or it learned from things like Soma, where Resident Evil 2, this remake, is taking all the lessons they've learned from that game and trying to make the ultimate Resident Evil, trying to make that Resident Evil that when people talk about Resident Evil they're trying to capture that essence and that feeling and put it into this game and think they did a really, really good job. It's hard too, there are some mean moments in this game. And I know everyone's posting clips of Mr. X, he's one of 'em, he's just one of 'em, but there's some mean stuff and some mean tricks they pull in this game but otherwise I had a really good time playing this, I'm gonna go back and do Claire next soon. - [Danny] Rad, yeah, I'm looking forward to, I got it and played maybe two hours, actually that might be generous, maybe closer to one hour, and yeah, I was kinda taken aback. I'm one of these people who, like I completed the first Resident Evil a bunch of times, like I've played through that one loads. Res E 2 was never really my jam so I only played the start of it. And yeah, I actually didn't realize until I guess the week it came out that it wasn't just an HD remake of Res E 2, because Res E 1 have been HD remaked like four times by the time this one came around so I was like, oh, they'll just do the same thing. But yeah, now actually I just want them to go back and do this to the first game. - [Esteban] Yeah, I know a lot of people have been talking about that, a lot of people have been talking about Resident Evil 3. Resident Evil 3 was like the first real Resident Evil I actually played all the way through. 'Cause I'm really bad, I mentioned before, I'm really bad with scary games, even like, Resident Evil's not horror scary, like jump scare every five seconds, but it's like that sense of it could happen, like something could attack me at this point. But Resident Evil 3 was the first time the series really leaned into action where you're constantly on the run and Jill's armed to the teeth really. So I played through that, so a lot of people have been talking about, well what if they did what they did with this remake to Resident Evil 3, they already got the thing that's chasing you all the time and they've got the police station so I kinda hope they do that with 3. It's probably too soon to do that with 4 but I love 4, but it could use a little streamlining too. It's on everything, pretty sure it'll be on my phone in like five seconds. - [Danny] It's so much bigger of a game though I feel like. Like, Resident Evil 2 is like one where it's so confined, like the design of it is, you know, I mean, eventually, but it's not like Nemesis or Veronica where now these larger scale sort of things where you go off into parts of the environment. So yeah, I wonder, would it have the same effect 'cause that's what's so cool about this is that it's like, they've made the world of that police station and the city just richer, it's not like it's, you know, they've just made it more detailed than the way that modern games can and with mechanics as well, like adding a bunch of different stuff so it's a bit more emergent than the first one was. 'Cause the first games are just like horror Sudoku really, you're just collecting one thing and going to another. What else have you been playing, aside from your remakes? - [Esteban] I've been playing a lot of Tekken, getting back into fighting games. I haven't played, while I was in Japan they updated the arcade version 'cause it's been back a couple of characters and stuff like that so I actually got to play in arcades again. Part of the reason I go to Japan so much outside of work is 'cause I just like playing in arcades and it's hard to play in arcades in the states 'cause they don't really exist anymore. So playing a lot of Tekken over there, getting better, getting my fundamentals back, becoming a competitor, I might compete, we'll see we'll see. And then Apex Legends, I think everyone's been playing Apex Legends. - [Danny] Yeah, people have just been asking me to make a documentary about it, that's all, over and over and over again. I think mostly because we were just at Respawn for the Half-Life thing, we interviewed Vince Zampella presumably while they were chipping away on that thing. Yeah, that's cool, like I said, I only played an hour or two the day it came out. Have you consistently been still playing? - [Esteban] I play at least for an hour every day. - [Danny] Oh man, really, god, everyone's playing this game. - [Esteban] And it's like the first, we've played PUBG and stuff like that and that was okay, I could at least call people out and be like, oh, we're getting shot from over there, by the way, I'm down. - [Danny] I played PUBG yesterday. - [Esteban] Oh, look at you. But this is like the first, I really like Titanfall 2, in fact I still, Apex Legends had made me buy Titanfall 2 on PC even though I own a PS4 copy and play that nonstop so I'm switching between the two all the time. - [Danny] It's real good. - [Esteban] The gunplay is so good, not even talking about the campaign or the multiplayer, just the core of the game itself, but the gunplay is like insane. And then when you take that and you move that to like a battle royale, and yeah, you lose some movement stuff, like you can't run across the walls or anything like that, you don't have a double jump, but the speed of the game is still pretty quick. I think my longest match in Apex is maybe 25 minutes. And that's like getting to the end, that's last two squads. - [Danny] Which I think in PUBG I wanna say that's closer to 40. - [Esteban] Yes, PUBG's a much longer game compared to Apex but in Apex you have so many more options for engaging and disengaging with all the character abilities and the ability to use the terrain to your advantage. So like, you carry momentum when you slide down terrain and you can use that to jump further or, you know, when you're running and healing or walking and healing you can't run but you can slide down so using terrain to, if you're losing a fight, oh we can disengage, I can create a smoke field or whatever, get outta there and we can come back and try to figure out a way. - [Danny] Ah, this is why I'm scared of getting back into it now 'cause now like, I still haven't figured out guns and you're all learning how to be fucking ninjas in this thing and it's just gonna be like week two of Gears of War when suddenly everyone's figured out the timing of that shotgun kill and you're just like a lamb to the slaughter. - [Esteban] It's not that hard, like I went away for two weeks to Japan after the game came out and that's all we were talking about. Outside of fighting games we were like, man, everyone's gonna be really good by the time we get back, this is really bad. But when I came back I got like two wins Like, it's not hard to adjust and especially, you know, you're a really good shot so there's some weapons that you can take advantage of that other people can't, like long range fights are kind of rare. I feel like this game is more mid range to close range so they just updated some of the guns so that might actually change. But if you've got the reflexes or if you're just a good shot you'll be fine and then balancing that with this pinging thing, like this pinging system is so good in this game. I have not talked to anybody, I play randomly. All my wins have been from random teams. - [Danny] They're adding it to Fortnite now. They're actually like literally adding the same. To me it's the pinging system from Portal 2 just in a different game. It's contextual stuff to use. - It's super contextual. Like it's contextual to the point where like if we're in a building and someone hits me through a window or something like that I can hit the H key and my, or whatever key I have it assigned to, and my character will be like, I'm being hit from somewhere with a sniper rifle. - [Danny] Yeah, I'm doing like a day off tomorrow. I decided to turn the $20 tier on Patreon into I'm just going to like play games all day and stream it. - [Esteban] Yeah, I think that's a really good choice. - [Danny] Yeah, just to take some time off more than anything else. To have some like work dedicated time off 'cause otherwise I'll just never do it and I'll keep editing and keep burning myself out all the time. So yeah, maybe tomorrow I'll give a go at that. Let's get into what's coming up on Noclip and what's already come up on Noclip 'cause it's been a crazy couple of weeks here. The second episode of our Hades documentary has gone up, that was a lot of fun to put together. Shout out to Jeremy Jayne over in Berkeley for putting that one together. The name of it has already escaped me, what is it, what did we call it, we called it episode two? The first one is called, How Supergiant Secretly Launched Hades, the second one's called, the Chaos of Patching Hades, that's right, so it's basically all about them adding the Chaos update and the one that came after that. We kind of split the difference over a couple of months. We're at work on the third one which will be up in about six weeks time, we have like a, five weeks time actually, we have a calendar we're sorta working with that we're gonna make public soon enough that'll show you what's coming out for the rest of the year. There's also a Patreon Q and A video we shot with them which will be going up, I think probably closer to the end of this month and then also we have the behind the scenes from episode two, the deleted scenes rather, sorry, which will be going up, it's already been edited, just going through clearance with them to make sure that we didn't show a screen we shouldn't have and then it'll be up at some stage next week. The Astroneer documentary's up as well, delighted to get that one done and dusted. Shout out to Joe Dorada over at System Era and Samantha Kalman, a friend of Noclip for putting me on that story I guess two years ago. That was a hard one to edit, it's probably one of the more difficult human stories we've covered on Noclip and it was kind of a sensitive topic so I'm kind of, as relieved as anything else that we didn't sort of drop the ball on that one. People seem to like it which is good. Have you had a chance to check that one out yet? - [Esteban] I have not, I downloaded it for my recent flight and then I lost my iPad on the plane so. - [Danny] No, you didn't! - [Esteban] I also cried for my human interest story. Yeah, I got it back though, I got it back. - [Danny] Oh, thank god. - [Esteban] But yeah, I wrote up a bunch of cool stuff and like cool project stuff, got off the plane, got in my Uber, realized I totally left it in the little, you know, where they keep the magazines at. - [Danny] Yeah, how'd you get it back? - [Esteban] So, not to get too nitty gritty, but American, they automated everything, like they're lost and found stuff so you just fill out a form online. You know, hey, this is what it looks like, this is where it is, this is where it was last seen. And they either hold it for you at the airport or they can ship it to you. I was luckily coming back to the same airport and they found it and they gave it to me. - [Danny] That's nuts. I had those Airpods, I held out on getting Airpods for like forever 'cause I just thought they were needlessly expensive and ridiculous and then when you have a kid and not having dangly things in front of their face sometimes when you're around and doing stuff, it's kinda handy just to have one in while a podcast is on. You know, while you're playing with them with the toys for like two hours. So, god, I'm a bad parent, so I got them, but I was in the airplane and I fell asleep with them in my ears and I woke up and both were out of my ears. - [Esteban] Oh no. - [Danny] Yeah, and it was when we were like deplaning so it was, I was like jumping up around. I eventually found both of them but I had an absolute heart attack. Well that Astroneer doc it's up, it's about 50, 45 minutes long I think. The Jeff Gerstmann podcast is coming next after this one. It'll be next week I guess, from when you're listening to this, if you listen to this when it was the week it went up. I did a vote basically on what people would like to see from our backlog of bits and bobs we've yet to finish and this was the far and away winner so getting that done at the moment. It'll be more of the story style podcast we started out with and it's a long one, about an hour and 20 I think is what it's gonna land on. A lot of trips coming up for the rest of this month, I'm off to South by Southwest but before I talk about mine you're also going, right? - Yes. - But now with Noclip. What are you doing? Can you say? - [Esteban] I'm trying to figure that out right now. - [Danny] Okay, you're doing something. - [Esteban] I'll be at South by Southwest helping out with a stream for a very large company, that's all I can say. Apple, IBM, there we go. - Sure, why not. - [Danny] Yeah, get those International Business Machines. Is that what that means, I don't know. - [Esteban] That's right, buy stocks now. - [Danny] I'm gonna be there doing a panel at South by Southwest Gaming called Noclip, Convincing Gamers to Love Developers, which is not Noclip, Convincing Gamers to Make Love to Developers, which was the original rejected title. It's part of the game and design development track. I went on their website and they said it was, level beginner, which-- - That doesn't make sense. - [Danny] They don't know what I'm gonna talk about, I could go up there and talk about fuckin', I don't know, object oriented programming, we'll see what they think then. - [Esteban] Hit 'em with the intricacies of god rays. - [Danny] Yeah, we'll go straight into LUTs, an hour on LUT talk. Yeah, I don't know, I have like three version of that talk in my head and I'm basically gonna do a show of hands and start to see if people are either developers or working in PR or are just game players, not just game players, but you know, just game players, and then I'm gonna do it from there. I've got a couple of meetings as well and there's a couple of other reasons I'm heading out there. And the other reason is that it piggybacks right onto GDC and this our biggest ever GDC. This is the Game Developers Conference in sunny San Francisco. We are all heading out, well Jeremy still lives there. I'm heading over, Esteban is coming too. Jeremy is currently resting up at home 'cause he broke his foot, kicked a chair while he was making food apparently. - [Esteban] Shoulda bought a Herman Miller. - [Danny] He shoulda, yeah. - [Esteban] You guys are making mistakes. - [Danny] You can kick that thing all day, it just takes it. - [Esteban] Oh, it'll break your leg, it's made out of steel. - [Danny] So he's resting up at the moment. So that's, that's not the only reason you're coming but it was definitely like, we had like a mounting amount of interviews and I was like, we really need to bring Esteban, we're not gonna be able to do all this just the two of us. And then we kept getting more and more and more and I was like, yeah, we're probably gonna do that and then he broke his foot and that day four more people confirmed and we were like, yeah. I like called you up I think and was like, can you definitely please come to GDC? - [Esteban] So I woke up that morning and the first thing I see is a Tweet saying from Jeremy where he's like, I broke my foot, dammit. And then I was like, I bet in 15 minutes I'm gonna get a text from Danny that says, hey, are you free for GDC, are you still free? And then like 10 minutes later you were like, hey, are you like free for GDC still? And I was like, yep, yes I am. - Amazing. We have a ridiculous calendar so this is, we did this two years ago and it was really fun and we got a bunch of these little mini interviews, we called 'em Noclip Sessions then. We're not gonna brand them this time, we're just gonna make a bunch of smaller vids, kind of like the Corey Barlog one or the Ed Boon one. Just like a little, I don't know, not super long ones but interesting little chats. I'm looking at my calendar right here, man, and I mean, they're all between 10 and four during the day, we've got the studio of Patreon booked for basically the entire week. Now we have everyone from like mid tier developers, some massive indies, folks from Japan, some big western devs, and a bunch of interesting indies that people have been asking us to talk to, folks to do a unionization and, it's a crazy murderers row of names, some of which people would be very familiar with and some of which people won't. If you're gonna be at GDC we're not gonna be around that much but we will be at the showing of our Half-Life documentary as part of the GDC Film Festival, which is on at 4:40 p.m. on I wanna say the Tuesday, I closed my calendar like a silly boy. That's gonna happen at Yerba Buena I think it's called, yeah it's on the Tuesday, that's the 19th of March. It's gonna be at the Yerba Buena, I think it's called film, cinema or whatever, I forget what it's called, it's just that little one that's right there in the park. And yeah, we'll be around before and after to hang out and talk and stuff. I think myself and Jeremy are gonna get up on stage afterwards and do a Q and A or something, so that should be fun. So we're not an official meet or anything, we just kinda can't, like I used to work in SoMa in San Francisco and getting a bar for 20 people will be impossible. I feel like if Noclip did a meet up at GDC we'd get like 100 people so I just can't do it. So we'll be at the, if you're at the premier or the showing, it's not a premier, you can literally watch, almost a million people have watched it on YouTube already. - [Esteban] I don't know if you know, Danny, but that video's been out for quite awhile. - [Danny] We did this last year too with Horizon and it was amazing, sadly they had to turn people away. So that might happen this year again. The weirdest part about this is that the film festival's sponsored by Valve, who did not talk to us for the documentary. - [Esteban] Oh man, I'm sure they love this. - [Danny] Yeah, so this is gonna be a little awkward. Yeah, so we'd love to see you there before and afterwards, before or afterwards, whatever works for you even if you can't go watch the movie we'd be happy to come up and say hey. If you're not going to GDC though we're doing something weird, we're doing something new on our Patreon. They have this special offers thing which I didn't really ever want to do because I feel like our tiers our fair and cool and what not but just considering how big we're going at GDC this year it would be helpful to get a little bit more cash in the kitty as it were, so what we're doing, if you want, is we're gonna add this thing called an event pass, very careful not to put GDC in the actual name of that 'cause I'm sure we wouldn't be allowed to do that. Although, GDC tickets are pretty expensive. How much did it say when you, like $2,500 or something? - [Esteban] It was like 25 to $2,800 and you sent me this link that was like hey, just sign up for this. And I saw it like, GDC has like a little checkout and I saw $2,800 and I was like, is he out of his damn mind? - [Danny] Yeah, we have press passes so he didn't, you literally-- - [Esteban] You go through another page and then it makes it like zero, like a coupon code but you gave me a heart attack at once point. - [Danny] You literally get a coupon code for like $2,500. - [Esteban] It's crazy! - [Danny] Yeah, like can I redeem this somewhere else maybe? - [Esteban] Yeah, can I buy a mortgage? Can I put a down payment somewhere else with this? - [Danny] Can I buy 10 of these chairs, or three, I don't know how much they cost. But yeah, we're gonna put that in the $10 tier. If you're already in the $10 tier or up you'll get all this already but if you're in the five, if you wanna jump up. Basically what we're gonna do is live check ins every day so we're in the studio from Monday to Friday and I'm also there Sunday and Saturday, we might do those days too but we're definitely gonna do Monday to Friday we're gonna do little live streams from the studio. I was thinking about doing them longer day but I don't know how good the internet is in the studio so I don't wanna commit to it but we're definitely gonna do these live check ins where we basically host a little live stream and let you know who we're interviewing that day, stuff like that, like kinda insider bits which we kind of wouldn't necessarily feel comfortable broadcasting to the entire wider world but it'll be fun to do for some of our Patrons. Yeah, and if you have any questions for those people or questions for us we'll all be there. So that's our, yeah, Noclip at GDC event pass, Noclip games development event pass, let's call it. - [Esteban] Early access Noclip GDC buzzword keyword search influencer pass. - [Danny] There'll be a post about it in the next few days anyway, yeah. - [Esteban] It's the battle pass for Noclip. You can start it for free and then pay $10 later and get all the costumes. - [Danny] I did think about doing loot boxes at one stage where we do like a real world loot box but it's always got something good in it but then I like ran the numbers on it and was like, no one would ever pay money, the amount of money it would take to make everything be really really rad no one should ever have to pay blind. I think loot boxes are inherently evil so even with all good intentions I couldn't figure out a way of doing it. It's a bit of a shame. Yeah, so you'll be there too. You've been to San Francisco but not to GDC, is that right? - [Esteban] I've been to San Fransicso but I've never been to GDC, I've always wanted to go to GDC, I love the talks that they have there and it just seems like a cool place to be. - [Danny] Yeah, it's super cool. I'm not sure how much time we'll have to actually go to the Moscone Center, what I'm trying to do is make it so on the Friday at least we've got a bit of time so we can run in for awhile. But also we can so stuff in shifts, like I'm sure we won't need all three of us all the time over at Patreon but it's gonna be a lot, man, we're gonna come out of that thing with like 20 interviews and then we have to figure out how to cut them and who's cutting them and which ones are coming out and what not so a lot of stuff comin' to Noclip. And that's a podcast, basically. Just wanted to give an update to what we're doin'. That Jeff Gerstmann one will be up next, you know, you've heard all the stuff that's coming depending on whatever tiers you're in. Esteban, where can people follow you and watch you play video games? - [Esteban] So I, you can follow me on Twitter at Twitter.com/TheBesteban, that's where all my stuff is at. I'm also getting the habit of streaming at least once a week, nothing like crazy like Ninja like every day but trying to stream at least once a week. - [Danny] He's hanging out with Neymar at soccer games now, he doesn't have time to stream. - [Esteban] Yeah, come on. But I'm here to take his spot now, dyed my hair red and everything. So you can follow me at Twitch.tv/TheBesteban 'cause branding and I'll be up there, you know, it's casual, once a week we just play games. Right now I'm downloading Devil May Cry 5 actually as we're speaking. - Oh sweet! - [Esteban] As soon as that thing hits midnight. - Is that out tomorrow? - Tomorrow, yeah. So I'm probably gonna actually play couple hours tomorrow, get into that game, 'cause I love Devil May Cry, so that's it for me. - [Danny] I like those Nigerian movies, the trailers for the-- - Yeah, they're cannon now. It's crazy, I can't believe Capcom made them cannon. - [Danny] I mean, they fuckin' might as well be. Like, they make as much sense as the official lore as far as I'm concerned so. - [Esteban] Oh man, now the Devil May Cry Reddit is on fire, way to go, Danny. - [Danny] All our Patrons who love DMC are out. I did really like that Ninja Theory one though, that was quite fun. - Oh no, what have you done. - [Danny] @Dannyodwyer on Twitter, @noclipvideo if you don't follow us there. You know the drill, we're all over the internet, r/noclip on Reddit, we got a Patreon in case you didn't know. This podcast is on Spotify, Stitcher, Google Play, loads more, and we have a YouTube channel, Youtube.com/Noclippodcast. We also make video game documentaries at Youtube.com/noclipvideo if you didn't know that. Patrons get all that stuff for the show early, this show early, sorry, for five bucks a month. Thank you to all of those folks for supporting our work, see you next time, Jeff Gerstmann will be up and then we'll probably do a post GDC wrap up as well but we also have a bunch of developer interviews coming over the next couple of weeks as well so stay tuned. Thanks, Esteban for hanging out. - Thanks for having me. - No worries, and we'll see the rest of you next time.

Noclip
#07 - Lucas Pope

Noclip

Play Episode Listen Later Feb 11, 2019 74:40


This week we're diving deep into game creation as Danny sits down to talk about design with Lucas Pope, the creator of Papers Please and Return of the Obra Dinn. iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rssGoogle Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Soundcloud: https://soundcloud.com/noclippodcast Watch our docs: https://youtube.com/noclipvideo Sub our new podcast channel: https://www.youtube.com/channel/UCSHBlPhuCd1sDOdNANCwjrA Learn About Noclip: https://www.noclip.videoBecome a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyerFunded by 4,756 Patrons. -------------------------------------------------------------- - [Danny] Hello and welcome to Noclip, the podcast about people who play and make video games. Our guest this week is an independent developer responsible for 2013's political passport checker, Papers Please, and the recently released seafaring dither punk solve-'em-up Return of the Obra Dinn. Today he lives on the island nation of Japan which makes me even more grateful for his time today as it's currently 9:00 a.m. here in Maryland, which makes it around 11:00 p.m. in Tokyo. But if the conversation flows we should hopefully get him in bed before midnight. I'm delighted to be joined by Lucas Pope. Lucas, thank you so much for making the time today. - [Lucas] Yeah, thanks Danny, I'm happy to be here. - [Danny] Do you feel like you have sort of a less busy schedule these days? I mean, you finished up on Obra Dinn and then I'm guessing you then spent a lot of time sort of fixing bugs and what not, has it eased off a bit now? - [Lucas] Yeah, definitely, it was exactly that basically, where I released the game and spent a long time fixing stuff that was broken, more or less. And then that's cooled off a lot now. I mean, the work stuff has cooled off but I was sort of holding off so many other things in my life with family stuff and everything else that once even that work stuff was done, there was a huge stack of things I needed to take care of after that so most of that also was sort of out of the way so now I'm finally able to kinda cool down a little bit and take it easy. - [Danny] Now you're able to do your podcast backlog for the previous four and half years. - [Lucas] More or less yes, actually exactly that. - [Danny] How's the game backlog looking? Did you get much time to play stuff over the development of it or? It sounds like it's a lot of work making these games, especially on your own, so do you sort of like disconnect from mainstream game releases for awhile? - [Lucas] A little bit, yeah. On the things that I would normally play, yes. I was still playing things like Mario games with my kids and Switch games and stuff like that but on the stuff that I should be checking on, most of that, yeah, was just stuck in a pile somewhere and I'm kind of going through that now very slowly. - [Danny] Awesome, let's go back in time just a little bit before we sort of dive into the design of the two games that most people will know you from. I feel like if there was a Venn diagram of people we talk to on Noclip, the biggest one sort of section would be folks who worked on Quake mods and you apparently fall into that department as well. - [Lucas] Yeah, represent. - [Danny] Was that your first sort of foray into design, what did you work on? - [Lucas] I wouldn't say that, it was my first foray into 3D design and also where you could put a tiny bit of effort in and then see it in 3D was just mind blowing. So I had done like small sort of C64 games or HyperCard games or basic type in kinda things before that but Quake was the one where you could just open up a texture in an editor and draw a few things and then you could play it in the game in 3D. It was like the kinda stuff you would dream about with SJI work station kinda things or when you see N64 and just blown away by the fact that it's 3D, Quake was where you could edit that stuff in 3D which was just kind of a revelation for me and a big change from what I was doing before, which was just kinda 2D simpler expected things in '96 or whatever, by that time most of the other kinds of games were pretty mature 2D stuff so Quake was yeah, kinda mind blowing. And again, it wasn't just the texture stuff, it was everything, you could make models, you could do animation, you could write code, it had this really nice Quake C system. So it was just really the perfect thing for me at that moment in time, just to be able to do that kind of stuff easily and then get it right into the game and actually play it. - [Danny] What was the aspect of it that appealed to you back then because, you know, you seem to be the type of person who enjoys many facets of this type of work, was there an aspect of it that spoke to you in particular back then, was it programming or was it, did you just like, I don't know, making something that actually sort of existed as quickly as possible in that process. - [Lucas] Yeah, probably that last one. I started doing textures which was the easiest thing, you could just take one of the textures and there were tools right away that would convert to the, you know, some PNG or BMB that you could edit and then it would convert back to the Quake format. So that's what I started doing. I guess at that time I fancied myself an artist, although it really wasn't very good. You could be not that great and it'd still look okay 'cause it was transforming so much to put in 3D. So I started with textures and I was at the time actually studying compute science so it was kind of a natural slide right into the Quake C stuff and programming some of the logic when maybe our programmer had too much stuff to do or something on a couple of the mods we were working on and I decided to just like slip in and write some system or fuck around with the code a little bit. And once I was kinda in that position of being comfortable doing art and then programming I, I mean, I kinda realized this before that time but it was I was very comfortable, basically, doing lots of different stuff and sort of not killing myself on any one thing. Kind of trying to decide where I should spend my energy and what would be important in this case, would it be better looking or better behavior or better sounding, I kinda like that engineering challenge of allocating resources and it worked out for me because, not that I could all those things very well but I was at least interested in doing all those different disciplines when making a game. - [Danny] Right, and I can sort of appreciate how you ended up then working as an independent developer. What I'm kinda interested in then is what was it like working at Naughty Dog where I imagine you were probably pigeon holed into a specific type of work, right? - [Lucas] Sort of, Naughty Dog was really nice because when I started there I was the GUI tools guy, which means making the graphical tool for the designers to use or the artists to use or things like that, and that was not a popular position. - [Danny] Right. - [Lucas] So, maybe I was pigeon holed but my hole was huge and on the other side of that was a huge space for me to play around in 'cause nobody else was directing me at all basically. I could decide, okay, the designers need this kinda tool and I'm gonna make and then they're happy with it, great, they need these features, I'll do those too, that sorta thing. So for me Naughty Dog was very liberating because I had all that space and no one else was really telling me what to do, but at the same time I was working alongside just brilliant programmers and amazing artists and it's kind of a dream position basically because I needed to integrate really well but kinda on my own terms and it just worked out perfectly for me 'cause I could make these tools and then the designers and the artists could use them and I could see the final result and when you have that caliber of artist or that caliber of designer they could use anything and it'll look good so, you know, maybe it wasn't even my tools that were any good but at least I got the satisfaction of seeing the awesome stuff they were making with my tools, so it was perfect. - [Danny] When we talk to independent developers, sort of these days you're getting a lot more, I feel like graduates who are jumping straight into it but of a certain generation. Like for instance, I was just over with System Era in Seattle, they're working on Astroneer which is coming out this week, and a lot of that crew are ex-343 people. Do you think that having that sort of triple A experience is kind of like, was very important to your professional development or was it the type of thing that just, you know, even if you were learning independently you feel like you would've got to where you are now? - [Lucas] That's a good question, I think, I wouldn't generalize and say triple A but I would say specifically Naughty Dog taught me a lot about production and about kind of seeing what's important in your game as you're making it and using that to triage and to cut things and to really focus on what you have decided is important about your game, that was all critical. I think there's a slight danger in working in triple A, the quality of things that the artists and designers and sound guys and everybody and the programmers create is super super high and just the sort of production style in general is that you have very skilled people and you can give them difficult tasks and they will do a great job. And that, in my opinion, does not scale down to smaller studios, you kind of have to cut more corners, you have to rely more on your tools and your pipeline and you have to make more concessions to just produce the same amount of stuff and that's kind of, I mean, a snapshot of what I do is I try not to compete in that way. I consciously say, there's no way I can match the art skill of a Naughty Dog or a triple A studio so I'm gonna try to kinda leap, not leap frog, but I'm gonna just gonna go a completely different way and not compete on those same terms at all. So part of the challenge of making a game for me is finding that way to not compete and to make sure that the things that I create are not gonna be compared one for one against what a bigger, more resourceful studio can do. So I wouldn't say like working at Naughty Dog taught me that I can just do anything with the art, like the artists can make the most amazing things and the game is gonna be awesome for it. It was more about just the style of production that they had there taught me a lot about focus and real kind of, think about what the final result is gonna be, don't think about the components that make it up as much. I mean, the components are important but one problem I used to have as an engineer is that I would want the code to be perfect, I wanted the systems that I was designing to be elegant and to, if an engineer looked at them I wanted them to think, yeah man, that's pretty good code he's got there. But what I learned at Naughty Dog was none of that matters, what matters is what happens when the player puts the controller in their hand. And a lot of the times those two things are connected but a lot of times they're not and it's a difficult lesson to learn if you're strictly an engineer all the time, to sort of back off on your number one OCD skill. - [Danny] Right. - [Lucas] Actually, what's more important is that, even if this is kind of shitty code here, it works pretty much, I can predict how it works and I know that the end result will sorta be like this and that feels really good to the player so that was a good lesson too. - [Danny] Right, yeah, we'll get into the sort of, the economy of independent development in a second 'cause I'm very interested in talking to you about that, especially somebody who sort of works from home, myself as well. But first of all I guess, that initial leap to go your own way, to leave the collaborative workspace of Naughty Dog, where did that come from? - [Lucas] Well, it started before Naughty Dog actually because in college I was working on Quake mods with a couple of friends, international friends, we decided to start a company in Virginia, not far from you actually. - [Danny] Yeah, was it Richmond where you grew up, in that area? - Yeah, yeah, in Richmond. - Yeah, cool - [Lucas] We decided to start a company together and we were small, you know, four or five guys, and we were workin' on weird games, different games that we thought could sell. So that didn't work out in the end and I ended up going to LA to get real work where somebody could just pay me but in the back of my mind, even working at Naughty Dog or working in serious games, I had always kinda felt not out of place, but man I really wish I could be working on my own stuff. And when it came time for Uncharted 3 I basically thought, well, I have a bunch of ideas that I want to do, small games, experimental stuff that I can do by myself or with my wife, who's also a game programmer so I'm just gonna try to do that now instead of staying around for the next sequel or whatever, I'm gonna try to do that instead. So it wasn't so much that I was rejecting anything about Naughty Dog, it was just I was kind of pining for the old times when I had less responsibility but also not a small piece of a big picture but kind of the only piece of a very small picture. - [Danny] At that stage was there projects that you had sort of on the horizon, like on your mind's horizon that you wanted to do or is it more a case of just having that sort of process where you could, you know, set your own destination and work on things the way you wanted to? - [Lucas] Well at Naughty Dog on Uncharted 1 and Uncharted 2 was pretty crazy, it was a lot of work so I didn't have a lot of time to think about other stuff. I was totally occupied with those games while I was working on them but there was a time when we had shipped, I don't remember the date exactly, but there was a time when I had some free time, basically we had just shipped something or we were about to ship something, some big milestone had finished, and I wrote a game called Mightier with my wife and it was experimental kind of puzzle platformer game. That was a lot of fun and just working on that was kind of the culmination of an idea I had been thinking about for awhile and we made it and it was a lot of fun and we got nominated for the IGF and that kind of put a little seed, you know, planted a little seed that maybe I should start thinking about these sorts of games more. And that's kinda just what happened over the next year or whatever when I was still working at Naughty Dog, thinking, you know, I gotta couple ideas here and there but actually none of that was a reason to leave, it was more just that Uncharted 2 had shipped and if I'm gonna leave now is really the best time. I don't wanna start working on a new project and leave in the middle of that, if there's gonna be a sever it's gonna be now so. We hadn't really figured out what we're gonna do when we left our jobs until we left, we left and we kinda just played around with a bunch of ideas and then came up with Helsing's Fire. It wasn't, you know, oh man, I really wanna make a Helsing's Fire, I gotta leave Naughty Dog to do it, it was more, okay now what are we gonna do with it, we've left and we decided to try this independent games thing, let's try this, a couple different ideas, and okay let's do this one sort of thing. - [Danny] It's been fun diving back into your design history, especially on your website, you have a bunch of games on there, sort of Flash games that people can go play right now. And it's been fun I guess backwards charting maybe some design influence that came from those early projects too, but the game that most people sort of know you from, even now perhaps, is Papers Please, which is interesting because it's a game that's sort of the elevator pitch for, not necessarily something maybe that you'd imagine people would get very excited about but obviously, as game playing experience, it's incredibly compelling. What do you think it is about Papers Please that actually sort of cemented its place within the gaming zeitgeist when it came out in 2013? - [Lucas] Good question, if I knew I could sell it in a packet. I mean, I think, you know, if you ask me I would say it's very different from the other games that are available so if you in the off chance want a game about checking passports you gotta come to me, basically and that was kinda my theory about me making games alone is my only chance is really to make something you can't get somewhere else easily. So Papers Please was kind of that and it was, I didn't have visions of grandeur with that game, I was sort of making the game that I would wanna play as a kind of analytical kind of OCD-ish kind of details oriented person. And I tried to capture good gameplay and weave it with a narrative just kind of, you know, as I would want to be in a game I play so I didn't kind of think, I'm aiming for a zeitgeist here, I was thinking, okay, I need to make something different and these mechanics I have work pretty well for this kind of story and if I can put them together in an interesting way then I would like the way it turned out in the end and yeah, it's a little bit of luck I think as well. The timing kind of worked out with the explosion of streaming games or YouTube let's plays and sort of things where Papers Please I think works pretty well in that format because you can role play as the inspector and, you know, somebody who's playing that game can be funny and can be fun to watch when they play it and I think that lined up pretty well with just the timing of when I released the game, which is pure luck, you know, that's not something I had planned. Marketing wise I didn't do anything for that game that you would actually consider marketing so, you know, there wasn't a whole lot of clever planning on my part for that, I was really just trying to make a game that I thought I would enjoy and everything else sort of, you know, fell into place. - [Danny] You say that that wasn't a lot of sort of marketing done around it, but it did have a very strong trailer, like I still remember the music, you know, maybe it's just 'cause I'm a video guy or whatever but I remember it was very well cut to the music and compelling, did you work on that as well yourself? - [Lucas] Yeah, I made that too. So, one of the things about picking game ideas for me, when I sit down I collect, as I'm doing anything I'm always thinking, okay, that might make a cool game, and I'll just write down a quick note about it. And I sort of collect those over time and then the ones that stick in my mind the most I sort of focus on those more. So something like Papers Please or even Obra Dinn, when I'm even thinking about the idea I'm thinking, how could I express this in a trailer? If it can't imagine right now a cool trailer for this then it's probably not worth pursuing. And it's kind of part of the decision I think about making games is at the very beginning like that. So it's not the idea that I like this other game and I wanna make a game like that, only better, it's that I wanna make this game and I can sort of see all the way through how it's gonna be, how I can market it, in air quotes, or how I can talk about it or how I can think about it for, you know, a year or four and half years or whatever it will take to get it done. So the initial idea is very important to me. So something like Papers Please where it's a game about checking passports, I can already kind of imagine that it, you can have a trailer just showing the guy denying passports the whole time and it can be interesting, basically. - [Danny] Last week had Marijam Didzgalvyte on who works for Game Workers Unite and we were talking about politics and games and political games and we talked about Papers Please 'cause it was actually something she wrote an article about years ago. Sort of, she's Lithuanian and she was quite critical of it because she felt like wasn't political in the way that she was maybe expecting. Were you trying to make a political game or were you literally trying to make a game about checking passports and the sort of, the wider theme that's very well presented in the game sort of came from that, like what was the impetus of this? Was it meant to be political or was it something that you were just compelled with that sort of, you know, that OCD nature of checking passports at border sections? - [Lucas] Yeah, I never set out to make a political game and I think for me personally, I couldn't start with the message and then make a good game out of it. If you gave me an assignment and said make a game that projects this message I probably couldn't do it very well. It was really the core mechanics that I had that I felt, first I can make a fun game out of it, for me, I can make it where you're just checking, you're correlating information, that could be fun, the mechanics of that could be fun. And then I started working on the narrative and I wanted that kind of complexity of that lack of clarity 'cause a lot of politics is about lack of clarity in my opinion so I wanted to express sort of how, not both sides are equal but both sides believe in their cause fairly strongly and it's hard to present that in a movie or a book but when you have an interactive medium like games it becomes a lot more possible to put the player in the position where suddenly it's not so clear cut what they would do in the situation. And it wasn't until I had the mechanics and some idea about the narrative that that became important to me to express that. And I didn't wanna make it very clearly for one side or the other because, I don't know, to me the game is a lot more powerful when the player's kinda stuck in the middle there and they're not, they don't have enough information really to even decide who are the good guys and who are the really bad guys so to me that's like life, you don't ever really know the whole story of anything and you still have to make decisions, you still have to live and work that way. So, yeah, I did not start out with a message and an idea that I wanted to teach the player something, it was more, with the tools I had I recognized there was an interesting way to construct an interactive narrative here that the player could enjoy. - [Danny] And then obviously the game went onto great critical and commercial success as well, and I believe the only other time we've ever talked actually was I believe you received, was it the Seumas McNally Grand Prize at the IGF that year? - [Lucas] Yeah. - [Danny] Gamespot had me backstage interviewing everyone coming off and we talked for probably about 30 seconds but obviously you know, then you know, you were well known within the industry and within the independent industry but then you became sort of infamous within the wider game player community. So what was it like then trying to make a second game? Because suddenly, you know, you've got a lot of eyes on you and there have been many creators who have created a game that has been very successful and then the pressures of having that follow up prove to be too much, how did you sort of deal with it and how did the concept for Obra Dinn sort of come out of that? - [Lucas] That whole follow up thing, sophomore effort, you know, it's not my sophomore game, I've made a lot of games so there wasn't as much pressure in that sense, the can I even do it, or can I even make a game, that was fine, there was a lot of pressure of about how to follow up with Papers Please. I spent a couple years worrying about that, and that's, you know, one of the reasons why Obra Dinn took so long, it took me a long time to get tired of worrying about that, more or less, which is what happened. You know, I stressed out about it for two or three years and then finally said, I just gotta finish this game. Not, fuck it, but very close to, fuck it, I gotta finish this game, more like, damn it, I've gotta finish this game. - [Danny] You got kids, you know, you gotta be careful. - [Lucas] Yeah well, that's a good point, I got kids and they're growing in front of my eyes and if I don't just finish this game then I can't sort of focus on them again. I wanted to put the game away and focus on the kids more so that was a good incentive. And that's enough, you know, having kids was actually really important for me because even if Obra Dinn sucked and was a huge failure my kids don't care, they don't even know about any of that stuff and so that support was always there, whether Obra Dinn was good or not, so that helped a lot and that took a couple years to even see because of just kind of Papers Please was a whirlwind for me and it wasn't until things cooled off and I'd been working on Obra Dinn for a long time that I realized that like, even if it sucks I'm just gonna finish it and release it. But the other thing is kind of the way I make games is I try to get a lot of pieces together that I think will make a good game without actually knowing exactly how the game is gonna turn out in the end and changing things along the way, maybe the way I envisioned the game originally is not how it ends up but what I envisioned was made of these parts and then I just reshuffled them along the way and added a few things and took away a few things and then I released the game. And Papers Please was like that, and Obra Dinn was like that too. So from very early I had pretty good confidence in the pieces I had for Obra Dinn. I wasn't confident that I could actually make a good game out of it but I thought the individual pieces, there's probably a good game here, maybe I can't find it but I feel like these elements could come together and could make a good game so it's worth working on the elements sort of independently without seeing exactly how they're gonna work together, just having kind of a little bit of faith that they're gonna go together okay. And that pulled me through, you know, a couple down periods over the years as well. - [Danny] I've read before about how Papers Please sort of came from, you know, your travels and going to border guards and having that experience and, you know, that the idea sort of springs from that. How about the Return of the Obra Dinn, where did you come up with the sort of overall concept? There's one game actually that's on your website dukope.com, the Sea Has No Claim which I've really enjoyed playing, which has some sort of both graphical and sort of thematic connections to Obra Dinn, is there any connective tissue there or where did the idea for Obra Dinn sort of stem from originally? - [Lucas] I mean, the project itself started with, I wanna make a one bit 3D game. So I didn't have the idea of the ship or anything, the murder mystery, the watch, the flashbacks, none of that, it was really, let me sit down and try to make a one bit 3D game. And once I started doing that I had a couple different ideas I could do with it, one of them was set in Egypt, one of them would be on a ship, one of them was somewhere else, a power plant, and just sort of thinking about having to do everything I thought, well the easiest thing is gonna be a ship 'cause it's a contained space so I kinda just decided, okay, it's gonna be a ship and then I started researching. And at the same time I was getting my chops down with Maya again, I'd used Maya a long time ago but I hadn't done a lot of 3D stuff recently so a lot of learning was happening on the tool side which meant less focus on what am I actually gonna do with this so by the time I realized the ship was gonna be a huge pain in the ass and a ton of work it was too late, I was already committed to it. So that kinda gave me the ship idea, and you're right that there's kind of vapors of Obra Dinn in my other games, there's another game called Six Degrees of Sabotage which is kind of where you're recognizing connections between groups of people, which also is thematically similar to Obra Dinn. I thought about this a little bit when I was giving, somebody asked me for some advice about their game and my advice kinda boiled down to add a lot more people to your game and so when that happened I realized that the way I think about narratives I guess and gameplay really falls back on just having lots of people, something about having a lot of people and characters and interactions, to me is mechanically provides a lot of opportunity and also gives me kinda motivation for building an interesting narrative. So Obra Dinn is just a ton of people, and like I said, I didn't know exactly how they were all gonna fit together but I kinda felt, if you gave me 60 people there's gotta be something I can do with that, there's gotta be some way I can put this together. It's kind of like establishing the problem space and then recognizing not the solution, but that okay, I seen the shape of that problem before and it looks really interesting, I wanna try to solve that. - [Danny] When you look back at that, you know, the manifest of all those names, those 60 people, is there any ones that stand out to you, that became like little favorites of yours? - [Lucas] Well, an interesting element of the game is that I did not attach the names to those characters until kind of late. I modeled them randomly, I just created a bunch of random characters, dressed them randomly as well and then named them randomly at the end, or near the end at least. But what I tried to do is I tried to make a lot of people kind of human, so not black or white or not clearly evil or clearly good, maybe there's one or two fully evil guys there but you know, they have motivations that maybe could be justified in some way. So one thing that surprised me is that when I created the characters and I kind of assigned their stories and wrote all the scripts and things like that, I was thinking very mechanically at the low level, so I need to sprinkle enough clues around that the player can figure out who they are, and also at the high level of what do these characters mean to each other and how are they interacting and who generally is on this side or on that side. And I wanted to show that on these ships that it's, first off, they're very dangerous, people die all the time, and so your survival depends on, to some extent, getting along with people. And you know, you spend a very long time in a very small space with these people and it just by the nature of it, you have to get along. If you don't get along then someone gets hurt or someone dies or they get off at the next stop or something like that so I wanted to express that in the game, I'd read a lot of literature about these ships before designing the story and the characters and things, and some of the characters, when the player meets them initially they look like bad guys and I wanted to sort of set that up where your first impression is that this guy is a murdering asshole but as you see them more and more you realize that they're human and they have friends who were killed or they were put in these difficult situations that sort of flipped the switch in them or just made them worry more about their survival than everyone else's survival or things like that so one of the good examples of that is this guy Brennan, Henry Brennan, who when you first meet him seems basically just like a tough guy who's bloodthirsty and wants to kill people but if you think about in the context of a ship and what people's duties are, he's not doing half bad, you know, maybe he's a little bit aggressive but you kinda need somebody like that on a ship or you need people to do that sort of thing in these situations when there's, I can't say these kinds of disasters 'cause it's pretty fantastic, but when there's that kind of trial, you know, these guys are not necessarily bad guys, they're just the ones who have a clear vision of what to do and if some people get hurt in the acts then kind of that's something they also calculated. So Brennan was one of those guys and what surprised me actually is my wife was the first person to play the game all the way through and the whole game didn't come together until maybe two months before release, to be actually be able to play from beginning to end. And she really liked Brennan which was kind of an indication that the kind of set up that I was going for worked because he, yeah, he's pretty, he kills a lot of people, basically. - [Danny] His face kind of keeps appearing. - [Lucas] Yeah, he's a pretty aggressive dude but he has qualities enough that my wife was, liked him, basically. - [Danny] That's awesome, yeah. You know, I encourage anyone who's played the game to Google Henry Brennan and once the face pops up you'll know exactly who we're talking about. One of the things that stood out to me as well as an Irish person who, you know, I lived in London for a number of years too, was the voice cast for this game was tremendous. And, you know, even outside of that I felt like I sort of had an unfair advantage in that, you know, accents were very cleverly delivered. There was one actual accent that was from the north of Ireland that I thought, oh, that must be somebody from Ireland, there's a character called Patrick O'Hagan in the game, I actually went to school with somebody called Patrick O'Hagan so, can you talk about the, I guess, the work in getting all of those voices? How much did you know about different voices in the British Isles and Europe I guess as well, and also abroad, there's quite a complex number of languages being used as well. How much work went into that and did it come easily to you or was it the type of thing that took a lot more work than you were expecting? - [Lucas] That's a good question, actually it's one of my favorite questions about Obra Dinn and it's good to talk to you about it 'cause you know these accents. I do not know any of these accents but I knew that they were important and one of things I like about making games is to pick something like that that is normally not important and make it important. So, normally when you hire a voice actor they can do lots of different accents and it would've been very easy for me to hire a few Americans to do all those accents and just call it a day, but I knew that, first off, I would be torn up in the UK because they would know they were all bad. - [Danny] Absolutely. - [Lucas] I personally have heard people, foreigners do bad southern US accents so I know that feeling when it's wrong and I didn't want anybody to have that feeling but I had made this sort of critical importance on the accents. And it's the same thing with the audio in the game, I wanted to make a game where, it's not just that I wanted a game with great audio, I wanted a game where the quality of the audio was actually critical to the, I mean, it's kind of making it hard for me but the quality of the audio is important to the actual mechanics of the game. So in this case the accents of the characters was important to the mechanics of the game. So I basically had to just find native voice actors for every case and because I don't know those accents myself I have friends who were there at least who could help me decide if they're, you know, if it's not somebody, if it's somebody doing a Welsh accent for instance, it's actually kinda tricky to find good Welsh actors easily. One of the things I didn't do was I didn't hire a casting agent to go out and do this for me, I basically just went to Voices.com or Voice123.com and talked with their casting people and they would do it but all of those actors there kinda skew for a certain region so some roles were hard to cast and like I said earlier, a lot of different people can do a lot of different accents so it's not that when you say you have an Irish character you may get lots of people who are not Irish auditioning for that. And in some cases I would use those guys if I could play that there audition for a native speaker and they could tell me, that dude sounds Irish, then okay, he's good. What was most important to me was the performance. If their performance sounded convincing I wanted to hire them for the role. Then I would send it to somebody who could recognize that accent and they would say it's good or it's bad. Hopefully they would say it's good and I could use that performance and that actor. Sometimes they would say it's bad and I would say, well, okay, I'm sorry, I have to find somebody else. In one case, it was bad, or it was not the accent that I wanted for the region that I wanted but the performance was so good that I changed the character to be a different region, basically. So he was supposed to be Welsh but he had a straight up English accent, RP maybe, and so I decided this guy is, for the purpose of this character, I need the performance to be very good and his performance was excellent so it's more important to get that than it is that his location is correct so I changed his location in the game. - [Danny] Yeah, and I guess then sort of how that reacts to the mechanics of the game in that, you know, I felt like I had an unfair advantage 'cause I could pick out a Welsh accent and a Scottish accent as opposed to say, a north English accent. But then also, there's a lot of sort of classism going on on a ship, right, so you have second mates and the captain and all them, you know, and the bosun sort of had a, they're a certain strata of English society, well I guess in the case of the bosun he's Austrian, but you know, you're talking sort of well to do private educated English people but then you also have like you know, all of the midshipmen who were from sort of more working class parts of England. So, like, how did you account for the fact that people in the British Isles would probably have basically more information to solve these clues than, you know, people who weren't from there? - [Lucas] Well, it's a good point about that, and what's interesting to me is that I didn't know all that stuff, really. I didn't know that most of the people in the UK can pick out, within 100 kilometer radius, where somebody is from based on their accent. - [Danny] Totally. - [Lucas] And not only that, but their class within that region, they know where they are on that scale of, you know, working class or well to do. I had an idea about that but not really how specific it was, how powerful that skill is in most British people so, luckily, when you hire native voice actors and you tell them about the character they know, so they know how to read, they know how to perform, the actors know this stuff so on that side the authenticity was okay because I didn't know but the actors knew, that's one reason you know you hire good actors. On the gameplay side I didn't know any of these things. So for me, I can assume those clues are there but I can't rely on them, personally. So I had to supplement all those places where this guy's identity is revealed by his Scottish accent, I had to supplement that with some other clues somewhere else, for me personally but also for anybody else who's not from the Isles. So that was just kind of naturally baked in to the way the game was made by an American who doesn't know these things as well as a British person would. So I knew it had to be accurate but I also knew that I wouldn't be able to tell and it wouldn't help me personally so kind of a tricky thing to think about but it basically meant that I had to be okay with people in the UK would play the game and would have more clues than other people who didn't know those accents, which was, you know, I think a small sacrifice in my opinion because I didn't know how useful those clues were I couldn't really consider them as something really that I should worry about. - [Danny] Yeah, and I mean, as you've said, you know, having sort of accents in games are so often the opposite, they're kind of misleading, you have to kind of read the intention of the author in a way where as, I can definitely say that from my perspective, it added a richness to the experience that I really appreciated. So too did the just general sound effects of the game. A lot of this game involves, you know, sort of stepping, you know, not using your eyes at all and just kind of going into your minds eye and imaging the scene before it's eventually sort of presented to you at the end of the sound clip. Can you talk about the process of doing that because, you know, the production value on those is very, very high but also there's lots of clues. Like, you're telling clues in audio which we're not really used to in games. - [Lucas] Yeah, that was, like I said earlier, that was kind of a thing I recognized I could do and I really wanted to try it, basically. It was a really interesting challenge for me, is to make the audio mechanically important. I have done sound effects in a lot of games for myself over the years so it's something I enjoy doing. When starting this project I didn't realize the challenge really, the full scope of the challenge, it was extremely difficult and one thing that made it harder was I didn't record much of it myself. I recorded a few full effects here and there but most of it was sourced from sound libraries. So what I would mostly do is just spend a long time, a long time, searching sound libraries for just the right sound effect. And a lot of times not finding it and deciding to rewrite things or change things a little bit so that I could express what I wanted, something useful or some kind of clue or something. And I wrote the whole game so instead of, like you can imagine if it was a team of multiple people with the sound guys here and the story guys and design guys separately, it would be a lot harder I think, but for me, because I wrote the whole game I had every scene in my head, I can close my eyes and see the whole thing, in movement and where they are and what the ship is doing and everything else, it's all just in my head. So pulling out from that what's important sound wise was a little bit tricky. Sound is about focus, if you actually stick a mic in one of those situations you would be overwhelmed with the amount of things that you would hear. So part of the challenge there was figuring out exactly what I need to be playing for it to give the information to the player but also enough sounds that you feel like you're there. So it's not just the key sounds that you would need to figure out what's going on, but also to make you feel like you're on a ship in this place during a storm or whatever. And then balancing all those things together, yeah, it was a pain in the ass. And it was the kind of thing where I normally when I work on a game I jump around from here to there, so I work on some art and then okay, get tired of working in Photoshop so let me do some programming, let me do some sound, I do some music. For the audio sound effect stuff I had to sit down for a month and a half basically and just work on it straight. So yeah, it was hard and it required a lot of focus over a long period of time which I wasn't used to at that point so it was kind of a production wrinkle for me but in the end it was a lot of fun, it was a lot of fun and I, the thing I like most about it is that it's, it's like I said earlier, I wasn't just trying to make it sound good, I had a gameplay core mechanic goal with the sound that I tried to execute. - [Danny] You talked about how the ship, the idea of the location for the ship was sort of born from an earlier process and then you sort of went into that, the story telling process to try and flesh that out, one of the interesting things you said, like sort of making something that's not important important, one of those things in this game is I guess the language of seafaring. Like, I feel like everyone, once they've completed this game they sort of get boats in a way that maybe they didn't when they started. Was that an advantage maybe of, you know, from like a world building perspective or even from a puzzle perspective, that fact that like people don't know what a bosun is maybe or a midshipmen or topman. - [Lucas] When I started, when I decided I'm gonna make a game about an East Indian trade ship that has this problem I researched a lot about it and when I was building the ship itself I had to do a lot of research about how those ships are constructed, and that is a deep, deep. -Yeah, I bet. - [Lucas] Deep rabbit hole, let me tell you. People have been making model ships for hundreds and hundreds of years and those guys are crazy, full on 100% nuts. So every single piece of a ship has a specific name and they're all weird and funny and they're usually like, it was heard in Italian and then repeated by the Portuguese and then British started using it kinda thing. So that to me was super interesting, just how deep, how both wide and deep the custom knowledge is for sailing ships. And I didn't even begin to scratch the surface of that with the game because I knew that I couldn't, there was just too much crazy shit in there that I could've referenced that I didn't. I basically wanted just enough to add the flavor, like you say, but without confusing the player too much, or at least in cases where it wasn't that important. And what's funny is there's a glossary in the game that defines a couple of these terms, that was like in the last two weeks of the game I added that glossary. - Oh, really? - [Lucas] That wasn't in there, yeah. I had this idea that people would go search for it on Google or something, which, you know, what a terrible idea. - [Danny] I think I did, I think, yeah, I remembered looking at the glossary maybe 40 minutes in and I was like, all right, you know what, fuck this, I need to like learn about this sorta stuff. But I had Googled on my phone I think what something was, like a midshipmen maybe or. - [Lucas] Yeah, all the terms, nobody else uses them so you just gotta use a few of them and suddenly you feel like you're there kinda thing. So I recognized that very early, that the potential was there and I really wanted to do that. And, again, that's the kinda thing where there's not a lot of games that are gonna reference these terms as if they're important. They may throw them around just for some flavor but in this case you actually need to know what a topman is or what a midshipmen is so I also like that aspect of it, and I tried to pick words like that where they weren't totally abandoned words, they were kind of maybe, someone might've heard them recently if they read like a Patrick O'Brian novel or something like that, they would get the references. - [Danny] I could see that, yeah, there sort of evocative of what they are as well, some of them, you know, other ones maybe not so much. I've got a million questions for you about Return of the Obra Dinn but I feel like I should throw in a couple of Patron ones, seeing as they're the ones funding all this, is that okay? - [Lucas] Yeah, absolutely. - [Danny] Thanks so much to all of our Patron to help make our work ad free and they all get this show a day early, but of course, like all of our stuff, it's all free for everyone. Patreon.com/Noclip if you're interested in helping us out. The first one comes from Brett G, says, what do you consider the cannon monitor choice for Obra Dinn, Macintosh for the win. The art style of the game, very unique, I can sort of, I'm reading into what you're talking about, it's maybe a way for you to do a lot of art on your own in a 3D space without going absolutely insane. But yeah, what's the cannon monitor choice for you, which way do you play? - [Lucas] Definitely Macintosh, he's right, of course. That was the first color, that was the first and only color I had for a long time until somebody asked me, or a couple people asked me for RGB sliders-- - Oh, really? - [Lucas] For the black and white colors and I'm not a guy who's gonna put RBG sliders in because there's too many ones that look terrible, basically. - [Danny] You literally made GUI tools, like that should be right down your alley. - [Lucas] Yeah, my solution would be to give like the nine colors that looked good basically and not give those sliders to make the bad colors. And that's kinda what I did and I, so the Mac colors are the ones that for me, I developed a whole game on the Mac. And then when I was sort of playing through the game and testing it a lot I would try one of the other colors and the one I like the most, after the Mac, 'cause there's an IBM sort of brownish brown and white one that I like as well, I can't remember the name of it but it's not the green IBM one, it's the other one. It is a nice soothing color as well. - [Danny] Next question comes in from Chris Petter, says, did you draw inspiration from other detective games when designing Obra Dinn? If so, were there any aspects in how that genre has been tackled in past games that you wanted to rectify on your own? I was watching a live stream you did on the GDC channel recently and I was interested to hear that lots of the games that have come out over the past couple of years are first person detective games like the Vanishing of Ethan Carter, you actually hadn't played. Yeah, was there any games that did sort of inspire you with Obra Dinn? - [Lucas] I don't think so, not with the detective aspect anyways. I was visually inspired by the Macintosh games I played as a kid but design wise, no, I was trying to do something different and then games like Ethan Carter or Edith Finch or some of the Sherlock Holmes games, people would tell me that they're kinda similar to the old demo I had or they would suggest to me, check them out. But I kinda just, I felt like if I look a those games I'm either gonna change what I'm doing or try to do something different. I figured like the best thing to do was just not play those games until I'm done with. - Right. - What I'm working on here. Yeah, and Obra Dinn, like I said, I had the pieces of what I felt could make a good game but I didn't have the whole thing together in one piece until very late. So you could kinda say I didn't know what I was doing for a long time, which meant, if I'm inspired then I kinda would put them together in a certain way but I was putting them together in lots of different ways trying to figure out the best way to to do it, yeah, on the one hand I'm trying to make a different game so I don't want to take too much inspiration from anything. But on the other hand I don't really know what I'm doing so I'm even not together enough to be inspired properly I guess. - [Danny] Ben Visnes asked, when I played Obra Dinn I was struck by how consistent everything was. I didn't notice any information that would be misleading or a red herring, so my questions are, what was the writing process like, did you write every crew members story up front? - [Lucas] No, definitely not, and it's a good point he makes because I intentionally avoided red herrings. There were a lot of places where I had the opportunity to fool the player into thinking one thing but then revealing another. And I actually do it in I think, there's one death where the means of death is not totally clear and I did that intentionally there but for identities I tried very hard to make your first sort of supposition the right one. So not trying to fool the player, just because there's 60 people, it's just too much. When you start trying to put red herrings in and kind of tricking the player I felt like that was just way too much. I was really worried the whole game that I'm asking way too much from the player and the book itself is kind of my solution to that to help the player understand what is going on, who is who, to let them traverse the web a little easier. So I was very worried that the game is just way way way too hard the whole time I was working on it. So I consciously avoided red herrings like that. That doesn't mean there aren't any in the game, actually, there is an unintentional one, a pretty big one near the beginning of the game where I didn't realize it but there's some dialogue about a character that's referring to one character but actually if you play the game and you're not me who doesn't know everything you would think it's referring to a different character and you would be confused about that for a long time, and that's, yeah, I regret that that slipped through. My wife didn't catch it, I didn't catch it, it's only later on when people started talking about the game they thought, oh, this guy was that guy for the longest time and I, you know, kinda just sighed and regret that a little bit. So I really didn't want that to happen, I wanted it to be not tricking the player just because, not that I love the player but I was sure that it was just way too difficult and I shouldn't be fucking around like that. - [Danny] I mean, how did you even play test this? If you're saying your wife is the first person to play the game from start to finish, were you still like sending it to other people and having them give you feedback? 'Cause like I just can't imagine how you would possibly be able to put your self in the position of a new player when you know how everything works, you're the puppet master. - [Lucas] Yeah, this is another question I like. I didn't play test this game very much at all, I play tested and old build without the book and that's when I realized I need the book. But my solution was tools, lots and lots of tools. So one of the things I do when I try to solve a problem is I need to visualize the problem. So in the case of this game, there are ways you can build tools that let you visualize that there are enough clues everywhere for this character, for example. So you don't need to play through, you just can see, okay, there's a clue for this guy here, here, and here, that's enough. This person's identity is revealed at this point and then he, once you know his identity you can figure out this other guy's and this other guy's identity. And you can, without playing the game you can graph that on a directed acyclic graph, you can graph when identities are revealed. And that hooks into my kind of heavy dependence on tools to make this happen, is that I can write a tool that generates that graph, then I can just look at the graph and I can see, there's a problem here, this guy, you're not gonna know who this guys is in order to figure out who this guy is so okay, I need to add more clues in the scene. So basically figuring out sort of the problem space and then the way to visualize it for me was the solution instead of building something and having somebody test it, building it again and having somebody play it, that sort of loop of play testing I didn't need for this particular thing because I could express it and visualize it in a way that allowed me to just check it instantly, basically. - [Danny] Wow. The book is obviously a massive part of the design of this game which solves a lot of problems I'm sure for you, but I can't imagine how difficult it was to sort of figure out how to use it. It's almost like a diegetic interface in a way and also the ability for you to, I guess travel on the pages at least between the different death scenes. I remember hearing a bunch of people getting frustrated that they couldn't just, you know, bounce between, you know, teleport almost between the different death scenes after a certain point, but can you just kinda speak to the design philosophy of the book, was it really important that people, you know, got familiar with the boat and walking around it and that the death scenes themselves were sort of more isolated little pockets that they couldn't get too lost in? - [Lucas] I think so, yeah. That decision is kinda rooted in the original concept of the game where you didn't have the book so how are you gonna fast travel if you don't have the book? The book seems obvious in retrospect but I was pulling my hair out for a long time about how to structure and arrange the events on the ship for a long time in a way that the player could reference and understand easily. And actually if you look in the book there's a deck map which shows all the flashbacks, the location of the body of each flashback and there's like this, once you've finished them all there's like this really crazy system of arrows that connects them all and if you look at it it's just a jumble of spaghetti arrows and Xs and shit. That was originally my solution to letting the player understand, there was no book, it was just that map with arrows everywhere on it. So you can see, it took me a long time to get from that to a full book with a page for each flashback, divided into chapters with referencing and bookmarks and all that stuff. But once I had the book I realized how useful it was and how it contextualized almost everything in the game and the metaphor is so easy to understand that I got a lot of things for free basically by doing the book. And, you know, even having like a death on each page wasn't obvious from the beginning, I had tried a lot of things for how to arrange the structure of the book and sorta ended up with this one. So in my mind the book was always a supplement to helping you understand the story, it wasn't a way to navigate. And I have this long term problem with the Obra Dinn that there is frankly way too much magic going on. There was a real conflict for me between the watch and the, spoiler, the mermaids. And, you know, let's be real, if you had that watch you would get right back on that rowboat, go straight back to the mainland and just rule the world, basically. So I had a lot of really cool ideas about things to do with the watch and I cut them all. I decided, the watch cannot be the star here because if the watch is the star here then nothing else about this story is important at all. So I tried to downplay the watch a little bit, and likewise, the book, to me, being able to fast travel with the book is just too video gamey, too magical. Now, that's kinda dumb because it's a video game and there's a lot of stuff about this that's very video gamey and I personally usually lean towards being more video gamey when it's convenient to the player. But for some reason, maybe because of the way that the book came about and the way the game was developed, I just could not give up the player having to walk around the boat to go to different areas. To me, that way of showing the player's intent was just too good. To say like, you don't flip to a page and click a button to say you wanna see this thing again, you put the book away and you walk to it on the ship. And yeah, it was a really tough call for me because it is inconvenient for the player so it wasn't easy for me to say you're not gonna use the book but it just, to me I couldn't have you skip right to the flashback. I felt like, one of the problems is like, you skip right to the flashback let's say, through the book, and then you're, the way you're playing the game is by skipping around, so you would wanna skip out of the flashback too. But I've got this system where you walk through a door to get out of a flashback, so I could satisfy the first one and say you can travel to the thing. But then I've also gotta satisfy the fact that you can get out of it quickly. That kind of slippery slope to me was just, especially at the point where I finished this game, I was beyond done with this thing. I was so exhausted from working on this, and I made so many very big design changes near the end that it was basically like, I don't care if this game gets like a 0% because you can't fast travel, I can't deal with the design changes that that's gonna inject into this game. So, you know, I could justify it now and say that I don't want the player traveling around but really one of the really important parts of that decision is that it would've changed so many things so late at that point in the game that I just couldn't manage it. - [Danny] Another sort of, I feel like, aspect of the game that gives the player a little bit of help is the verbs. Am I right in saying that there are some deaths that you can sort of say stabbed or speared or there's a little bit of wiggle room there? - [Lucas] Yeah, there's a lot of wiggle room, actually more than I anticipated at the beginning. It's funny, when I first had the idea for the design of this game it was mostly about figuring out how people died, it was the means of death that was the important thing. It wasn't until I had a lot more of the game together that I realized, I mean, you can see how he dies, there's no challenge there, that's not fun, and so that whole idea of constructing a sentence became kind of perfunctory, I don't know, became kind of unimportant. The identity's important but how he died, maybe we don't really care how, not that we don't care, but you can see it, it's like okay, he died this way, maybe the book can just tell me, I don't need to answer it. But for me, always, the act of building a sentence as fun. This is one of those kind of like really carnal sort of low level joys, is just selecting those verbs and those nouns and those subjects from a list and then having a sentence at the end that you could read was fun, that very low level thing was fun for me. So I never wanted to give it up, I wanted you to have to select. But I didn't want you to get hung up on it, and that was a real, real big problem actually because I didn't, when I designed, there were too many things pushing on this games design basically. So when I designed the way people died, it was on context of how to make it interesting for the player to see and how to make it fit within the story of the events of what's happening. And it was not at all how to make a sentence, how to make it easily describable with a sentence. So there are a lot of cases where, yeah, he's getting hit by something thing, what is that, is that a spear, is that a spike, what is that? And I didn't want the player to get hung up on that so what I did is I made it you could say either speared or spiked. Now the problem with that is that actually doesn't help you get hung up on it or not, you still get hung up on it, you still need to select one of those, they're both right, but you don't know that when you're worrying about which one to put in, so that is kind of a failure but I still really like just the act of building grammatical sentences with the kinda cheesy book interface, I like that. And it became I liked it so much I put a lot of work into keeping it, so doing the things where multiple fates are possible or rewriting the fate system multiple times to support localization, which was a huge can of worms. - [Danny] Got it, yeah, I can imagine, especially with the subtleties involved in those words. You know, I'm not sure if I've picked the right one but you said there was one character where their death was maybe a little bit difficult to deduce, 'cause it could've been a few things, was that by any chance Charles the midshipmen? - [Lucas] No, but he's another good one. Actually, that was a case where he died in a very cool way which is little bit undescribable in the very simple sentences that I had. So yeah, I just had to kind of put a lot of options in for that one. - [Danny] Oh is there multiple options for how Charles dies that you'll get? - Yeah. - I was wondering, 'cause like at the point of his death he's like being burned and spiked and is just like. - [Lucas] Yeah, what's kinda cool about that one is that one made me realize, and I implemented this ina few other deaths, but this one kind of opened it up a little bit, he's getting spiked, he's getting burned, and he's also getting potentially stabbed by a crewmate. So I realized that your selection says a lot about how you interpret this situation in the scene and the guilt of people. So if you think he's being stabbed by, say you don't like this character who is maybe stabbing him, then you would put in, he's being stabbed by this guy and that would be in the record, and noted by the crown or whatever. And that kinda opened up a nice extra aspect of the game that I didn't originally intend. And so I went through and I kind of tried to grow that a little bit in a few more of the deaths. But the one I'm talking about that I intentionally made ambiguous it's somebody who's dying who you think is bleeding out but actually at the moment he dies something happens that is hard to notice. And his original death was, he is bleeding out. I wrote the whole thing that way, the scenes written like that, the voice actors recorded it that way, and it wasn't until very late that I realized the potential for a small subversion in what the player expected here. Which actually ended up working better because I had this kind of, I had this problem that I needed to kill people in lots of different and interesting ways, which is a weird problem to have. And some people die in really cool ways, really quickly, you know, an explosion or their head's cut off or what not, and some people bleed out. And I gotta tell y

Noclip
#05 - Steven Spohn

Noclip

Play Episode Listen Later Jan 21, 2019 53:17


Danny talks to Steven Spohn about growing up as a gamer with a disability, and the work he does at the Ablegamers charity to make games more accessible. (Recorded January 10th) iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rssGoogle Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Watch our docs: https://youtube.com/noclipvideo Sub our new podcast channel: https://www.youtube.com/channel/UCSHBlPhuCd1sDOdNANCwjrA Learn About Noclip: https://www.noclip.videoBecome a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyerFunded by 4,913 Patrons. -------------------------------------------------------------- - [Danny] Hello and welcome to Noclip; the podcast about people who play and make video games. I'm your host Danny O'Dwyer and today I'm joined by somebody who kind of has a finger in both of the pies we generally talk about; people who play games and also people who make games. We're gonna talk to him about a lot of different areas of his work and also the ways in which he enjoys playing games as well. He is the COO of AbleGamers, he is a fellow Trending Gamer nominee survivor. I am delighted to be joined by Mr. Steven Spohn. How are you doing my friend? - [Steven]I'm doing well. Can we just talk about pies for the next 15 minutes? - [Danny] I wanted to bring up the pie because I was trying to think about how you fit into the world of video games and, in a way, your work at AbleGamers is involved in both sides of the equation. You help individuals who have trouble accessing video games to get controllers and the means by which to play the games they wanna do, but you're also talking to game studios and hardware manufacturers about they ways in which they can make it so you don't have to do the other thing. - [Steven] Yeah. The truth is when I did the game awards video, one of the things that they captured me saying was that I don't know how I got where I am and I don't know what I'm doing and it was the absolute most truthful thing I had said during the whole piece. I don't know exactly what you would call my job. My job is literally whatever AbleGamers needs and sometimes that's talking to hardware, sometimes that's talking to developers, sometimes that's talking to fundraisers, sometimes that's talking to people with disabilities who need tech support, so I have really become the Jack of all video game trade at the moment. - [Danny] I've got a lot of questions about your work at AbleGamers and we've got some from the Patrons too. We've actually been, like, I feel like we've been working on the AbleGamers documentary, in some respect, either us having conversations or filming stuff like we did last summer, it feels like it's been going on forever and it's something that we eventually will get done. Today I kind of wanna talk a bit more about Steven; about how you came to be in the position you're in because, like you said, in a way I can't imagine anyone else doing your job, but also I couldn't imagine anyone doing your job until you did it. So, let's go all the way back. When did you start playing games or when did you start getting interested in games? - [Steven] I became interested in video games actually thanks to a friend I had made in high school. We were in a vo-tech class and we were doing AutoCAD designing and... - [Danny] Oh, cool. - [Steven] I, for just a brief hot second, I wanted to be an assistant engineer and then I wondered how much work it is and I said, "Nah". - [Danny] What was the name of the class? It sounded like volt-tech class. - [Steven] It was vo-tech. - [Danny] Vo-tech? - [Steven] Yeah, vocational technical school. - [Danny] Oh, okay, okay. - [Steven] Yeah, vo-tech is like the American, "We're not going to real school, we're going to fancy 'you're going to learn actual useful life skills' classes". - [Danny] Awesome. - [Steven] Yeah, like its where your mechanics go and all the people who are gonna do computers and what they do is, or at least in my school, you did your math and your science in the morning and then they shipped you on a bus during lunch to go to the other school. It's kinda cool. - [Danny] Wow, we had something similar in Ireland. It was called Leaving Cert. Applied and it was where all my friends who are tradesmen went. Like electricians and plumbers and then they all ended up moving to Australia anyway because the economy crashed and nobody was building houses. So you were in that class and you were learning AutoCAD. Was that the first piece of software you ever encountered? - [Steven] It was the first time that I had really worked on computers for more than a few minutes. Of course, everybody had Oregon Trail on their MathLab or whatever, but I grew up poor so we didn't own a computer and that was really the only time I got to have hands on a computer from multiple hours at a time. One of my friends there worked at a computer shop and he was telling me how he just got all these parts for computers secondhand because people would turn them in for repairs and then they wouldn't want them, so he would just end up fixing them and taking them home, and I was like, "That's amazing", so he started talking me into getting into video gaming and he told me about this fabulous game where you could go online and you could have a life and you could do amazing things like walking around the town of Britain and you could fight dragons and you could own a house, and I was like, "This is amazing", and so he sort of talked me into this persistent world, he was a Guild Master in his own right. That's how I got sucked in to Ultima Online and from there I just became super interested in the alternative reality that video games present. - [Danny] Was there an element of the escapism that appealed to you? Escapism is something that we all enjoy, but perhaps somebody in your position, maybe, was there an added element of escapism for you? - [Steven] For me it was the timing of where it hit me in life. I had gone into my senior year of high school and I had discovered friends and it sounds corny, cheesy; it's something that I'm probably gonna get up on a stage and give a TED Talk about one day, but it's interesting how our school system kind of segregates people with disabilities away from the main population if you let them. They'll put you in a special classroom and they will put you in a special room to eat lunch and they really keep you almost walled off from everyone else and I was super lucky that I had a friend who talked me into doing that and I made friends. Long story short, I sort of got a huge case of senior-itis and I just didn't want to do the school thing anymore. I wanted to go have a social life because holy crap having friends is awesome! And so I just wanted to go experience that and have fun with it and it was fantastic. The only problem was that I was just at the age where we were transitioning from middle-teens to late-teens so it was a couple of years of doing... - [Danny] Hell. - [Steven] Oh, hell! But also doing video games in your friends garage, to, "Hey, let's go to the club and pick up girls." and its like "Well, the club has a stair to get into it, so I can't do that, oh damn". So I started kind of being walled off by life. Just happenstance of things not being wheelchair accessible and here's my other friend going, "Hey, here's a world where your wheelchair doesn't eff-ing matter". I don't know if I can say swears on this show. - [Danny] Say whatever you want, man. - [Steven] Right, cool, so they were like "Who the fuck cares if you're in a wheelchair. Go play this world where everybody's equal", and I was like "Oh, this is my first experience where everything is a level playing field" and it was amazing, so... Was it escaping or was it choosing to forge a different path in life? I don't think I'll ever really know the answer to that, but consequently, through the butterfly effect, deciding to do that and take that friend's advice led me to where I am right now. - [Danny] You're an incredibly social person. I feel like everyone in the industry has met you and had a conversation with you. I've noticed that you're very good at advocating for people's time, which is something that a lot of people who like having friends and like being social, they sort of don't put themselves out there to, you know, they don't want to be a bother or something like that but I've always found you to be incredibly inviting and sort of proactive in your friendships, which I think is a really important trait, especially the older you get. Video games, in that way I suppose, have sort of provided you with a lot then, in terms of both your social life and your professional life. Is it fair to say that most of that sort of revolves around the world of games? - [Steven] I think it is now. I mean, you hit the nail right on the head. When you're in your thirties, going out and making new friendships is exceedingly difficult and we could literally talk for the rest of the podcast about the difficulties of living the disabled life and having to fit in to the norms of society. But as far as the video games industry has been, to me it's been a very welcoming and inviting place and I am super honest guy, you know, you follow me on twitter, we've been friends for a couple years now. I, to my own detriment, I am way too honest sometimes and I am sure that there are people in the industry who love me and there are people who probably wish I would just stop talking so much and I feel like if you don't have some people that think you talk too much then you're probably not making change and that's what I'm trying to do. I have terminal illnesses, I have a disability for those of you who don't know me. I am aware that there is that shot clock ticking and I don't talk about it a lot but I'm aware it's there probably more than your average person and I'm trying to use all the time I've got to do something with it. - [Danny] It's an interesting dichotomy you bring up there, in that, in many ways, who could say a bad thing about Steven and AbleGamers, you know what I mean? At least, who could say it out loud? But you are kind of creating problems for companies, right? Like you're creating a problem that, by the fact that you're even having the conversation with it was a problem that they thought didn't exist. You're fashioning it for them. Is that the case? Like, is it different now talking to companies than it was when you first started doing this work? - [Steven] The difference really is that I didn't make the problem. I shined a spotlight on a problem that was in the darkness. It was always there and the more technology advances, the less accessible it becomes, just by the very definition of advancing technology. So, we banded together, me and Mark Barlet and Craig Kaufman, and a bunch of amazing people, now AbleGamers, got together and decided that we were going to take this problem head on and we changed a multi-billion dollar industry. I tell you the weirdest thing that I could ever say to another human being because it is entirely factual, you could prove it, in fact, we're doing a documentary talking about it, so it's, you know, it's something that's kind of shock and awe to even try to talk about it, but here we are, years later, where developers went from laughing at us and walking away to now coming to talk to us, so, you know, it's pretty amazing. I am very fortunate in my position that I am able to walk all these different sides of the video game life. - [Danny] When you think about some of the ways in which you guys have changed the industry, the one that comes to mind right away, for me at least, because it's probably the most recent, is the work that you guys did with Microsoft on the, is it the Adaptive Controller, is that what the name is? - [Steven] Yeah, it's called the Adaptive Controller. - [Danny] What other stuff comes to mind for you, over the years? - [Steven] You know, I think some of the biggest were going into Harmonix and getting to talk to Alex. Sitting down in his office and doing the whole Rock Band thing and talking about the various ways that you might wanna play the game. The fastest way I can tell this anecdote is we were sitting in his office and we were talking about how, if someone wants to play the video game, how many buttons would they have to use at minimum? Could you do this if you only had three fingers on on hand? Could you do it if you were one-handed? You know, yes, no, yes, no. So we talked about that for a minute and I just came up with a question to ask; "Why did you come up with three buttons as the minimum to be able to play?" and his answer was, "Well, it's just the number that we thought was the smallest that people would ever wanna do". I said, "Well, what about somebody who only has the ability to push one button?" He said, "Well, we never thought anybody would want to be able to play Rock Band with just one button." I looked him in the face and I said, "I would." And the color just drained out of his face and he just nods his head and goes, "Okay, we'll have to work on that" and that was sort of a great beginning point for, not only my friendship with Alex, but AbleGamers as a company we have worked with Harmonix ever since and they've been really great partners of the business and I've made some good friends over there as well. It's this amazing thing of how, one of my friends put it best, my job title is to go out and be who I am very visibly and let people learn lessons from my experiences and I've been able to thread this needle of using personal experience and second hand experience from the gamers I've met along the way to then translate that into the friendships that I've forged in the industry and then turn that into making changes for other people. So it's this tightrope act of making sure to be friends with everybody because the only way that you really can get people to make change is if they want to. If they don't want to, they're not gonna change. - [Danny] When you think about changing those games, were there games when you were growing up that you were like "Oh man, I'd really love to play that", but then you realized that there were barriers in your way to doing so? - [Steven] Yeah, I can tell you that I wanted to play Dance Dance Revolution and that'd be a great sound bite. Of course I'm in a wheelchair but I've always been a very realistic kind of guy. I am a logic-based person, I have the weird sort or emotional Spock thing going on where I wear my heart on my sleeve and I will fight for anybody if I believe in them, but there has to be logic in my brain, also why this is a thing, and I'm never gonna be on Dancing With The Stars. I'm never gonna be a ninja. It's just not in the cards for me. So I am okay with that and there was no particular game that I wanted to play that made me start advocating for people. It was simply having a disease that was advancing slowly, taking away abilities one by one, made me go, "Oh, shit, I guess I need some technology" and somewhere along the way I discovered that it was a lot more fun to help other people than to help myself. - [Danny] What was it like then for you, trying to gain access to that technology? Presumably you were doing that before AbleGamers existed, so was it a case where your conditions were getting worse and you were effectively looking for solutions as the issues presented themselves? - [Steven] So it's interesting when you're doing a technology upgrade as someone with a disability because it's often a mismatch of just MacGyver-ing your way through technology. To eat potato chips, I used to use hot dog tongs as I couldn't lift up my biceps, but I could rotate my wrist so I would just pick up one chip at a time with a hot dog tong. It's the same thing with video games. I used a little tiny dental hygiene tool that has a little crook on the end of it, has a little rubber tip and I would use that to push W, A, S, D when I couldn't reach it and operate the mouse with the other hand. So I was already using technology, it was just this way... Doing things the low-tech way was beginning to start to fail, so I had to find a little bit more high-tech solutions. - [Danny] And how did you do that? Did you fashion stuff yourself? Were there people out there making custom rigs for people? - [Steven] Well, you know, I started doing it by finding ways to play video games with only the mouse and just getting rid of keyboard entirely. Fortunately, I had found a program called TrackIR which generally allows you to look around in the cockpit of a Microsoft Flight Simulator and when you're looking around, you're also telling the computer to push different directions and I found that you could use this to push keyboard buttons and it was a totally unintended thing that this program was offering. They were trying to use it to help people have a more virtual experience, more immersion, and I ended up using it as a disability tool and now I teach others how to do the same thing. - [Danny] That's incredible. So you sort of hacked it in a way to be quick key-binding stuff. How many buttons could you set up on a TrackIR? How many directional ways are there to use it? - [Steven] So the best way to think about it is to think about a dartboard. - [Danny] Okay. - [Steven] If you think about each position, each little block, being a different key then the laser pointer that is attached to the brim of one of my hats allows the laser pointer to move around based on the way I'm looking. - [Danny] Right. - [Steven] So I can move it to whatever block. The only downside of that technology, of course, is if you're thinking about moving in a straight line. If you gotta get to block number three, you gotta run through block number one through two. - [Danny] Right. - [Steven] So, it sort of becomes this interesting way of lining up the buttons so that they don't do the wrong thing at the wrong time. - [Danny] It sounds like key-binding is something that is one of the most powerful ways of allowing people to use controllers in these interesting ways. You say using a mouse only; I imagine setting up 'run' to be right-click or something like that would maybe fix one sort of problem. We talk about the hardware issue, but also one of the biggest issues in games that has sort of been slowly fixed over the past five, 10 years, well, maybe closer to five, is the ability to re-bind controls, which certainly has never been something that was standard and is a lot more common now. Is that a big issue with accessibility as well? - [Steven] Yeah, re-mapping has gotten a lot better. Now, re-mapping is almost as standard as closed captioning is for TV shows and movies. That's a lot thanks to the groundwork that people have done, demanding it to be a thing. It's not just a disability thing. Everybody loves for you to be able to re-map things so that they're more comfortable, so that your hand isn't stretched out in weird ways that the developers didn't quite think somebody would try to do. So it's good for everybody, it's good design and it allows us to be comfortable playing video games. - [Danny] So what other big games were you a fan of? Or what other games were you a big fan of, rather, back in those days, back in the Ultima Online days? Eventually those doors closed, but you could've got back into that fantasy world. So what other games are your favorites when you look back? - [Steven] Back then Diablo was huge, I loved that game. Star Wars Galaxies actually was the bait that Mark used to get me into AbleGamers. - [Danny] How'd he do that? - [Steven] Okay, so I loved Star Wars Galaxies so much. Star Wars Galaxies was, and maybe is, my favorite game of all time and they had just changed it to the NGE and the NGE made it more into an action simulator game, which took away a lot of the accessibility. - [Danny] Oh, really? - [Steven] Yeah, in SWG, the original vanilla version, you had macros, you had slash commands, you had buttons on the screen that you could click, you could do macro ability to do more than one action at a time. It was a very very friendly game for people with disabilities and they didn't even realize they were designing it that way. They were just trying to make it friendly for everybody. So, it just happened to be accessible and I happened to latch on to it as the most amazing thing since pizza and it was great and they changed it and then, right after that, they were gonna change it again for the combat upgrade and they were gonna make it into this, I don't even know what kind of 'Barbie Ken Dreamhouse' thing they were trying to do with this game, but it was just destroying it from the inside out and then then closed it so I literally told Mark that I would come work for AbleGamers, volunteer my time, and at the time I was just being a writer and trying to help the cause, and I would do it, but only if he would give me the email for Smedley so I could tell him off. - [Danny] And did you? - [Steven] I did, yeah, absolutely. - [Danny] Oh, God. - [Steven] I wonder if he still has that email. - [Danny] Did he respond? - [Steven] No. I was nobody then, so just an angry guy yelling at him, which he had a bunch of those already. - [Danny] How long is the email, do you reckon? Is it like one paragraph or was it like 20 paragraphs? - [Steven] It was like five paragraphs with expletives and doing something between rational explanation of why he should change it back to, you know, "I hope both your eyebrows catch on fire!" It was not my most refined moment but I was just so passionate about it. - [Danny] Yeah, shoot your shot, fair enough. So what have you been playing at the moment? We were playing a bunch of PUBG I remember last year and then you went off and joined the Fortnite gang. You said you could never be a ninja but there you are, every day, playing Fortnite. Are you still playing it? - [Steven] Actually, no. I don't play Fortnite as much as I used to. It is still a fun game for me, but I've actually began to fall away from first-person shooters a little bit. I've been doing the Rocket League thing, I've been really into Kingdom: Two Crowns recently, just playing that 8-bit life. Yeah, it's the third installment of this franchise where you're just a little dude or a queen that's got a kingdom to take care of and there's little greedy things that are trying to take all your money and beat up your people to get it, so there's no fighting involved so, I don't know, I'm one of those gamers that, I used to run a violent game like a Diablo and then I would run The Sims Online. I would just bounce back and forth to satisfy both sides of my brain, so I guess right now I'm just like, "I don't wanna shoot people, I just wanna watch little monsters be murdered." - [Danny] Okay so by that rationale, Rocket League is the violent game? - [Steven] Yeah, well, if you've ever seen me play Rocket League, it depends how many times I get scored on. - [Danny] Oh dude, I swear to God, I have never been as angry and stressed out as when I play Rocket League online. - [Steven] It's like a stress test, they should replace that at the doctor's office. - [Danny] I swear to God, I had to start playing on PS4 because then I couldn't type shit at people. Then I just started doing it on that as well, bringing up the little PlayStation keyboard. In between goals where you've hardly any time to trash talk anyone and you just figure out ways of doing it. - [Steven] What a save, what a save, what a save! - [Danny] Oh, yeah, totally and all that sarcastic stuff for sure, yeah. It's ridiculous. Did you do a 'Top 10' list or anything for 2018? - [Steve] You know, I think I'm one of the three video game industry people that didn't do a 'Top 10' post. - [Danny] You need to get Alex Navarro over at Giant Bomb to email you as well next year. - [Steven] Apparently, yeah. Next year I need to get on the list, I was like, "every one of my friends has a list, what the hell?" Damn. - [Danny] So what was the stuff last year that really caught your eye? Were you playing a lot of those games? Well, playing Rocket League I guess, since 2017. - [Steven]Yeah, it was a good year for video games, man. The one I wish I could have played the most was Spider-Man. Man, that looked like an amazing game. I couldn't personally play it, so it was actually one of the only games that I sat on Twitch and watched friends play from the beginning to the end. It was so good. I loved it so much. - [Danny] Is that because it's a console game and it's just the accessibility issue? - [Steven] It was the way that the accessibility was set up was just a little bit rough for trying to aim and change your weapons. Anything that has a weapon wheel just adds another layer of complication for people who have a limited number of buttons that they can push, so, yeah. Even if you were using a QuadStick on a console, the weapon wheel is just difficult, so, you know. - [Danny] How does the QuadStick interface with the PlayStation? Because obviously Microsoft now has a controller that's like officially doing it. Do you have to hack it to get it to work? - [Steven] Yeah, its just an adaptor. - [Danny] Oh, really, just like off the shelf? You just get it off Amazon or something, or eBay? - [Steven] Well no, it's not off the shelf, but there are adapters out there that let you use PlayStation and Xbox things, vice versa, depending on which console you need to use the most, so we can put a QuadStick on either one. It doesn't really work on a Swtich, unfortunately, looking at you Nintendo. But, yeah, PlayStation and Xbox works just fine. - [Danny] Is it the type of thing that they know about and they're cool with or they know about it and they're just gonna go, "Ah, whatever"? Like what is it that Nintendo are doing that stops people being able to make adapters for that? - [Steven] You know, I'm not really sure what I can say, legally. I can tell you that it's still works on Xbox and PlayStation and it doesn't work on Nintendo. - [Danny] Fair enough. Sorry, you were saying, what other games are you playing? - [Steven] The God of War series was, of course, super amazing. I had a lot of strange indie taste as well, like Tricky Towers was a really good game I found. Just something sort of different. I loved Into the Breach. I think the only one I've lost a lot of time into was Odyssey. Odyssey is just so good; I can't stop playing it. - [Danny] My wife is playing it too. It's the most game I've ever seen. - [Steven] It is ridiculous, it is. I mean there were so many good games that came out last year, but Odyssey is maybe the first one in forever that I've been playing off-stream. There's usually, for me, only two kinds of games that I play; either I play them for work or I play them for stream work. Don't you get it where it's like, I'm sure, just like you, I don't like play just to play very much, so when I do, a game's gotta be great and Odyssey was fantastic. - [Danny] Did you play the Origins? The one that came out the year before? - [Steven] I didn't. You know, Odyssey was actually my first venture into Assassin's Creed world. - [Danny] Oh, cool. It's crazy how people are, I feel like there's two groups of people; there's the people who played so much Origins that they just can't play Odyssey because it's just like, it's just so too much, too quickly and then there's people who didn't play Origins who are loving Odyssey because it's a lot of the same sort of systems and stuff that worked there, but in a much bigger map with so much stuff. It's ridiculous how much stuff is in that game. Like how much of the map have you uncovered? My wife's been playing for months and like a third of the map has been opened up. - [Steven] You know, I probably have got a little over half of it at this point, and it just seems like the game just keeps going and, I gotta say, I'm into it though. It's one of those games where I'm finding I don't mind how much time has been sunk into it. Normally by like hour 50 I'm like, "Alright, come on, we gotta wrap this up", but this one I'm like, "You know, I could probably play this off and on for the next year, I'd be alright with that." - [Danny] What is it about it? Is it the setting or the combat or is it the ticking off the things on the list? There's a lot of 'do these things' and then you do the things and they give you stuff for it and you're like, "Yeah, give me more things to do." Is it that? - [Steven] I think it's a combination of the story and the never-ending tasks. I love the bounty hunting system, oh my goodness. I love how you just randomly get hunted and then you get to kill them and then more people hunt you. It's just awesome. - [Danny] That's rad. What are you playing at the moment? So you're playing that at the moment still, are you? - [Steven] Yeah, I mean whenever I get spare time, that's where I'm sinking my time right now. That was after I beat Far Cry. I don't know if you got a chance to sink your teeth into that but, man, that was a mind trip. - [Danny] Yeah, that was another one, my wife is basically just on the Ubisoft open world ticket at the moment, so that was another one I watched her play a lot in the evenings. Had you played previous Far Cry games? Was that your first foray into that one as well? - [Steven] That was another first note as well. It seemed to be my year to break into story games. I guess now we're looking back at it and I liked it but, this is gonna turn into spoiler-cast if I'm not careful, but, man, the ending in that game. At the end of the day I am a writer who just happens to be doing other things right now and so I love, love, love a good story. So, if it had something that can just grab my attention and make me wanna find out what happens at the end, then I'm in. - [Danny] You're one of the first people we're talking to in 2019, I mean you're one of the first people we're talking to on this podcast, this is the 5th episode. I feel like I haven't been able to stop and take stock of what's coming out this year. Is there anything, I have a list in front of me here but is there anything off the top of your head that you're looking forward to? Because I feel like 2018 actually ended up being a fantastic year but I worry that we ended up going into a slower one, when that happens. But is there anything off the top of your head that's popping out that you're looking forward to in 2019? - [Steven] I don't know, it can't be a slower year than last year. Last year was just boom, boom, boom. I would say, right off the top, and the same thing everyone is gonna say is Anthem. If Anthem is bad then I am going to riot. I'm going to grab a pitchfork and I'm going to the studio and I'm gonna stand there and be like, "You guys fix it." I'm gonna do it in a very non-threatening way. I'm just gonna stand there and it's gonna be a safety pitchfork, there's gonna be little plastic things on top of it. - [Danny]Orange tips. - [Steven] Yeah, orange tips on it. I'm gonna have a peaceful vest on me and just be like, "I just want you to fix the game." - [Danny] Well you say you're a fan of stories, does that mean, are you a fan of Dragon Age and Mass Effect, the other BioWare games? - [Steven] Oh yeah, oh my goodness. Dragon Age: Origins is... So Dragon Age: Origins, I love it so much, so anybody who really is a fan of mine may have picked up my one and only book that I have out there and if you look hard enough at the book, you'll see that one of the main characters is actually nearly directly pulled out of the Origins video game. - [Danny] Oh, careful, this is fucking EA man! - [Steven] I did not steal their IP, but that was like my main inspiration. It was so good. - [Danny] That's awesome. - [Steven] It was like, you know, the character and the everything just was so great to me that I was like, "I have to create my own version of this and plug it in somewhere", and I ended up doing that. - [Danny] That's right, what's the name of the book? Where can you get it? - [Steven] It's a horrible book, you don't wanna go find it. - [Danny] Hey man, I a 33 year old video game fan. I don't read books, I just buy them and put them on my shelf. - [Steven] That's fair. So the book is called The Finder. You can get it on Amazon still. I got it under my pen name, Steven Rome. Honestly, I hired an editor but the editor really kind of let me down so there's grammatical errors and there's an audio book uploaded to it. I really tried pretty hard and it sold actually pretty well. So I've actually got a screenshot. Back in the day, you could put your Amazon book up to be downloaded for 72 hours for free and I put it up to be downloaded for free and it was downloaded as much as Game of Thrones was bought. - [Danny] Oh wow. - [Steven] So I've got picture of my book right beside George R. R. Martin's Game of Thrones. - [Danny] That's rad. Yeah I see it here, right here on Amazon. Go pick it up everyone, 13.95 paperback, Amazon Prime, you can have it by the time your next bowel movement comes, that's the way Amazon works now, it's pretty good. - [Steven] Yeah, if you need bad reading material, then... It's so sad too, because it's one of those things. It was a good story in my head and then it's like you can tell there's a certain point in there that I just wanted the book to be done. So I was just like, "You know what, I'm just done with it", and it goes from a very slow-paced book to "Alright, it's done." - [Danny] Steven, I feel like people go their entire lives trying to write their books so do not kill, or kick yourself over the fact that your first novel wasn't exactly what you needed it to be. That's incredible. Are you writing another one? Are you looking to write another one? Are you too busy with AbleGamers stuff? - [Steven] You know, I am super busy, but this is actually AbleGamers' 15th year. So, as I was saying to you privately when I agreed to come talk to you, not only because we're good friends and I wanted to help you launch this thing and if three of my fans will come listen, that'd be great. You know, its one of those things where I'd like to get into the writing and doing some of my own flights of fancy that I've been putting on the back burner for so long because I feel like after 15 years I've put in a little bit of blood and sweat into the cause and now maybe I can do a couple of other things I wanna do before the shot clock quite runs out. - [Danny] Well, I think there'll be a lot of people who would be interested in experiencing whatever you put out there into the universe, so... Let me tell you about this place called Patreon.com and it lets people do their dreams and get funded by the people who want to experience those dreams. - [Steven] Really, I'd never heard of that, Danny! Do you have one of those? - [Danny] Steven, can I ask you some questions from people who pay us money? - [Steven] Nope! I'm out of here, bye everybody. - [Danny] Thank you to Steve for being here. If you wanna get your questions in, go to Patreon.com/Noclip. If you're on the $5 tier you also get this podcast early. You don't get it exclusively. We had some people be like, "Hey, I can't get the podcast" and we had to be like, "No, you literally can't, everything we do is available, except the behind the scenes stuff". But if you're on the $5 tier you get this beautiful podcast early as well as a bunch of other stuff and we put the word out for some questions, we got a bunch of them. I'm gonna ask about two or three of them here. This one's from Matthew Glenn, he said, "What accessibility feature should indies and small teams prioritize when hoping to be more accessible?" Any come to mind? - [Steven] You know, I think the thing about being an indie, and I've had so many great conversations with Rami about this, indies have such a luxury of being flexible. Being an indie developer is super hard, right? It is back breaking work in a mental way. It is blood, sweat, part of your soul going into this game and here I am telling you you have to do even more. To indie developers out there, keep in mind everybody on the accessibility side understands that you didn't need one more thing to worry about, but if you add things like re-mappable keys, you add things like sliders for all of your settings, or allowing people to edit the INI files instead of keeping them hidden or encoded. Allow people to move the game as much as they can, without breaking your game or altering it, ` then let them play it your way and you'll have more sales and you'll have happier customers. It's interesting how some games tackled problems. Let's take, for example, one of my favorite indie games of 2018 called Raft. Raft was a cool little indie game where you basically were on a raft, spoiler! You had to fish junk out of the ocean and build a bigger, better raft that had air conditioning somehow, I don't know. It was a fun game but the settings in it were bare and minimal and when I reached out to say, "Hey, I can't play your game because the mouse sensitivity is very low, you capped it barely above what you'd need to move the mouse across the screen if you got an entire mousepad, not to mention you don't have the ability to re-map, you didn't have stuff like that. And within two days they turned around; they added the ability to map the mouse, the added the ability to uncap the mouse sensitivity. These are all things that don't take developers a lot of time, but if you don't do them, they can lock people out of your games. I happen to be one of the people that gets caught up in those times when you're alienated, so I always recommend, you know, do as much as you can with little effort and things like adding settings and adding re-mapping are often relatively easy, nothing is "easy" in development, but if you do it early in development cycle, it's doable without too much cost. - [Danny] Raymond Harris asked the question, "Have you tried Microsoft's new accessibility controller, if so, what do you like and dislike about it? I mean you guys were involved in the whole R and D aspect of that, is that correct? - [Steven] I was privileged to be one of the people that Microsoft pulled into it first. Me and my co-worker Craig, we were the ones that were asked to come sign some NDAs and check this out on a low key, 'here's a tablet with a drawing on it because our lawyers won't even allow you to look at the real prototypes, so here's what it looks like' kind of thing. Yeah and then from there we brought in AbleGamers and we became an entire organization to help, not just one or two of us, but everybody had a hand in making this thing better, so it was great to get to be a part of that and it's honestly going to go down in my brain as one of the highlights of my career. I had a very small part in personally bringing about a controller that is now available in freaking Walmart. Well, technically the Microsoft Store, whatever. Walmart, Microsoft Store, same difference. I'm definitely not gonna get an angry message from Microsoft PR tomorrow, its fine, right? - [Danny] Matthew Rogers asked the question, "Do you find that people with disabilities often write off video games as a hobby and don't realize that there are organizations like AbleGamers out there?" - [Steven] I do. I think one of the things that my job has become has been fighting against the stigma of being a gamer, let alone having a disability, so, in a lot of ways, 15 years ago when I got into this game and when AbleGamers first started, we were not only fighting for people with disabilities, which, back in the early 2000s and early 90s, was not as welcomed as it is now and neither is being a gamer and both of those had negative connotations on them. If you were a gamer, you're lazy. If you were disabled, you're lazy. We had to fight all these stereotypes and yeah, I think that there are so many companies out there who don't even understand what we do, what I do and my daily operations and what my company does and what even is represented by gamers with disabilities being a part of the world. I don't know that everybody's quite yet aware. I think we're making it so. I think people like Danny are helping us push the narrative into the mainstream that it's not some little niche bunch of people that just wanna play a couple of games, but gamers with disabilities are everywhere. People like Halfcoordinated who are out there on the stage of Games Done Quick, who are out there pushing, me being on award shows pushing. I think we're all doing our parts and I think everybody who is listening can do their part by saying to their friends, to their family whenever the situation comes up, that people with disabilities want to enjoy every hobby, including gaming. I think it's gonna be interesting watching companies get involved more and more as they figure this out. - [Danny] We go back and look at the commercials of the 90s, where the prevalent idea of the teenage boy, the white teenage boy, right? The able-bodied, white teenage boy was the... - [Steven] Straight, able-bodied, white teenage boy. - [Danny] Yeah, lets keep going! Eventually we'll find that gamer. The one that gave birth to us all. Do you find that accessibility and people with disabilities have a place at the table now in a way that they didn't five or 10 years ago, or it is for people like you that are visible, but for most people it's not? - [Steven] Here's the thing. I think that accessibility has come a long way in a lot of ways thanks to the work that has been done at AbleGamers and our allies and our people that care about our narrative, right? There's no question, accessibility is better. Full stop, period, end of sentence. However, to continue the conversation, if you are not somebody that has a high profile, you do not have as good of a chance of things being made accessible quickly. I am extremely privileged, in that if somebody gets a hold of me and says, "I can't play this game because of this feature being in the way", chances are I can get to a developer and say, "Hey, is there something you can do about this?" Sometimes they can do it quickly, sometimes they can't. I've had developers literally, and I will not tell you who, go behind their bosses back and find code and tell me slash commands in engines to get around the accessibility things because the publisher didn't want to deal with the problem and the developer cared enough that they were like, "Just tell them to do this and it'll be fine." Okay, cool, I am super privileged in that I can do that, but there's not a lot of people in my position that can do that and I can't do that for every single person all the time. Everybody at AbleGamers has their people that they can turn to and they can make magic happen sometimes, but there's only so many of us and only so many hours in the day, so you can't do that for everybody. What happens if you're a gamer who can't play a certain game and its because of a feature in a game and there's nothing that can be done until that feature is changed? Well, you can tweet and you can email and you can send a feedback report, but you have to wait your turn, right? So there's definitely a position of privilege there for people like you and me who are in the game industry because we have the right ears. We try to do that honorably. Danny and I try to use our power for good. At least I do, Danny, I don't know... - [Danny] No, no, honestly please don't even say us both in the same sentence because you give me credit that I do not deserve. The work that you've done is literally changing people's lives. Maybe I'm making people smile a little bit, but you're doing some work that is really affecting people in incredibly important ways. - [Steven] I think we all have a different part to play though. I think that everybody who's listening has their part to play. This magnification of positivity that I have turned my "brand" into, if you will, is 100% honesty and compassion. We're all playing a part. I think anybody who's listening to the 75 minutes of this that we've done so far is doing their part by absorbing this information that they might not have known, about the struggles of people with disabilities. They may not have known that these are problems and issues. Now they can watch out for them. Now they can be an advocate. But, to get back to the original question, you do everything that you can and I think that we're in a position that we can make as much change for as many people as we possibly can, but I think that there are minority groups who are very vocal. The LGBT community which, of course, I support and Blacks in Gaming is one of my favorite GDC groups. I support every minority I can because I know my own struggles and while I may not know theirs, I know how difficult mine were and I can imagine and empathize with their struggles and I try to amplify where I can. The problem that I always find, and it breaks my heart, is that I'll see people that I respect so much in the industry, tweeting about how we need to support races, genders and sexualities and then they'll leave out disability and I don't understand why we're still not putting disability on the same level as these other minorities. Because guaranteed every single one of those groups, there's also people with disabilities within that group. So I would like to see when we're all unifying a bit more, to say that my LGBT friends who are disabled need support, my black friends, my latino friends need support. We are all in this together and I think that if we continue to amplify each other, we'll make this battle just a little bit easier. - [Danny] Is that why you make yourself so public? Like, you talked about your brand, right? You don't strike me, I'm not gonna bullshit you, you don't strike me as someone who suffers fools, you've got an incredibly intelligent head on your shoulders and you talk about this like feel-good brand that's really really important. Do you have to be watchful of people who would try to utilize that for their own optics? Like who would try and manipulate or would try and use the feel-good narrative to make their brand look good and then ultimately not really invest in your mission in a way that is substantive? - [Steven] Oh, absolutely. It is a hard and fast rule at my place of work, that no one with a disability is to do work without being compensated in some way. It does not have to financial because sometimes the government frowns upon that kind of thing, so maybe someone who is on government assistance can't take a payment because then that could endanger their insurance, and that we would feel horrible about, so instead maybe they get a copy of the game. Maybe they get a free tablet. Maybe a new webcam, who knows? It's that you don't use people. You utilize their skills, you utilize their experiences, you do not use them. And I think that's something you have to watch out for, and again, just anybody who has followed me so far, or if you plan on following me, Danny knows all too well that I am a lover but I'm also a fighter. If I see an injustice, I will strap on a sword and I'll go to town. I have no problem with picking up the battleax and running into the fight. I am not somebody who thinks the world is rose colored and we can just all love each other because that's the right thing to do. I think sometimes there comes a time where all people must fight. - [Danny] And whenever the battle happens, I'll be, hopefully, standing right beside you, swinging my morning star as well. Steven Spohn, an absolute pleasure to talk to you as ever, my friend. Where can people follow your work? What are you up to? Where can they consume your delicious content? - [Steven]I don't want that advertisement on my phone. My most active place right now is Twitter. I find it's the best place to amplify positive messages to fight some of the darkness; you can find me @StevenSpohn and you can find me on Twitch at the acronym that is my name: SteveInSpawn, like the comic book character, and I stream on twitch five days a week, just trying to showcase that people with disabilities are out there and we're not innocent snow flowers that don't so anything but sit around and watch TV. We're out there playing games, we make dick jokes and we're funny and inappropriate and we're just human beings like everyone else and I'd encourage anyone that has a disability that happens to be listening to the amazing Danny O'Dwyer, that you too should go out and live your life as visibly as you can because that's the only way that we're gonna change the world. - [Danny] Steven, thank you so much for your time. I really appreciate it. We'd love to have you back on if you're up for it again in the future. - [Steven] I'd be more than happy, Danny. Thanks for having me. - [Danny] No problem. Thank you, as well, for listening, everyone out there. We don't know who's up next week, but if you follow @NoClipVideo on the Twitters, you'll get an update over there. I'm @DannyODwyer on Twitter. If you have any feedback or any ideas for guests, you can also hit up our sub-Reddit, r/Noclip, or if you're a patron there is always a Patreon post you can just jump into, or hit us up on the DMs. The podcast is available on iTunes, Spotify, Stitcher, Google Play, the whole sha-bang. Anywhere podcasts are sold, stick 'noclip' in there and hopefully we'll pop up. We also have a new YouTube channel as well. If you type 'noclip podcast' into YouTube, we'll get that short URL soon enough, but until then if you hit that up, you'll be able to watch, slash, I mean 'watch', it's just a static image, pretty much with some gameplay in the background, but it's up there on YouTube. We also have full transcriptions as well. We don't talk about it very often. We do closed captions on all of our videos, but we actually also provide full transcriptions of the docs if you go to our Libsyn page, so that's like noclippodcast.libsyn.com and there's a link in all the descriptions no matter how you're listening to this and you can go check that out as well. Patrons get the show early. $5 if they're on the $5 tier. Thank you to them for making this ad-free and making it possible in the first place. Patreon.com/Noclip if you're interested in that. I hope, wherever you are, this finds you well. I hope you're enjoying some video games and we look forward to talking to you again on the next edition of the Noclip podcast, next week. See you then.  

Noclip
#04 - Mikey Neumann

Noclip

Play Episode Listen Later Jan 14, 2019 57:29


In the first episode of the all-new-format Noclip podcast, we talk to Mikey Neumann about media criticism and his time working at Gearbox on games like Counter-Strike: Condition Zero, Brothers in Arms & Borderlands. (Recorded January 8th) iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rssGoogle Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Watch our docs: https://youtube.com/noclipvideo Sub our new podcast channel: https://www.youtube.com/channel/UCSHBlPhuCd1sDOdNANCwjrA Learn About Noclip: https://www.noclip.videoBecome a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyerFunded by 5,035 Patrons. -------------------------------------------------------------- TRANSCRIPTION; - [Danny] Hello, and welcome to the NoClip podcast, the fourth episode of the NoClip podcast. Though, in many ways, kind of the first episode of the NoClip podcast. There's a whole new format. Less edited, less produced, more chatty and conversational. If you still like those ones, don't worry. They're still gonna drop in on the feed. But generally it's gonna be a weekly show now, just me sitting down with a bunch of interesting people from the world of video games be it people who are in development or people who are streamers or journalists or maybe just somebody who plays games who's got an interesting story. Speaking of interesting stories, we have a person here who writes quite a lot of them. Or at least did in a prior life at Gearbox Software. Today, you can find him as a... I don't wanna say film critic. Maybe film connoisseur? Maybe he prefers to be called a YouTuber? I'm not quite sure. Let's ask the man himself. I am talking, of course, about the one and only, Mikey Neumann. Mikey, how you doing today, man? - [Mikey] I'm good. Now you've given me like an existential crisis to worry about 'cause I used to worry. Like, what do you call yourself? - [Danny] Yeah, I don't know. The one that keeps coming to mind is like content creator, but that sounds worse than YouTuber. - [Mikey] Yeah, I get in trouble a lot 'cause people call themselves content creators, and they're people that I think are making incredible art leone. - Right. - [Mikey] And they're like, I'm a content creator. And I'm like, that's so dismissive. And they're like, why? The only one dismissive is you. They're just words. - [Danny] Yeah, I feel like the people who are actually content creators are those 3D model farms that game developers use that are in Singapore. You know, like the outsourcing places. Like that's content creation. They're making fridges and tables, they're creating content. - [Mikey] Teaching moment, for real, you actually do have good relationships with those different outsourcers. They tend to be with artists and designers 'cause at the height of a game, you might be using eight to 10, even more. Like if you're Red Dead Redemption, I'm sure they use like all of them. But it's not just throw it over the fence. I think the good games and good studios build a really good relationship with those outsourcers. So, it's never just throw it over the fence. - [Danny] Yeah, it came up in our Horizon documentary, and we'll get more into the development stuff in a little bit. But I remember we were talking to... Is it Herman? God, I should remember his name, just feels terrible. The lead over there at Guerrilla, and they're not that big a studio, but Horizon Zero Dawn is a really big detail game. So, they basically created an outsource management team within Guerrilla to do that. And he said it was like the game changer for getting that game out the door because before it's just there's too much stuff to make now, and it's 4K, and it takes forever. - [Mikey] And you call it content because it does describe all of it 'cause content can be sound effects, it can be how using those sound effects in the audio engine. There's so much content that I think, in the game sense, that word actually does work really well. - [Danny] There you go, we've solved it. You're not a content creator. So, we now have to figure out what your real job is. Yeah, Herman Hulst is his name. It's funny 'cause we're gonna get into development shot, which I feel like we do at all that often in the world of video game podcasts. I mean, there are some really good ones out there that do this sort of stuff for developers, but I'm hoping we can sort of break a little bit of new ground on this one. But we're not gonna do that for the first section 'cause I just wanna talk to you about what you've been playing at the moment. - [Mikey] Number one, I'm not really ranking them, but it's sorta like... I order them like how much I'm playing them. - [Danny] Okay, quantity, not quality. - [Mikey] Well, yeah, just to properly describe how much I'm playing Slay the Spire. It sort of combines everything I love, which is like a strategic, rogue-like, card collecting, card deck building, RPG, climb a tower. It checks all my boxes. - [Danny] I think those are the same boxes that make me fearful. I think any one of those. I mean, I love rogue-likes, but I think it's the word card, and I think it's the screenshots when I see cards. How much is it a card game and how much is it just the cards are a part of the interface? And you're just there-- - I mean, the cards are the game. I mean, it's an attack and defend game. You're making choices about how much damage you're trying to do, or how much you're trying to protect against. So, it's math fighting in the same way that one of my favorite games ever, and I used to exclusively play against UD engineering students because they were the best ones, Virtua Tennis. Like the first one. - Oh really? - [Mikey] It's math fighting. - [Danny] How come? - [Mikey] Because it looks like tennis on the surface, but actually-- - [Danny] It's virtual. - [Mikey] Well, it's Virtua, thank you, sir. - I'm sorry. - [Mikey] Sir. No, it's... And Mario Tennis ended up using these mechanics, and a lot of other people did. Never as punishing as Virtua Tennis where like you select a spot to hit the ball from, and the faster you get to that spot, the harder and better angle you can hit it at. - [Danny] Okay. - [Mikey] So, your ability to setup in time sort of makes it like you can hit it better and make it harder on the opponent, but they're also doing that to you. So, the exchange of basically fighting with angles and timing is Virtua Tennis. It looks like tennis because that's how tennis works, basically also, just not as mechanically solid. - [Danny] And just speaking to that sort of beautiful era of games when they were mechanical to the point where you could predict things. Obviously, sport games now are like kind of, they're supposed to be these massive simulations that are ultimately sort of like, you know, there's a lot of RNG involved in what they're doing. But that was not the way it was before. - [Mikey] I was waiting for that term. I was like, when's he gonna say RNG because Speedrunning grabbed a hold of us. I like that because it put it in the Lexicon. - [Danny] It's the wrong term though, is it? Or is it too broad? - [Mikey] It's sort of like, god, you're gonna get me in trouble. One of my old pet peeves was, and I try never to bring this up anymore. But if you watch Speedrunning or Esports, really, people say hitboxes in place of the term collision. And it drives me bananas 'cause hitboxes were what we used in Counter-Strike and Half-Life because you add rudimentary boxes sort of overlayed over the model, and that was collision. Collision's not that simple anymore. - [Danny] Actually, this is really what I wanted to get into later as well, which is the sort of disparate ways in which we do communicate about this sort of stuff. Do you think, in using the word like hitbox, it's reducing it? Like it's not talking about it in the way it should be? Or does it just irk you because it's the wrong term? - [Mikey] I think it irks me because I'm a pedantic moron. I think what isn't annoying about it is that the term hitbox is quote unquote sort of grew up to mean collision. Which is sort of synonymous, they're just not generally boxes. Collision tends to be people-shaped in people-shooting games. - [Danny] What other games you playing? - [Mikey] The one that's your fault, and I'm about to get back to Zen, I'm playing Half-Life one again. - [Danny] Oh, wow, okay. And that's, you worked on-- - Direct result of watching your incredible documentary. - [Danny] Thank you, you're too kind. Sorry we didn't actually meet. We did have lunch after I interviewed Randy Pitchford for that documentary. - Yeah, I met you at Gearbox, it was a fun day. We went and got barbecue. - [Danny] It was delicious. We ended up talking a bunch about Counter-Strike and Half-Life stuff 'cause of course you worked at Gearbox during a lot of that time. All of that time? When did you start at Gearbox? - [Mikey] Actually, specifically, 2001. - [Danny] Okay. - [Mikey] This is actually... You know how you can't find a word 'cause I almost said this is awesome. And then I was about to-- - Thanks. - [Mikey] I was about to say, no, I was like, it was awesome, 9/11 happened two months in, and I'm like, that's not awesome at all. Awesome in magnitude, not in quality. - [Danny] Good save. - [Mikey] Thanks, but we're working on Counter-Strike Condition Zero, a game at the time you could play as the terrorist. - Oh yes. - And we're like, that's not great. Everybody, is that great? Oh no, that's not great? Okay, and then I remember it became counter-terrorist only. And the game actually got better 'cause we did a game that will never see the light of day now but. - [Danny] Yeah, so how much of the Gearbox stuff was actually in the one that came out? Because it got passed, I think Gearbox was the second team to work on it and it ended up going through Turtle Rock and then Ritual, and it changed. It was like Valve's weird version where they wanted it to be a single-player game. - [Mikey] Well, it was Rogue first, right? - [Danny] Yes. - It was Rogue? - Was it Rogue? Yes, I think it was Rogue. Then you. - Yeah, the Alice developers, I believe. And by the way, I could be totally wrong. I'm just going off the top of my head here, memory-wise. It went Rogue, Gearbox, Ritual. It's still in Dallas, actually, they just drove it across the street. And then, Dallas isn't really that small, I'm kidding. And then it was Turtle Rock, which Valve ended up having a really interesting relationship with. - [Danny] Right, 'cause of the Left for Dead. But when you played the released version, was there any of the Gearbox DNA in there? - [Mikey] I don't know how much I'm permitted to say. - [Danny] Right, that's fair enough. - [Mikey] I mean, it's been awhile. I don't know. I don't think so. Off the top of my head, I would imagine no, but again, I haven't looked at it or anything in a long time. I think everybody that worked on that, which is really interesting and something I can say, is I think everyone did really cool work with what they were given and what they were trying to do. Ritual made some really cool art that Turtle Rock ended up using in their version. And Rogue had some cool stuff that we... To me, it was a lot of cool stuff and not necessarily knowing what to do with that brand at that moment. - [Danny] Yeah, bit of an impossible task trying to make a single-player portion of this beloved multiplayer mode. It's almost like you're trying to paddle the wrong way up the stream. - I can only speak for ours, and I can really all I can say is that it was really fun, and stuff we added did make it through like the Galil and the FAMAS. That was us that added that to Counter-Strike, and that ended up mirroring all the way back into 1.6. It's really interesting how that all kind of bounced around. - [Danny] Crazy, yeah, and people still play 1.6 today. And people still playing Half-Life today. So, what was it like going back and playing Half-Life? Considering you're sort of history with the franchise. When was the last time you played it? - [Mikey] Right when Half-Life Two came out. - [Danny] Okay, 2004. - [Mikey] Yeah, it's been a bit, it's been a bit. - [Danny] What are the parts that sort of shout out, or any specific levels or moments of it that you really like? - [Mikey] I think what I was doing was sorta, 'cause to me, what I really wanted to see again was that feeling of being Gordon. Half-Life one does something so brilliant, I've never seen any game replicate it, including Half-Life Two. Which is you're just a dude who is late for work. And everyone is like, ugh, Gordon? Ugh. And you feel like a piece of garbage. You're an MIT graduate, and they're treating you like nobody, and I just love that because it weighs into all of the gameplay through the whole. Like that guy hiding in the trashcan that we all threw a grenade into. But, you know what I mean? I love that sort of moral gray area that they played with because undoubtedly the hero, but they don't really treat you like one. - [Danny] Yeah, it's not like a sort of traditional, I don't know, hero. There's the mountian, go climb it kind of hero's journey type thing. It's a bit more of the everyman. - [Mikey] And you get to Half-Life Two, and every person you meet is like, Gordon? Gordon Freeman, the Messiah of Black Mesa? Oh, Gordon! I've heard every story about! You know, like everyone reacts huge to you, and it made me feel like less of a hero in a way. It sends me back to all those thoughts. - [Danny] Does it make you feel like a bit of a fraud almost? Because it's likehe kind of lucked his way through, like it wasn't exactly a charitable mission he was on. He kind of just had to survive in the first game. - [Mikey] Yeah, and there's like weird alien suit-wearing men that pull all the string. He's really not in control of anything. - [Danny] Right. - [Mikey] And it was funny 'cause what your documentary did that has never been done was you gotta remember, Half-Life Two was, obviously you remember, but it was huge. And it came out and it was massive and everyone loved it, and they're like wow, this is the best first-person shooter of all time. And I'm like that ends on a massive cliffhanger. - [Danny] It's funny, I forgot about that element of it. 'Cause to me, I just thought, oh people want more Half-Life. - It's huge. - [Danny] But actually, when I went back and replayed Episode Two as well, it's kind of like, oh yeah, this does totally suck. It's bizarre. I think it was difficult to separate the baggage from the game. And even the memory of playing of the game. You were talking about turning up late for work. When I went back to play it recently to capture footage, I tried to as much as possible to remember the first time I played it, and you do get that sense of when you turn up for work late when people are already making their lunch, and they're already sitting down at their desks and you haven't even gotten into your uniform yet. You know? That way about it, which I feel like now when I play Half-Life, I'm thinking this meta-version of Half-Life that's just me playing my nostalgia, not necessarily playing the game. So, it's cool that you actually got to go back and play these games. You haven't played in quite a long time. Kind of feel it authentically that first time. So, are you interested in playing the episodes? Or are you gonna just be pissed off by the end of it? - [Mikey] It's tough to play Half-Life Episode Two and not just feel sad. You know what I mean? 'Cause there's a lot of effort spent on no, it's not over. So, you gave us a massive cliffhanger and then said but it's not over. But it really it was. That's a huge disappointment, I think, that has weighed on people for a long time. I wanted to say that your section on Half-Life Three actually did give me closure. - Ah, nice. - As like a game player. I was like, it doesn't matter. All these people are making all this cool stuff, that's fine, go check that out. It is what it is, I guess. - [Danny] Right, it felt like, you know? It just felt weird to do with the doc, and for that to end on a cliffhanger would just suck. Everyone was saying you should release it in three parts and just never release the third part or something. Even the idea of making anyone watch a retrospective on this game, and then to make them feel shit about it again by the end just felt really wrong. Although who knows now? Eric Wolpaw has rejoined the Campo Santo-infused Valve. So, I don't know, maybe they're making games with writers again. - [Mikey] Yeah, well they're definitely making one 'cause they brought everyone from Campo Santo in. I think you could say the same nice things about Portal one as well 'cause Portal one, you start in a cage, you're a prisoner, and it's like you are trapped. And the climax of that game is the realization for the player, oh I can escape. And that twist was my favorite thing ever 'cause that moment when you're going up that ramp with the stair car on it, that moment I was like, oh sorry GLaDOS. - [Danny] So, it's similar to Half-Life one and Two then where, in a way, they just kinda have to... Everyman, everywoman, aspect is completely lost. The twist is gone, and now we have to kind of, I don't know, justify the lure of the first game in the second game when also just not making the first game. Did you like Portal Two? - [Mikey] Absolutely. I thought the writing was incredible. There's so much good content in Portal. I got to that word, and I was like caution signs, but Portal Two doesn't have that central promise. And I think that's what fantasy fulfillment is about. Portal one, you're in this scientific facility getting lied to about cake. And that's kind of the, you know what I mean? That's kind of the game, and you get to accomplish the fantasy of, you know what? I hate you, I'm getting out of here. I'm not living this life anymore. And you get to feel what it's like to be a prisoner, and then escape. You get all those kind of emotions. I don't know, I just like games that give me something more that sort of inform my actions in an interesting way. - [Danny] You enjoy good writing, which makes sense because that was your job, right? - Sure, sure, sure, sure. - For a decent amount of time. So, when did you can start doing writing at Gearbox, right? That wasn't always your focus, right? 'Cause even before you were at Gearbox, you were, was it Dave Defeat was the mod that you were working on? - [Mikey] Yeah, I did art on Dave Defeat way way back in the day when we're still rockin' DoD WAD files. - [Danny] Hey, man, John Romero is still selling them in 2019, so. - [Mikey] There is... wait, really? - [Danny] He's making a Doom WAD, yeah. But it's unofficial like he's releasing the Wad for free, but they're putting out a special edition box of it. And I forget what it's called, I should remember what it's called. I mean, if you type in John Romero WAD, it'll pop up, I'm sure. - [Mikey] I don't feel like that's what I wanna type on Google. - Yeah, maybe have safe search on when you do that. - [Mikey] That's cool though. I love John. That's super smart. - Yeah, that's rad. - [Mikey] Super neat. Back on DoD WAD files, if you go into the Day of Defeat box copy, there is, in fact, a WAD file called Mike Zilla Loves Ketchup.WAD. 'Cause I used to rock Mikey Zilla back in the day. - [Danny] That was your handle? - [Mikey] Yeah, I figured I could just shorten it to my name, which made it a little easier. - [Danny] That's great. Does that mean that Valve had to pay you for the WAD, Mikey Zilla Loves Ketchup? - [Mikey] Yes. - [Danny] Fantastic, congratulations. What was the first game that you were writing then? Was it one of the-- - Brothers in Arms. - Brothers in Arms? - Was the first credited write 'cause I was pushing some stuff even before that. But, again, I was a texture artist that painted sky boxes, and I'm over here being like, I can write, and they're like okay kid, we got it. 'Cause you also have to understand that I started at Gearbox when I was 19. - [Danny] Oh my goodness. - [Mikey] Yeah, I was a baby. - [Danny] So, what did writing look like on a project like that if you're just getting involved? - [Mikey] I mean, if you're a guy that fancies himself a screenwriter, not naming any names, me. Like I did. 'Cause we were trying to define what video game writing even was back then. Brothers in Arms one, I was working with this programmer, he's still at Gearbox. His name's Neal Johnson, he's one of my favorite people. He coded the battle dialogue system, which is all the barks and shouts and like, reloading! No one had done that. All the games kinda came out at the same time 'cause we all kinda solved that problem at the same time. But I remember thinking it was genius to figure out the exact number of variations you would need. 'Cause also when somebody said reloading in a game back then, they said it one way, and I had 20 variants per character, and depending on which character they were, they said it differently. Some people were more scared of bullets, while others were less, and that wasn't like a programming thing so much as just trying to be clever with the systems we designed, you know? Like make characters feel individual. - [Danny] So, the writing, it wasn't just a case of writing a script or a documented setting often team. Like you're part of a collaborative process of just trying to figure out narrative as a whole. - [Mikey] Yeah, and part of being a game writer is finding value in the bad thing. And by that I mean the thing you wouldn't want 'cause you're not, the writer is not the person that just decides everything. You have to write a game based on what you have, and I remember the voiceover stuff with Matt Baker and the Brothers in Arms games, with the red line on the screen where he's just talking like this. That was created because we had a load, there was still loading to be done. So, I could have a moment to just bloviate about the existential crisis of war. I remember, and I'm gonna paraphrase the lesson I learned, not necessarily the words said. But Randy Pitchford, when we're going through Hell's Highway and I remember, 'cause that game was really important to me, but I was like I'm gonna make everyone feel terrible. And you're gonna be like, war is bad, and everybody already knows that, man. But I was gonna go for the jugular and just, 'cause heart socket's paralyzed and all this horrendous stuff and I remember after that game did okay, Randy said to me something to the effect of it's hard to sell people loss. - [Danny] Right. - [Mikey] When you're making a product, your first instinct shouldn't be, I'm gonna make everyone cry all the time and you gotta feel terrible, and I'm gonna, you know? And it was just really interesting 'cause I never thought about it in those terms. And I don't think that's an absolute statement, but it's a good statement. You can't just sell people bad all the time 'cause they'll stop buying it. - [Danny] So, Hell's Highway didn't do particularly gangbuster you're saying because that's my favorite Brothers in Arms game. - No, it did really good. It just didn't, I think, it didn't position itself as what Call of Duty was positioning itself as by that point. - Right, yeah. That was a game that was part of the sort of before Gearbox got the IP back, right? 'Cause Ubisoft were publishing all of those games. Is that right? - [Mikey] Yeah, Ubisoft published all the Bros in Arms games, yeah. - [Danny] Right, do you have any insight into, we had a question actually from one of our Patrons. Let me see if I can get it here. This one from Raymond Harris, he said, "What ever happened to that new Band of Brothers games, the..." Sorry, I'm gonna have to repeat this question 'cause I'm sure he meant Brothers in Arms. - [Mikey] Oh, yeah, I've seen that mistake made a record, a hundred million times. - Really? That's so funny. - [Mikey] It's the most common mistake. It's interchangeable though 'cause people will call Band of Brothers Bros in Arms. The thing is, they're actually kinda close together and hard to keep track of. - [Danny] Yeah, I can see that. - [Mikey] Which I think ended up helping both of them. So, it's fine. - [Danny] Yeah, there's probably not many people who were buying box sets of Band of Brothers and trying to stick them in their Xbox 360s and wondering why a movie is playing. But Raymond asks, "What happened to that new "Brothers in Arms game that disappeared into the darkness?" I'm assuming he is referring to Furious Four. - Furious Four. - Which was-- - I cannot in any way comment on anything. - Oh really? - I'm sorry. - Okay, fair enough. We found-- - I'm not even sure I know all the story, but absolutely not. I was the Creative Director of that game. - [Danny] Oh you are? Oh my goodness. Okay, I can tell why you probably can't talk about it then. Let me ask you a different question then. What is your most proud moment of working at Gearbox? 'Cause we haven't even talked about all the work you did on Borderlands, which was a lot of writing. - [Mikey] Well, we're gonna segway in very naturally here. When Borderlands one came out, I still had this dream in my head that mattering. Like Brothers in Arms was still the thing that mattered, and Borderlands was like, ha ha, goofy fun. And I was making that distinction in my head like, Brothers in Arms matters, Borderlands is just fun. Which is a bad distinction to make, and I don't think fair. For whatever reason, whatever arbitrary guideline led me to this, I always had this dream that I would of made it when someone tattooed a line I wrote onto their body. And in my head, that... And I can only imagine that other writers have done this as well, but in my head, that only applied to Brothers in Arms. I was like, your writing such beautiful soliloquies. Thinking that mattered, and I remember the first line anyone ever tattooed on their body. Do you remember Zombie Island of Dr. Ned? First DLC for Borderlands one, and it's right at the beginning, Claptrap wheels up one of the other Claptraps, and he looks you right in the face, and he goes, "I pooped where you're standing." And that was the first thing anyone ever tattooed on their body that I wrote. They came up to me at a con and they're like, "Check this dope shit out!" And I was like, yo! - [Danny] Where was it tattooed, crucially? - [Mikey] Right on their arm, right on the bicep, just a massive Claptrap with a speech bubble that said, "I pooped where you're standing." And at that moment, at that exact moment, I went, all that matters is that you entertain them and give them joy. That became my whole thing after that one moment. - [Danny] How big was the writing team on something like Borderlands? - [Mikey] Borderlands one, it sorta passed through a few hands. Ultimately, I wrote the words that are said. I actually sort of think of it like Speed. The process of Borderlands one was sort of like the script passed through a few hands, and then I just rewrote all of it. Exactly the number of lines and the way they would go, and the reason I use the Speed example is if you look back at the movie Speed, the movie was written and ready to go for Jan de Bont to direct, but the script was kinda weak in terms of character. - [Danny] Right. - [Mikey] So Joss Whedon, back when he was a script doctor for Hollywood, he was hired to rewrite every single line in Speed by the person who says it at the time they say it at the length they say it. But rewrite all the lines. - [Danny] Wow. - [Mikey] But keep everything exactly where it is. - [Danny] So, the production can change, nothing else can change, but we're just go in and ninja this part of the production, change it. Go in, change it, go out, and nobody's none the wiser. - [Mikey] Yeah, so I got a big plot 'cause all the plot stuff was pretty much in place. So, it's a little loose in Borderlands one, but that's on purpose. When I got it, it was just make it funny. And that wasn't even a decision I think everyone agreed on at the outset. - [Danny] Was this because of the sort of the big change that happened? 'Cause obviously the Borderlands, the graphics, the art side of that game was obviously changed in sort of, maybe not the 11th hour, but pretty late in the process, right? - [Mikey] Yeah, it's funny 'cause if you type healing bullets on YouTube, you'll still get this video and like I, so long ago. I'm such a baby in that video, but I did an interview at PAX about healing bullets. And the thing that basically made me realize that game should be funny and try to get you interested in the world and the characters was we were play testing it, and the game was pretty much what it was. It just wasn't over-the-top with title cards and it's goofy. Roland has a box in his skill tree for if you shoot your teammates, it will heal them. But the gun you have determines how much you can heal. So, if you have the bombest shotgun in the whole world, you can be a combat medic in the middle. But if you just wanted to be a long-range sniper, you could literally snipe health into people. And I was like, and I had nothing to do with this decision at all, and I was like, wow, you don't care about realism 'cause why would you. That decision is show genius, I can't even. And that was the moment on Borderlands where I was like, oh, this is funny. This is a game that does not care about the existing restrictions of realism, and just make it make sense to that world, you know? - [Danny] It's interesting to hear you talk about the process because I think, maybe this is just my assumption, and we have a pretty good divide I feel of people who work in development and people who are, you know, just people who play games like myself who watch ourself and listen to ourself. So, maybe I'm speaking for other people as well, but I feel like whenever I'm thinking about writing in games, I think about writing in film where it's like if something gets done really early in the process, and then it's locked down and it's content-locked, but it sounds like that's not the case at all. - [Mikey] I don't think that's the case in Hollywood either because I think there's a desire to make it appear like that's the case, but you see screenwriters on movie sets a lot rewriting a scene while they're shooting the scene. That's insanely common. So, I think writing is just more complex than people think it is in general. - [Danny] Do you miss it? Has it been two years since you? - [Mikey] Yeah, it's coming up on two years. 'Cause I think... It's hard to remember 'cause I was out of the hospital for multiple months, and then I finally one Sunday just kinda resigned 'cause it was time. - [Danny] For people who don't know, were you diagnosed with MS around that time? Or had you been suffering with it for a longer time and it was getting worser. - [Mikey] No, it was just an incident. That's a whole other... That'll be a podcast all its own. - [Danny] Right, yeah, and you should go check out. Is all that stuff on the FilmJoy YouTube channel or is that a different YouTube channel? All your retiree stuff? - [Mikey] There's a short film called Get Off the Floor on FilmJoy that fills you in on all the stuff that happened last year, which wasn't technically MS that caused the original thing, but then it is exact... When you have my body, all of that stuff just mixes all the time, and then you find what fixes it, not necessarily the key to solving all of it. But just enough to get better for a second, and you just accept that and move on. - [Danny] Right. I mean, obviously, you're working for yourself now. You're working on your own project. I can empathize with you a lot on the struggles of kind of that thing 'cause we kind of got very similar styles of projects, I feel like mostly. But what are the things you miss most about game development? Is it working with other people? - [Mikey] Yeah, absolutely. I don't need to listen to the other options, yes. - [Danny] And what else? Is it just a social thing or is it like collaborating or? - [Mikey] I think I am most effective in a collaborative space. And I've sort of designed this new life and new persona that doesn't do that. I think, we have a show called Deep Dive where me and my friends watch bad movies. I know, so creative, right? But Deep Dive, the rule is, and the rule to like be on the show 'cause I made us all agree to this upfront. And they're all better at it than me now, but the rule is you have to find something to love. We're not here to make fun of it and destroy it. 'Cause people spent effort on it whether you care or not. - [Danny] Actually, I wanna talk to you a little bit about that 'cause recently I got into a bit of a... I don't know if I call it a beef on Twitter, but I said something on Twitter and I really pissed off a bunch of game star lists. - [Mikey] Oh, I did that this morning. - [Danny] Oh, did you? - [Mikey] I did it yesterday too with Speedrunners. - [Danny] Oh really? I was making a point that I was really irked that so much of, not just YouTube, but also so much of the sort of op-ed space of games coverage was... Critiquing games is fine, but just saying games are bad because you don't like them. Saying you don't like something and saying that it's objectively bad because of x reason when I imagine just from, I feel like I empathize with developers more now that I hate watching videos or reading articles where people say, oh the developers should have done x 'cause it's like they fucking know, and they made that decision because of something. It was a decision, not an error. Not all the time, but a lot of the time. So, I wanted to ask you, as somebody who sort of has been in the development world and now is essentially sort of like in the criticism world, is that something that used to irk you when you'd read things or listened to podcasts from journalists and they're talking about games, and you kind of shrug your head and say they don't know what they're talking about? How did you feel? - [Mikey] I think, well one, yes, absolutely that irked me. Yeah, like I'm responding to it. I think it informs my entire being because I spend all of my effort to be like, wow they really tried in these ways, and it's worth respecting these people here for this. Just point out the good stuff because bad stuff, quote unquote, I don't know. What ever thing is making people mad about games right now, they'll also tend to be like, and here's why 'cause one person just hates gamers. And it's like, probably it was some cross section of money, personnel, and time. - [Danny] Right. - [Mikey] You know? You have those three things, you have limited quantities of all of them, you must decide the best way to... Generally, it's actually just business that causes stuff to be quote unquote bad. It's never someone was like, yeah, let's get 'em. Let's show 'em! - [Danny] Does that extend at all to the way in which Gearbox itself was reported on? 'Cause I feel like there's been quite a lot of anti-Randy sentiment in the media over the years. And obviously someone you worked with closely. - [Mikey] That is the most unfair question. 'Cause I can't really answer it, but I can say I think everyone has a not great reading on Randy, and that's on purpose. He's one of the most personal, personable, kind, caring people who is very serious about running a business and rewarding his employees and doing that. And it matters so much to him that he's just willing to take the bullets for the... And I think that's very respectable. It's huge, that's what a boss is supposed to do. I think Randy's a great boss. I said it! - [Danny] Quoted. So, I guess you say, is that why? I mean, the name of the channel is FilmJoy, right?. Was that a big part of sort of passion behind it was to try and not glad-hand, but just to speak to a different facet of film and not just sort of go for the easy thumbnail or the easy title? - [Mikey] It's also sort of about even though I'm not necessarily part of the business, I understand the entertainment business and I have a lot of friends in that business. It's explaining that things you don't like are often more complicated than you think they are, but it's okay to love stuff and to celebrate it. So, I try to use that methodology where even if I needed to talk about something that people perceive as negative in my opinion, you then kinda show them why we're the value of the thing in a way they haven't thought about it. A lot of times, it just comes down to perspective, honestly. You can give someone a perspective on a movie, and it will change the movie entirely. - [Danny] But now we live in a world where Lindsay Ellis is making amazing videos, and loads of people are watching them. - [Mikey] You have this sort of cabal 'cause we all know each other, and we're all friends, and we're all supportive of each other. But we're also trying to make people happier and looking at art as art because if there's one goal, I think for me, it's that let's appreciate the struggles of art. Let's appreciate the failures of art for what they are, or what they went for. Let's not just look at movies as this throwaway thing. That you just go to a theater, you turn your brain off. My least favorite piece of advice people give, just turn your brain off! All die! - [Danny] Do you think we have someone like that in the world of games? 'Cause it kind of requires somebody to be like, have experience in the field, or be a scholar of that field. And I think we've really good critics and some good analysis. People like Mark Brown or Super Bunnyhop. And loads-- - Mark Brown's great. - [Danny] You think he's the closest, probably, we have to somebody who does that work? - [Mikey] Intellectual, I would say, like Mark Brown is more in that Lindsay Ellis direction, which is highly valuable and highly great. I would put up, and this isn't intellectual criticism, it's emotional, which kinda is more in-line with me, I would say that the video game creator on YouTube that speaks to sort of my direction is NakeyJakey. - Oh yes. - You ever heard of him? - Yes, he did a, he has a really good Red Dead Redemption video I've watched recently. - [Mikey] But it's like mature and it makes good points, but it's also from a place of, I love everything and I wanna keep loving it. Here's some thoughts, here's some, I don't know. I really love his content. - [Danny] Alright, let's jump into some Patron questions. These are questions from the folks who support us on NoClip, patreon.com/noclip. Also, if you subscribe with the five dollar tier, you get this podcast early. Would you imagine? And you also get to ask a bunch of questions. This first one comes from Tony Voots Zaninga, which may or may not be that individual's legal name. "What is your favorite movie licensed game?" Anyone's pop out in particular? I'm a big fan of a Die Hard trilogy on the PlayStation one. - [Mikey] That's funny. Does the West... wait, what was the company name? The people that made Command and Conquer. - Westwood. - Was that Westwood? - Yeah, yeah. - [Mikey] Do you remember that Bladerunner game? - [Danny] Oh, yes, I do. - That point and click. - I thought you were gonna say Dune, but yes, that Bladerunner game, absolutely. - [Mikey] Also, Dune is good too. But the Bladerunner one is kinda the movie, kinda not. It's tough to say. - [Danny] What is it about it you like? - [Mikey] I am a sucker for point and clicks, so. - [Danny] Did you like the old... I've recently been re-watching the Indiana Jones movies 'cause my wife had never seen them, and we were talking about Indiana Jones and the Fate of Atlantis, which I played on the Amigos old Lucas Arts one. Did you ever play that one? - [Mikey] Yeah, you actually just reminded me of another Randy quote. It was, "Fate of Atlantis is the third best "Indiana Jones movie." And I was going like, yeah. - Yeah, I could see that. - Yeah, 'cause like it could be fourth, but it caused a conversation where we're like, is Fate of Atlantis a better Indiana Jones movie than Temple of Doom. And I was like, if you can create that conversation in one question, awesome. - [Danny] That's interesting 'cause Temple of Doom is my favorite one. That wouldn't be my number three. - [Mikey] Yeah, but it could be number four as long as Kingdom of the Crystal Skulls is not your number one. - Absolutely. - I respect the opinion, and I give you the floor if it is. - [Danny] The Kingdom of the Crystal Skull deserves to be in the top three best indie movies? - [Mikey] No, if it was, I respect your right to have that opinion. - Okay. - [Mikey] I'm not gonna be like, no. I'll make the joke 'cause Kingdom of the Crystal Skull is eh. But it also actually does have some really good scenes in it, and I don't know. It's worth a re-watch for the first 40 minutes. That scene with Harrison Ford and Shia LaBeouf where they're passing the beer off the train back and forth, you know what I'm talking about? - Yeah, that's, yeah, that's pretty good. - That's classic Spielberg. The rest of the movie isn't, but that-- - [Danny] That is, it's like a... I think it's a oner, is it? You know, one of his shorties that's sort of like, it plays with props and has your eye moving around the frame, where is then you go to the fridge nuclear explosion andit's a hard swing. - [Mikey] But even that 'cause that scene destroys Indiana Jones, but it also welcomes it into the nuclear age in a single shot 'cause the one of him against the mushroom cloud, even though everything leading up to that is like, what? That shot is so iconic of a world where Indiana Jones entered the nuclear age. That was a perfect shot. - [Danny] It's coming up. I keep telling my wife 'cause the Blu-ray pack I got came with all four of them, so it's on the list. So, I guess I'll know soon enough. - [Mikey] Oh, hey, what you do today, Mikey? Oh, I went on Danny O-Dwyer's podcast and defended Kingdom of the Crystal Skull to prove that I know movies. Oh, my show's canceled? Ah. Okay. - Kristoff Shepherd wants to know what games you played last year that you think were sort of like under-deserved or underappreciated. Was there anything that popped out to you? - [Mikey] Last year? - Yeah. - No, actually, I can't answer that 'cause my body didn't work for most of the year, so I skipped out on a lot of games. - [Danny] Did you really? - [Mikey] I couldn't play. I would do the Rocket League test every day to see if my fingers worked. - Wow. - [Mikey] When I got out of the hospital, it was five months before I could control a game like Rocket League sort of where I was. 'Cause I played hardcore. - [Danny] God, I'm so sorry. It's that fine motor skill that-- - [Mikey] Yeah, my professional gaming career has ended. - [Danny] You don't have the... What is it? I thought that happened to all Cannon Strike players when they reach 30 anyway, right? You lose your fine fibers in your hands, and suddenly you can't be a Starcraft pro no more. - [Mikey] Well, I'm also, at this point, 40 to 60 percent blind, so. Those dreams have sailed, they have gone. I'm not gonna be the number one League player. - [Danny] Does that inform what you're deciding to play now then? 'Cause I know it's not like you're feeling completely perfect now or anything. It sways on a moment to moment, day to day basis, right? - [Mikey] There is... So, specifically, one thing I cannot do at all is play VR games. - [Danny] Right. - [Mikey] 'Cause my balance is so bad that if I stand up and put that on, I would immediately fall over. - [Danny] Really? - [Mikey] Yeah, you ever do that thing where you're trying to stand on one leg and close your eyes? You just can't do it? That's me most of the time with my eyes open. But if I cover them up, I'll just fall over. And I can't really see in 3D anyway, so it doesn't matter. - [Danny] So it's not like even Astrobot sitting down or anything would be doable? - [Mikey] 'Cause it's also just like how bananas the game is. I mean, we were talking about what games I was playing, and like Slay the Spire and Half-Life are pretty chill. I could do Mario Party, I'm good at that. Still got the Mario Party gene 'cause some of those games are just smash a button. - [Danny] Do you like the new one? Have you played the new one? - [Mikey] I think the new one is the best Mario Party they've ever made. - So do I! I don't know why people don't like it. It's me, you, and Dan Ryker are the ones that actually enjoy the new Mario Party. - Hell yeah. - [Danny] I think it's great. I think the dice stuff is wonderful, and they, not to use the term RNG again, but they pulled back a little bit on the random bullshit at the end of each game where like it doesn't matter how well you did. - [Mikey] The thing about Mario Party is it doesn't matter who wins or loses. You're playing to have fun with your friends. Don't forget that part. Don't forget that step. It doesn't matter, nobody gets anything for winning. It's fine, the game will lie to you and bullshit you out of a star. It's okay. You're playing 'cause it's fun. - [Danny] But Mikey, we're so used to video games letting us win all the time. If we wanted to lose at games, we'd play board games or card games. - [Mikey] If you don't like RNG, play checkers. - [Danny] I got a question from Raymond Harris here, let's make this the last one. He says, "What is the culture like working at Gearbox?" Yes, you were there for a long long time. From my very brief time in the office, it seems like there were a lot of people who worked there for a long, 10 years. Is that the case? Has it grown a lot in the time you were working there? - [Mikey] I was like employee 32, somewhere around there. When I left, it was like, god, between 300 and 400. I don't even, it's over 400 now. - [Danny] And would that have just been in Dallas? - [Mikey] Yeah, that's just in Dallas. - [Danny] Just in Dallas? 'Cause they also have that studio open in, well everyone has a studio in Quebec now-- - I never went to that studio, so I don't know anything about it, but yes. So, it's massive, and I was part of building that thing. Like helping build that with all the amazing people there, but the culture was supportive and nice and you made good money, and people stuck around. That's still true. So, it's great there. - [Danny] Was there much of people bouncing between there and maybe age work in Richardson down the road? There's a couple of other studios around the sort of greater Dallas area? - [Mikey] There were, like 3D Realms was out there. - [Danny] Of course, yeah. - [Mikey] God, it's been so... Like now, I feel like... 'Cause the Words with Friends guys are or were here. I haven't thought about it in awhile, but. - [Danny] And that was the biggest game in the world for a hot minute there. - [Mikey] Yeah, and then they got bought by somebody. I don't even remember. It's so complicated, but I remember they were out there, but other than that, it's id and Gearbox pretty much. id, actually, when they built their new building, it was right down the street from Gearbox. So, the employees that knew each other, we'd eat lunch all the time together and catch up, especially after Doom came out, you know? The reboot. - [Danny] Right. - [Mikey] And we're like, this is the greatest shooter ever! It's just fans. The reality is a lot of game makers are just fans of each other. It's okay that they're friends. - [Danny] It's also cool that there's so much history between those two studios, and the RPG 3D Realms. And so much of that studio also being at Gearbox. - [Mikey] I remember one of our first interactions that I remember. I'm sure there were ones before it. When we did Tony Hawk Pro Skater Three for PC, we added the Doom guy from Quake Three, I think. - [Danny] Right. - [Mikey] On PC, if you type the cheat code, it's either iddqd or idkfa, but if you do that in Tony Hawk, it gives you the Doom guy. Well, we did that with id. They gave us the actual re-Doom guy model. I think, again, not sure, it's been awhile, but. - [Danny] That's awesome, especially from somebody who runs a company called NoClip. I remember walking into the studio the first time and then being like, oh yeah, we really like the name. And I was like, that's good to know 'cause I was worried Bethesda were going to sue me. - [Mikey] I never actually thought about it in context now. You typed, idkfa was weapons. Iddqd, I think, was keys. Yeah, specifically noclip was noclip, right? - [Danny] Yeah, yeah, noclip was turn off collision. Clipping, clipping, clipping, clipping. - [Mikey] One of those sounds like a cheat code, and one of those sounds like a programmer, you know what I mean? Half of those probably were cheat codes, and half were actually just test things. Which is really interesting. - [Danny] It's different to like Impulse Nine or Impulse 101 we used to do for-- - Right, oh god! Impulse 101! You take me back, Danny. Wow. - [Danny] Mikey Neumann, thanks so much for coming on. Before we let you go, can you tell us what you're working on? What's going on over on... It's patreon.com/, oh sorry, it's patreon.com/movieswithmikey. It's youtube.com/filmjoy, that's right. - [Mikey] Yeah, youtube.com/film joy and go check out our stuff. I have a big cork board across the room. I just did my schedule for 2019 and Movies with Mikey episodes. There's some real good stuff on there. Actually, I should hit my 100th episode this year. - [Danny] Congratulations, and congratulations on over 200,000 subs on the channel and on finishing your monster, three-part Harry Potter Series which myself and my wife have been enjoying. We still haven't watched the last section of it. Does it feel good to get those out? Just to have them done when they've been in your brain that long? - [Mikey] It felt amazing up until the Pottermore Twitter account tweeted that stuff about students shitting in the hallway and just erasing it with magic, and I was like... Ah, cool, cool. I tried to talk about how this is a serious exploration of death, and it all just disappeared in shit. Like that destroyed anyone talking about my thing. Now, it's a business, and that's the thing the third episode's about is like how Harry Potter is actually an exploration of multiple sclerosis. Which I didn't even know when I started it, and that messed me up when I went into the last episode and I was reading all these old interviews with J.K. Rowling about... So, when J.K. Rowling was 15, her mother was diagnosed with multiple sclerosis, and just under the 10-year mark after that diagnosis before J.K. Rowling is 25, it kills her. Her mother passed, not directly, but it was MS, and you don't see that a lot. Harry Potter is about dealing with the death of your parents and not accepting simple answers. That destroyed me to know that the disease I have leaves these holes in people, these Horcruxes, if you will. That was so monumentally world-shifting to me that I was like I can't talk about any of this other stuff, even though it's interesting. - [Danny] Mikey, this is why I love talking to you because whenever I'm enjoying a movie or in our chats up in Dallas, playing a game, I feel like your analysis always gives me further sort of layers to either enjoy or understand something, or understand myself, or how I should react to it, or even wide our culture a little bit more. And I think that's really important. Thank you so much for your work, man, and thanks so much for coming on today. I'd love to have you back any time, any time we shoot the show. - Any time you want me, man. - [Danny] Appreciate it, dude, and thank you so much for listening to this, the fourth, slash first episode of NoClip podcast. We'll be back next week with Stephen Spohn, the CEO of AbleGamers. Good friend of mine. Talk about all the games he's playing and the work that he does. If you have any suggestions for guests or questions or anything, go over to the subreddit that's r/noclip. Hit me up on Twitter at Danny O'Dwyer. The podcast is available on everywhere podcasts are sold, iTunes, Spotify, Stitcher, FlamBlam, all the Google Play. I made one of those up. We also have a new YouTube channel as well, which doesn't have a tiny or a small, sexy, URL yet, so you're just gonna have to take my word for it and type in NoClip podcast into Google or into YouTube and it should pop up. Yeah, five bucks a month to get you the show early, but of course, these are all free anyway for everyone. Thank you so much for supporting our work. Thanks to all our Patrons for keeping this stuff ad-free, and patreon.com/noclip if you're interested in that. And youtube.com/noclipvideo if you wanna watch our documentaries. Mikey, thanks again. Thanks to you for listening, and we'll see you, would you believe it, next week.

Inside Design
Listener Design Questions

Inside Design

Play Episode Listen Later Jun 20, 2018 26:56


1. INTRO We have always been big sharers of information, life and business lessons, sources, advice, etc. One day when we are tired of designing residential and commercial spaces, you will probably find us on the speaking/coaching circuit or writing a book. We got such great feedback on our last Listener call in episode, we thought we’d do it again. 2. LISTENER QUESTIONS A. Lisa – How to figure out a lighting plan in a large space B. Danny – How to make the most out of a galley kitchen. C. Megan – Where to focus her clients in a new construction design center. D. Jennifer – How to plan for new home purchases ahead of time. E. Joan – How to mix metals in a new home

design lisa how jennifer how danny how
EmpowerME PEPTalks
EmpowerME PEPTalks 6-29-17

EmpowerME PEPTalks

Play Episode Listen Later Jun 29, 2017 17:27


Don't let the Wake Drive the Boat Yesterday is over EmpowerME PEPTalks by Danny • How we can Re-Create Who We Are, Again! EmpowerME PEPTalks • EmpowerMe PEPtalks The 3 Rs to Change from Author Danny Lena • Make that SALE a Danny Lena empowerME PEPtalk

change sale rs danny how
The Amazing Seller Podcast
TAS 100 : How To Choose and Launch Private Label Products on Amazon in 2016 (Round Table Discussion)

The Amazing Seller Podcast

Play Episode Listen Later Sep 18, 2015 77:57


You’d better buckle up for this episode of The Amazing Seller! It’s over one hour and 15 minutes long… and for great reason! Scott’s hosting a “round table” episode with 3 three other Amazing Sellers - Chris Schaeffer, Rich Kibble, and Danny Brewer. They’re talking about how to launch products, changes to Amazon’s algorithms, marketing strategies, setting up your own ecommerce site, and tons of other great stuff. You’ll want to take notes and listen to this one more than once because there’s just TOO MUCH information to digest at one time.   Do you have the right mindset to be a successful Amazon seller?   What kind of mindset is that? It’s one that believes in the Amazon model and that anyone can be successful if they follow the steps Scott outlines. It’s a mindset that won’t give up even when disappointments or setbacks come. It’s a mindset that doesn’t try shortcuts, but patiently does what needs to be done each step of the way. It’s a mindset that surrounds itself with other people who are doing the same things, to receive encouragement and be an encouragement. It’s a mindset that takes action, over and over again. Find out more about how to be an Amazing Amazon Seller on this episode.   The fundamentals of building an Amazon Private Label business stay the same…   but you have to learn to be flexible as some of the particulars change. Over the last few years Scott’s formula for product research and product launch has proven to still work. His strategies for using reviews and PPC still get results. But since the Amazon market is getting more crowded, you’ll need work harder at those things and also add more effort to differentiating your product from others. You’ve got to stay flexible and be creative to make it work, but it still works.   What about the stuff going around that Amazon is cracking down on review groups?   It is concerning to think that potentially hundreds of reviews for your products could vanish because Amazon deems them to have been “paid for” through a review group. But is it really something to be THAT concerned about? In this episode of The Amazing Seller Danny Brewer says that so far it’s all seemed like smoke without a lot of fire. He still uses review groups to do what he calls his “aggressive product launches.” But other people say that they’ve had reviews vanish without notice. What do you think? What does today’s guest panel think? Find out more by listening to this episode.   You need to differentiate your Amazon products, but how do you go about doing that?   There are many ways to make your products stand out, but one of the guests on today’s episodes has a great trick: He finds sellers that are offering products that are the same or similar to what he’s offering, and goes into their seller profile. There he can see everything they’re offering. He might decide to carry a product that is like something that competitor is doing, or he might get a great idea from browsing around the items they offer. Either way it expands his possibilities and helps him build a business not just a successful product. Hear more ways of making your company pop, on this episode of The Amazing Seller.   OUTLINE OF THIS INTERVIEW EPISODE OF THE AMAZING SELLER   [0:05] Welcome to the big 100! Scott’s celebrating with a special episode. [1:54] Introduction of the participants: Chris Schaeffer Rich Kibble Danny Brewer [2:40] Why Scott invited these three guys - their experience and plans for the next year. [3:28] Chris - His background, his consulting work, and his work on Amazon. [5:36] Danny - How he started with Amazon and why he’s doing this kind of business. [7:44] The kind of mindset required to be a successful Amazon seller. [11:35] Rich - His Amazon story and outlook on his business. [14:01] The fundamentals of an Amazon business stay the same, but… [14:51] You can launch products simply from the free podcast episodes. [16:41] The importance of rubbing shoulders with other people who are doing the same thing you are doing. [17:35] How these 4 guys go about product selection… and what they predict regarding product selection for 2016. [19:40] Using the seller pages of successful sellers to find other products that can fit into your niche. [22:17] Additional steps to product selection. [27:00] Rick’s focus on finding ways to evolve his product niche. [28:10] What to do when you find 10 pages of people selling the product you’re considering. [29:00] How to use product reviews on existing products to set your products apart. [31:22] How to prevent hijacking of your products. [32:54] How to use the Amazon brand registry. [37:08] The importance of adapting your products and strategy as you go. [39:03] Trademarks? When should you apply for one? [41:40] How Rich took two complementary products and put them together. [42:26] The launch process once you have a product chosen. [45:54] The first push to get 5 or 10 reviews. [46:30] Using Pay Per click for your launch. [50:49] Following up your launch with PPC and customer follow up. [52:21] Danny’s “more aggressive” way of doing a product launch. [56:13] Danny’s thoughts on the new changes to Amazon regarding review groups. [58:31] When to make the move of setting up your own store or website to sell independent of Amazon. [1:00:00] Setting up a blog or website to funnel SEO traffic to your products on your site. [1:05:05] Why Danny believes Amazon is still the best channel even if you are going to build a site of your own. [1:08:22] Ecommerce comes down to 3 important things. [1:10:00] Why no real business would be single-channel dependent. Amazon can serve as the launching and testing ground for a broader business. [1:12:00] Advice for those just starting out with Private Label Amazon sales. LINKS MENTIONED IN THIS EPISODE   www.TheAmazingSeller.com/23 - Chris Schaeffer’s previous episode   Rich’s episode - www.TheAmazingSeller.com/53   Episode that features Jungle Scout - www.TheAmazingSeller.com/56 (with Greg Mercer… and includes a video showing how its used)   The 500 dollar challenge episode - www.TheAmazingSeller.com/68   Karon Thaxton’s tips on benefits VS features - www.TheAmazingSeller.com/86   Find out about the 5 steps to launching your product in Scott’s free workshop  - http://www.TheAmazingSeller.com/workshop   Simple Keyword Inspector - http://www.keywordinspector.com/simple/index.php   Episode with Steve Chou about ecommerce sites - www.TheAmazingSeller.com/93