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On this episode, we dive into the conversation around Sekiro and accessibility as we chat with Clint Stewart about his experience playing Soulsbourne games with an arm and a foot. 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 4,501 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. We've had a lot of people on who have made video games, so it's about time we've had someone on who plays them. And this isn't just anyone, this is a friend of Noclip and somebody I've wanted to collaborate with for quite awhile. So I'll let him introduce himself. Clint, how are you doing this fine Friday afternoon? - [Clint] I'm doing great, thank you. Hey Danny. - [Danny] Tell us a little bit about yourself. I'll kind of get into what we're gonna talk about in a hot second, but tell us your name, where you are right now, and what we're here to talk about. - [Clint] Alright, my name is Clint Stewart. I go by DisabledCable on Twitter and JehovahNova on Steam, bunch of other names. I think TreeLegDog may be one of them. I've been a gamer most of my life and almost seven years ago, I was injured very badly and I lost my left arm and I broke my back as well, so trying to learn how to play games one-handed has been quite the challenge. - [Danny] And you're somebody who can kind of speak to the accessibility question from somebody who has experienced playing games with no disability and experiencing games with a pretty heavy one as well. We've a lot to get into today. Before we sort of talk about, I guess, your experience more generally, I just want to let everyone know how this came to happen for this episode of the podcast. I've been wanting to do something with Clint for a long time because his insight into this is super refreshing and he's a very eloquent speaker but we've sort of struggled to get that project up and running. We're hoping to do it the future. But what happened in the past month I guess is this sort of general conversation that's been going on around Sekiro easy mode and accessibility, which I did a video on on Noclip. You can watch an episode of Bonus Level that's kind of all about that. And that was kind of my opinion on it but I thought, the way Noclip works is that we often ask the experts about these things. People who aren't, we're not just giving my option on the state of development or design or anything but we go out and we find people who are experts in these issues. Clint is an expert in this. Not only because of the way in which he plays games but also because he's a fan of the particular series in question. So pretty early on I kind of tapped him up and was like, hey, when you've played the game a bit can you come on the podcast and sort of chew the shit with us about this? So first of all, thank you so much for coming on and making the time. - [Clint] Yeah, thank you. I've gotta say to start off with too, you did buy it for me. So I gotta be, first off, I've never been called an expert and you did buy the game for me, so that's all. All that's out of the way and start now. - [Danny] Yeah, we don't let interns, we don't do unpaid internships or don't pay people who are contributing to our work so yeah, yeah, no. Absolutely, it's the least we could do. So before we touch on Sekiro, can you tell us a little bit about how you generally play games? Like if you're going out to buy a game today Clint, what are the considerations that you have to sort of take into account? And how do you actually play them? - [Clint] Definitely, and this is a great first question because it really made me think about the Souls games and games like those and just everything that I have to take into consideration when I buy a game. The last game that I bought that was similar to Sekiro would be Neo. And I had to refund Neo when I first bought it because they released that PC port with no mouse keyboard controls whatsoever. I'm used to some games mouse and keyboard not working in the menus or maybe I can't rebind the keys in-game but I can do it in the Razer Synapse software, but with Neo, it was just like no. You better buy a controller or it's just not gonna work. And just one of the only times I've ever had to refund a game. - [Danny] Is that rare? Does that happen often? - [Clint] That is extremely rare these days, thankfully. And enough people, I got on Twitter which my tweet might have got two likes. I don't think I got noticed by anybody but more than just me who's coming out saying, hey, this needs mouse and keyboard support. You can't release a PC game with no mouse and keyboard support. And I was hoping that maybe the Dark Souls, before the remaster that just came out, the community got together and made mouse keyboard controls work in that game as well. Because the first Dark Souls port was horrible. It's one of the worst ports I think I've ever played. And the community got, what was it called? The DS Fix, I guess the one guy made. But then they added on to it and added mouse and keyboard support, but they still didn't get the prompts right. So you would get a prompt on the screen to do something but it would say, it would be the controller prompt. You still wouldn't get the mouse and keyboard, which is extremely frustrating when you're trying to remember. You've just changed everything up and you think you remember what you did but then you know, that's extremely frustrating. Generally when I buy a game I look, does it have rebindable keys? And if not, that's not always a deal breaker, but does it just have mouse and keyboard support in general? Because I have two different one-handed controllers and I don't want to knock the guys that worked on those, that created them. One of them was the first guy who I'd ever seen even do this. He has a channel on YouTube. And each controller has it's own issues, but I mean for what they are, there really is no other choice if you have to play console games. I mean because they still haven't gotten around to adding mouse and keyboard support fully on the Xbox. I think PlayStation has some in a couple games. But even like Xbox, they just added it and they have a partnership with Razer, but yet if you were to turn on the Xbox and try to just use the mouse and keyboard, or in my case the mouse and footboard, which is the Stinkyboard, you can't do anything. You have to use a controller to navigate the UI. And then to find the games that will work with mouse and keyboard. It's a lot to think about when you're looking at games. - [Danny] Yeah, it's a whole lot of questions that most of us don't really have to consider at all. So when you're interacting with these games, obviously the bindable keys, you said, is a really important part of it. But what are you using physically? Because presumably you're not using both a mouse and keyboard. You're remapping this to a third-party peripheral, or sort of a-- - [Clint] So yeah, just let me explain that a little better. I use a 19 button mouse that's called a Razer Naga. Razer is the company that makes it and the Naga is the brand. And basically it's made for MMO. It's called an MMO mouse. Which I have used it in an MMO, and we can talk about that later. I think that's, one of the games that I used to try to teach myself how to play again was World of Warcraft. And then I also use a Stinkyboard, which is a four button footboard. Now both of these hardware have software tied to them as well that will allow you to completely rebind. You can make any of the buttons whichever button you want. And then the Razer software is even more powerful because you can make macros as well. And there are certain games like Devil May Cry 5, that just came out recently. That's a beautiful game. It's brilliant, it's a lot of fun to play. But for me as a one-armed gamer that was infuriating because you had to press three different buttons to be able to do some moves. And that was including having to hold down a button for lock on. So I ended up having to go in the Razer Synapse software and make a simple on/off macro for lock on, just so I could do some of the moves in that game. Out of all the things that they forget to add, like of course I would love to see ultrawide support or unlock frame rate. The game does have unlock frame rate, but just simple lock on. Being able to just toggle that on or off. Just like maybe you want to have sprint always on, have a toggle on sprint or a toggle on crouch. For lock on should be something that just needs to be industry standard. Do you want it toggable or not? - Wow. - Just help people out. That's definitely something I've come across in a few different games. - [Danny] Yeah, I hadn't thought about that consideration at all. When you're playing then, so you have a prosthesis, right? Like you have some sort-- - [Clint] I actually do have government subsidies, or I should say subsidized, because I had to go through a legal battle just to get Medicare and Medicaid. I've talked to you about my story before, you know what happened. They denied me disability. I actually got denied twice and had to get a disability lawyer to get disability. And then when I finally got in court the judge was like, oh my lord, son, we're gonna take care of this. - Oh my goodness. - And I was in and out of there in two minutes. - [Danny] On what grounds were they? - [Clint] You know what, the first letter I got back they were like, oh he can still bend over and lift things. I'm like, with what good back and what two arms? Did you even read what your doctor said? Ah, bureaucrats, man. - [Danny] That's incredible. So the judge like took one glance at you and kind of-- - [Clint] Yeah, soon as I got in front of the judge he was just like, I am so sorry sir, and we're gonna get this taken care of. Within the next three months I had an arm. You know, I think the government paid $90,000 for it, I wanna say. And it's very nice but it's very limited. I mean, it's the first version, right? Like if I had, I've got a few complaints about it, but one of the most being is how heavy it is. Because it's carbon fiber and it's got a battery. And also due to the kind of amputation that I had. I don't have a lot of arm left so it's pretty much just resting on my shoulder which is supported by my back which again, my L3 and L5 were severely cracked and my L4 looks like a spiderweb. They didn't think I'd be able to walk again. So that's a miracle in itself that I'm still walking and talking. So I count my lucky stars and I don't complain about too many things. But definitely this whole conversation around accessibility versus difficulty's really got me thinking. Your video is great that it looked at the nuance of it. You didn't just do one hot take or try to ride the fence. I saw your other tweet where you compared it to how you play racing games, and that really hit home for me because I would love to play VR games but yet you don't see me demanding them make all VR games playable for me with one hand because they're still creating that space. Like if I were to buy VR now I might be able to play Dirt Rally or maybe Elite Dangerous. They'd probably be the only two games I could really play in VR. - [Danny] Yeah so let's jump into that then there, since you brought it up. How did you feel then about that sort of, I mean it was a very broad conversation that sort of was almost like numerous different conversations that were bumping into each other. But just speaking from the heart, what was your initial reaction to the conversation about that and what was your opinion on it? - [Clint] Honestly, I really feel like it's a branding problem. I feel like, let's say they added an easy mode tomorrow in Sekiro or the Dark Souls games, you're not gonna care, right? Is it gonna lesser the experience that you had? No. Matter of fact, I could enable easy mode in my game right now because I ended up getting that mod. They patched it and then my workaround for the ultrawide fix wasn't working anymore so I found a mod that unlocks the FPS, does the ultrawide, lets you choose some camera adjustments. Where the game works now is if you target someone the camera automatically snaps to you. Or if you move at all, the camera automatically will snap back on you and this mod will disable that as well as give you FOV adjustment. I know it's something TeeVee was always preaching about. That really makes a huge difference when you're sitting really close to the monitor. Having a bigger FOV, it's huge. But that same mod will also let you turn down the speed, which isn't that how the guy from PC Gamer, I forget his name, but he was like, I cheated and I feel fine. - [Danny] Right - [Clint] I feel like it's just a branding problem, right? If we called it cheats I think everybody would be happy, because the people that don't care would just be like, yeah, I cheated, who gives a shit? And then everybody else would be like, you cheated yourself and the game. - [Danny] That's a good point. - [Clint] 'Cause it's all the same thing. We're just talking, like you said, we're talking around each other. We're all talking about different things but they do kind of correlate. I really do feel like it's a branding problem. Let's just call it cheats and be done with it. 'Cause even though I could cheat in this game I'm not gonna do it. I love this game. Honestly, the boss I had the most trouble with so far was a miniboss. It's not in the main bosses I've encountered. And I should say, I haven't beaten the game yet. You got it for me a couple weeks ago. I've been taking my time. I've been enjoying it. I've been exploring everywhere. - [Danny] Good, me too. You're way ahead of me, buddy. - [Clint] Oh, really? That makes me feel good. - Oh yeah. - [Clint]I'm like, he's probably gonna beat the game and be like, you're where? But yeah, the biggest difference for me I feel like with accessibility versus difficulty, like I recently beat The Witcher 3 as well. And that's a game that I had to start over because I ended up having to wipe my hard drive so I lost like 80 hours. And then I ended up like, I'm just gonna do everything. And so I spent another 150 hours just trying to clear my map. And so I finally beat that recently and that was a game I actually turned down the difficulty on a few of those last fights, just because they were annoying. The controls are transcendent in Sekiro, even more so than Dark Souls. - [Danny] Well, it's funny like you're talking about how you're adding all these things and you're saying you're not cheatingsome people could argue that you're playing the game at a way higher level. 'Cause you're playing with your foot and one hand, whereas most of us have access to two analog sticks. - [Clint] This game makes me feel like a ninja, it really does. I'm playing a one arm ninja, so the symbolism is not lost on me. I completely adore this. And the fact that you said maybe I'm playing on a higher level, I have felt like that has hindered me in some games. Take Dark Souls for example. Even on the remaster the mouse and keyboard controls are not perfect, they're not. I have to make a macro in that game for the jump attack and then like a kick I think, where you have to press two buttons at once. One of them's like forward and attack and the other's like, I forget exactly what it is. But I had to make that simple macro just because those buttons wouldn't always register because I've got W on my footboard. So I guess I should just tell you a little about this. I've got W and S on my footboard. So where those are very close together where I can press them very quickly if I need to. And the first two buttons I have on the Naga, there's a row of 12 buttons on the side, and the very first two where my thumb constantly rests are left and right, so A and D. I did it that way so I could press them in combination together because the Stinkyboard, when I first got it, it's first driver revision it wouldn't allow you to press more than one key at a time. So I couldn't, for instance, press two buttons on there at the same time. Where if I tie it to the mouse I'm able to do a Shift move to the left and move forward at same, it's kind of like a diagonal, you know. You're pressing three buttons at once to do what two buttons should do. And it's little workarounds like that that I've had to get comfortable with. I used to make a profile for each game that I would play. I mean, I've got a gigantic Sting library now. I started to realize, I need presets, right? Like this is the preset for action RPGs. This is the preset for shooters. This is my strategy preset. So I've just kinda had to learn just by doing, like okay, this is what I should do. - [Danny] Right, are some genres that are totally off the cards? You're saying up, down, left, right. Like Mortal Combat just came out. Are you able to play that at all? - [Clint] I have not played a fighting game since my accident and I would say, now I grew up playing Street Fighter. I had a Street Fighter callous. People that played that game will no what I'm talking about. If you played enough of it you would develop a callous. Depending on what kind of characters you like playing too and I never played the guy, the M. Bison kind of characters. I always liked the Ryu and the Ken's and the 360 characters like Zang and stuff. So my thumbs got destroyed, especially depending on what controller you used. And now with the setup I have I could play Street Fighter if I programmed everything or if I played with simplified control. 'Cause I think they introduced that in one of the games. It was like, you could do advanced moves by just pressing a button and I tried it and was just like, this is so boring. Now I haven't tried it since I've been hurt. This was several years ago. And I just know that the game wouldn't be fun to me, to play it that way. Like I'm not looking for something so easy that it's just mind numbing. That's not, I do play games to be challenged and to have a good time. Just pressing one button over and over's not really, that's not a good time. - [Danny] I think that's why I was so impressed by the fact that you were playing these games because for me, as somebody who has both my hands, I was incredibly intimidated to play Bloodborne last year. I'd never really played a Soulsborne game until last year and then the reason I played it was we'd just had a kid and I was spending hours and hours lying on the sofa with her asleep on my chest and there was nothing I could do except play games. And I thought well, fuck it. This is probably a good a time as ever to actually try and-- - [Clint]Are you playing with the baby on your chest? Wow. - Yeah, yeah. - [Clint] Heard about being cold and in the moment. - [Danny] It forced me to actually, I don't know, be very intentional. And I couldn't get frustrated because she'd wake up if I started to shout or move or get angry or throw a controller. So going back and playing the first Dark Souls which I did months after when the remaster came out, and also playing Sekiro, I found them very, very intimidating. What other games do you play? And is there something special about those Sekiro, Soulsborne games? - [Clint] So yes, yes. First of all they are brilliant. They're a masterclass in game design, whether it's the art team. Now, the only thing you could really knock against it may be the story. The story in the Souls game's pretty obtuse. You kinda have to go looking for it. Maybe you need to watch some lore videos. I am glad that this new game there are cinematics. There's like more of a traditional story. I do appreciate the fact that it's not quite so, they respect the player. And that when they teach you something, they expect you to have learned that and to begin, not necessarily master it right away, but begin to start working on it. There are so many times where after I've beaten a boss I've been like, okay, so let me see, what's the cheese for this strategy? Is there a cheese? And I'll look it up after just to see did I do it the cheat way? I actually thought that I had beat, what's her name? Lady Butterfly, I had thought I had cheesed her because how I killed her was I kind of, I love they have fake attacking in this game. Like you can act like you're gonna attack and then block and it will fake it. And that's very similar to World of Warcraft, fake casting. As a caster in WoW, you don't want them to interrupt your heal, like when you gotta get off, or the spell you have to get off, so you kinda have to fake. Like you're, I'm gonna cast, I'm gonna cast, use your interrupt, ha ha I got ya. That's built into the gameplay. So I kinda tricked her and baited her to get into a corner and then one of her really killer moves in the air, I only had to dodge twice and I'd be able to attack her. At least get like two attacks on her when she's in a corner. So I look up the cheese on her, and the cheese is like do this one move over and over and over and over and over. And I was like, holy shit. That's so cheesy. I did not, I thought I'd cheesed it but no, I didn't cheese it at all. - [Danny] You talking about cheeses is like, also sort of goes into the previous point you made about this being a marketing issue. The delineation between accessibility and cheats and then cheeses and strategy, because one of the things that came to my mind when were talking about easy modes in these games was the music box in Bloodborne, which is like, it's a fucking easy mode. - [Clint] I'm not familiar with that. - [Danny] So if you, you know, Father Gascoigne is a, oh, have you played Bloodborne? Of course, it's a PlayStation-- - [Clint] So yeah, I should say, yeah, it's on PlayStation. I haven't played it because I only have the Xbox one-handed controllers. I'm hoping they just add, they bring everything to PC. I know they're not gonna bring everything to PC but at least let me use mouse and keyboard, or in my case mouse and footboard on console. 'Cause one-handed controllers, no matter which one I have, they don't compare. For me, they have a one-hand, a mouse and this footboard, there's just nothing that comes close to that. Such a shame. I saw the tweet from the God of War guy and I'm like, yeah, your game's really aren't accessible to me at all, buddy. And I know it's, I know he wasn't thinking like that but I hate exclusivity, man. I really do. I wish you could play everything on anything. That's what I hope the future of gaming is, honestly. - [Danny] Yeah, I'd never even considered the fact that basically the PlayStation games are completely off the cards. So Spiderman. - Played Bloodborne, I haven't played Spiderman. Yeah, Spider-Man's the one that's killing me. Even more so than Bloodborne or God of War, is Spiderman. I wanna play Spiderman so bad. - [Danny] Metal Gear Solid V, did that come out on PC? - [Clint] Yes, that was on PC, yes. And that was actually a great-- - [Danny] Let me quickly explain that, the music box thing 'cause then I've got another question, just now that we've brought up the Metal Gear Solid thing. So in Bloodborne, they're one of the first bosses you meet, Father Gascoigne. Earlier, I'd say at least half of players run into this like windowsill where somebody, who I think you later find out then is his daughter, gives you a music box. And if you use the music box during the fight he basically staggers and you can use it infinitely up until I think, no you can use it three times during the fight. But it's basically a free hit. - Oh wow. - [Danny] And it completely changes the difficulty in that. I would say cuts the difficulty at least in half for that fight for new players. - [Clint] You used or did you avoid it because you knew about it? - [Danny] Yeah, the first time I played through it. The first time I played through it Bloodborne had been out for so long that at that stage, you know, I think I was working at GameStop when it came out so somebody did a video about that. So when it came round, the first time I played it I definitely did it. But in subsequent playthroughs I haven't bothered because I've gotten better at it by that stage. Which, you know, that's kinda how those games work, right? - [Clint] You use the skills that you have, right? That makes sense. The difficulty, they want you to learn. I feel like these games are trying to teach people patience and just not to give up. - [Danny] Totally, but at the same time they're not completely walling it off to people who-- - [Clint] I don't think so. - [Danny] No, I don't think that's the intent. I don't think it's some crazy hardcore. - [Clint] The quote that everybody loves to put up when they talk about, oh, it'll never have a easy mode. This is from Miyazaki, I'm sure I'm saying that wrong, the quote that everyone always loves to through up is, we don't wanna include a difficulty selection because we want to bring everyone to the same level of discussion and the same level of enjoyment. The next part of that quote is, so we want everyone to first face that challenge and to overcome it in some way that suits them as a player. That's the part everyone always leaves out. And I feel like with this one, they've really nailed it because they include a lot of options in terms of changing the keybinds. In some of Dark Souls, you couldn't change some of the keys at first. Like it was just completely locked out. The camera options that they added in, the fact that even include a selection now to show keyboard and mouse prompts instead of just, even though you changed the settings and maybe even changed what the keybindings were it still will show up Xbox buttons. That's so infuriating. - [Danny] Absolutely, and whenever I play PC games and I've got my Xbox controller plugged in that happens. And it irritates me, but obviously the other way round it happens all the time, I imagine. - [Clint] There's the other side of that too, where games like Battlefield, and I don't know if this works in the newest one, but it did work in Battlefield 3 and Battlefield 4, as well. You could set up different keybindings, right? Like they've always allowed that. But then they also would allow you to set the plane to a flight stick. So if you had a cheap little joystick or something, or a controller even, you could set it to where when you've got it in the plane it would switch over to the controller. And then when you ejected, you could move back to mouse and keyboard. And I always thought that was brilliant and I wish more games would do stuff like that. Granted you're taking into account people have additional expensive hardware and that's the other thing people don't always think about is all this accessibility stuff is really expensive. I even saw the Xbox guys getting crap 'cause they're XAC was $100. When you look at what they did, they could have easily charged $300 for that. And they still probably would have been taking a loss. - [Danny] Another element of this that you brought up a second ago was the way in which the lore of Sekiro sort of marries with your personal experience as well. I've actually noticed, I'm not sure if this is just because accessibility's been part of the general gaming conversation more now than it certainly was in the past, but I've noticed this recent trend with player characters with prosthesis on their arms. Am I crazy or has this just suddenly appeared everywhere? - [Clint] No, it's definitely starting to be a thing. I got asked like what was my favorite disabled superhero maybe four, five years ago. And the only one I could even think of in gaming or in comics was the guy from Deus Ex, the remaster, the remake, or whatever. What's his name? - [Danny] JC, no JC Denton was, Jensen? What was it? - [Clint] Jensen was the guy from the last two, I think. Yeah, I'm pretty sure. - [Danny and Clint] Adam Jensen. - [Danny] We got there. - [Clint] Yeah, you got me thinking JC Denton and I was like. That's the original, but the remakes or whatever, the reimaginings. 'Cause he was the only one I could really think of and then since then you've had the chick on the Battlefield cover. There's people in Overwatch that only have one arm. - [Danny] Apex Legends, I think. - [Clint] Apex Legends as well. Well, they got a whole cyborg in that one too. - [Danny] Right, Solid Snake? - [Clint] Yeah, that actually, you know what, that hit me the hardest. That's something I could talk about real quick. - [Danny] Yeah, go for it, absolutely. - [Clint] That scene was so powerful. It totally blew my mind. Now, I didn't have exact similar experience where I woke up. I knew, I came into the hospital talking about chop me off. Chop it off, just chop it off. I know it's gone, chop it off. And those doctors and nurses looked at me like I was crazy. Like damn, how is he living? I don't know if I told you this story but they didn't even know about my back. I woke up after my amputation and was like, holy shit, my arm is gone. I need a smoke. And they were like, you can't go outside? I'm like, you can't tell me what to do. And then I fell on my face and that's when they were like, oh, we need to check something. That's when they found out my spine was all screwed up. But yeah, getting off topic. So Call of Duty, in the last two or three Call of Duty's, it seemed like they just kept having, Buddy would always get his arm chopped off. There would always be that scene where like, it's just gruesome and they're tearing the arm off or it's getting trapped in a door or something. And you see, you get dragged away and your arms left there. They did that, I know for at least two years in a row. That never bothered me or impacted me at all. I played that opening scene in Metal Gear and all, granted most of it is just kind of a walking Sim for the first hour, hour and a half. But that first 20, 30 minutes is very powerful because you wake up. And I do remember waking up in the hospital bed and being like, what do you mean I can't get up? Oh, you did what to my back? Oh my god, my arm is gone. That was very surreal, very powerful. And the have David Bowie playing over it too. And of course those guys come in and kill the one guy couple minutes later but it was a very powerful scene. I love Hideo Kojima, that guy is a genius. I hope I get to play his next one. - [Danny] What was it like, I guess as well, the subtitle for that game is Phantom Pain, which we've talked in the past, that's obviously a massive issue for yourself and for people in your situation. - [Clint] And trying to describe that for people is nearly impossible. I mean, it's a constant thing that I have to worry about and over the last, I wanna say the last year or so, it's gotten a lot better in terms of I'm not getting the spikes. Have you ever had a searing headache to where, or let's say stomach pain, where your stomach's hurting, right? But then you get those surges to where you just wanna double up and you can't do anything. Phantom pain is like that. It can be a constant aggravation. Just something's constantly in the back of your mind. Or it could constantly just be bringing you to your knees where you can't do anything else. There is no, I mean I've cussed out my mama before. I love my mama, I would never do that, right? I've been hurtin' bad enough to cuss my mom out. That's kinda how I have to explain it to people. It hurts bad enough that it'll make you cuss your mom out. And you the type of person that normally do that, that's saying a lot. It's a mindfuck, man. And I'm sorry for cussing, really no other way to describin' it. It is unreal. I wish there were words that I could use to give it justice. And for some people, I've heard stories of where it lasts 90 days, they lose a limb and 90 days later, they're fine. Maybe it aggravates them every now and then, but for the most part they're fine. But for some reason with me, this October will be seven years and I'm still dealing with it. So I wish I had an answer as to why, but I don't. - [Danny] Does that, presumably not just playing video games, but that must impact every moment of your life. - [Clint] Oh yeah, the first thing I did when I got my disability was not build some crazy super rig and buy this Razer Naga and all this stuff. I bought a chair. I bought a very expensive chair that was good, felt comfortable to sit in and supported my back. That was the first thing I did and it was, it cost me $400 but it was worth every penny. I still have the same chair. It doesn't need an upgrade. I'll be ready to upgrade this computer before I'm ready to upgrade this chair. That definitely helps a lot. But dealing with pain and dealing with pain management, I've had to learn a lot of things because when you're constantly, your head's constantly cloudy it's hard to think clearly about anything, much less be able to deal with, you know. Let's say I get a cold or something, sometimes that's enough to just ruin my day whereas having a cold before was no big deal, whatever. 'Cause it's just addition, right? You keep adding on the things. I'm grateful that you followed me this long on Twitter, man. I can't imagine you haven't wanted to just mute me before. Because I either would just go blackout for six months or just rage for several days in a row. And then be like, oh, I love this, I love that. - [Danny] I think that's everyone on Twitter actually. Myself included. - [Clint] I kinda noticed that a little. Basically there to just bitch. - [Danny] I mean, was there any then, you know, just in relation to the thematically, this has been used in games a number of times, what was your experience with what happens in Sekiro and his use of a prosthesis? - [Clint] It's genius, it blew my mind. Like I know it's game design, right? And this is not, like none of it's real. But it really got me thinking, well, what if some of this was kind of based on some history? Like how much of this, because when I first lost my arm that was, me and my friends were talking about it like, oh, wouldn't it be cool if it had a blade like the dude from Deus Ex? You think you could, what all could you fit in there? Would it fit grenades? And it's like, no man. Why would I walk around with, you know, not serious talk. Just friends being, they were drunk and being stupid. And just thinking about what all different things could you do with an arm? And then I'm like, I wish it was the future where I could just walk up to a system and be like, okay, I would like a soda from this machine. Or give me 10 grand out this ATM. Have you seen the anime where the little finger pops up and the little wires come out? Like that would be amazing. But yeah, I love the use of the prosthetic. And I feel like that balances some of the difficulty, especially early on. I've seen a lot of people have trouble with that first red-eye ogre. And when I came across 'em I had already done the memory and beaten Lady Butterfly, so I was super powerful. I felt super, I mean I had the flaming barrel, I had plenty of oil, and I totally messed that dude up. He might have killed me once, twice maybe 'cause I didn't know about the add with the spear. Oh man, there's definitely some moves that once you get 'em, they tell you how useful they are and they'll even warn you again. And some of the handholding. That's actually hurt me, and something I'm sure they didn't think about. So I have to take my hand off the mouse, go over to the Escape on the keyboard, hit Escape, try to get my hand back on the mouse before I get smacked. Nine times out of 10 I'm getting smacked. And I know they're doing it to help people and trying to remind them like, hey, this is what this does. But that kept getting in the way for me. I realize what they're trying to do and I know they're trying to make these games more accessible. And I think that fact that it sold two million copies in 10 days, that surprised me even. I didn't think this game would do that good. These games are notoriously hard. My brother said I can't believe you're playing this. Not because he thinks I'm too disabled, but because he thinks it requires too much patience. They all have the impression they're so hard that nobody can actually play these unless you just can control your rage. - [Danny] Yeah, they do sort of have a, I don't know, there's a sort of a mythic quality to this, which is earned in many ways, but there's an urban legend aspect to it as well which has kind of made it a bit ridiculous. One question actually we got from somebody. I put a call out on Twitter just before we went live for questions and one we got in actually rubs up against that which was, Video Attack asks, how much of the reputation for the series being obtuse and difficult do you think could be addressed with proper tutorializing and making more in-depth mechanics easier to understand? I love the series, but I don't always feel they've done well explaining mechanics to the player. I found that in the early games that was kind of part of the discovery of those games, was trying to figure it out. But Sekiro I feel like is so, I feel like you really have to defeat bosses in very particular ways, in ways that I maybe aren't, I don't know. Maybe I'm just lacking the patience for it a little bit or something. How do you feel? 'Cause they've definitely done a better job of the tutorials. It's interesting to here you say the tutorials were getting in your way. - [Clint] They've definitely done that. Yeah, and that's just for me having one hand. Let's say maybe I had decided to put Escape for whatever reason and I macro'd that, or put that on my footboard or somewhere on the mouse, then I wouldn't have this issue. But of all the keys that I could afford to re-keybind, Escape is almost never one of them. Escape and Map are the last two things I worry about in games So they've definitely done a better job in terms of addressing that. But I feel like it's only gonna get as good as it can. Again I tell you, this does this and this is when you should use this. Now whether you remember to use it then, when you're supposed to, that's not really up to them, right? So a lot of I think like is perspective. Like you can die to a boss 10 times and think, oh, this is bullshit. I'm never playing this game again. Or you could die 10 times and during those 10 attempts somewhere you see where you made a mistake. Maybe you panic, maybe you got overaggressive. I feel like their games are trying to teach you certain things but at a certain point they do expect you to put it all together. And not everyone is the type of gamer to have read the messages and pay attention to what it is. Maybe even practice what the move is and been able to put into practice at the right time. I don't really know what they can do to do that besides even more severe handholding which I think would just detract from the game, honestly. - [Danny] It reminds me a little bit of just how games have changed over the past 20, 30 years. And one of the instances where this sort of, at least from my experience, reads most clearly is, the first game I ever completed was The Secret of Monkey Island on the Amiga. And it took me I think three months. I was pretty young when it came out. I think I was eight or nine. And it took me like three months, a whole summer basically, to complete it. And then the remaster came out. I wanna say it was on 360 and PS3 maybe. And it was really cool and updated graphics and loads of cool new music and all that stuff, but they also had the tip system in it. And there were some things that you had to do in that game. Like to get to one of the little islands off of Melee Island, you had to use a rubber chicken and a wire to zip across it which kind of makes no sense. I remember being stuck on that forever. But in this thing, you could use a tip and it would like, I think there was three levels of tip. They would give you a little bit of a nudge, a little bit more of a nudge, and they would just say, just use the fucking chicken wire on the wire, right? And I remember thinking, oh that's a good thing, right? Kind of, 'cause it's helping people. But I guess it says less about how difficult games were and more about where our expectations of difficulty came from. Like when that happened years ago I didn't think, oh they made this game wrong. Or you know, this is stupid. I wish they did something to let me know how to do this. I just thought, oh I'm dumb. I don't know what to do to get to that island. Whereas these days we have this expectation that we sort of need to constantly be getting this positive feedback. Even when, like you said in the boss fights, often times I'll die 10 times in a row but it's because I was using the same tactics 10 times in a row. Other games might actually, some games if you play the boss fight for the third time, they without letting you know will make that boss fight easier. And they don't signal it. Games are constantly doing this sort of stuff. - [Clint] The new Resident Evil does that, I believe. I died one too many times in the police station and they were like, would you like to make the game easier? And I was like offended by it. I was like, hey man, F you. It's not my fault your buddy cornered me. I was trying to leave I was like, I appreciate the offer but at the same time, I was like, that would be great for someone who needs it. And it didn't offend me that it was in the game, it just offended me that they thought I needed it. I was like, hey, hey, I got this, man. Leave me alone. But I have no problem with it being in the game. I honestly don't care. - [Danny] And that was an instance where they told you. Where sometimes they don't even bother telling you. Actually, now that I think about it, there is another bell. Speaking of bells from Bloodborne. There's a bell in Sekiro, have you seen this one? The bell that you can ring and it makes the bosses harder. - [Clint] You know what? I've come across it but is that what it does? It makes stuff harder? - [Danny] I think it does two things. I think it makes one thing easier and one thing harder. Like I think it might increase the drop rate on certain things but it makes the bosses more difficult. I don't know exactly what it is. But definitely if you ring it it will make the game harder in some respects. - [Clint] I've come across it and the message was a little bit cryptic. It sort of made it sound like it was gonna be a harder game if you rang the bell. - [Danny] It's something like, don't ring the bell, or something. - [Clint] Yeah, yeah. I was like, I'm just gonna ignore this for now 'til I know what this is. I'm sure there'll be a lore video on it eventually that I can figure out whether or not I should ring it. This kinda makes me think of Wolfenstein, Doom. You could pick easy mode in those games and then have them like sucking on a pacifier. They're letting you know, like hey, you can play this way but don't you feel like a man about it. Like don't go bragging about it. And you know, I don't think there's anything wrong with that. Why not? - [Danny] And it's pretty funny that you mention that because when this conversation was happening, I think one of the questions I put out was like, let me know a game you play on easy because you don't care. And the one I said whenever I'm in really bad turbulence on a flight, I have my Switch with me usually and what I usually do is I just put it on easy mode and I try and score as many goals as I can and it kind of takes my mind off things. But the one that so many people kept saying which actually, now that I think about it, I have totally done as well is the MachineGames Wolfenstein games. Those games are brutally hard and a lot of the time they're kind of, I don't know, I feel like a lot of us play it because we want to feel powerful but also we just want to see what the story, where it goes. So I feel like that's, again, a lot of people play on an easier mode just so they can get through it and enjoy the experience. - [Clint] I used to play the Call of Duty's on like the Veteran or whatever the hardest one was until I realized, I don't remember which, it was probably one of your videos or somebody's videos, where it was like, you know this is just a visible line you have to cross, right? As soon as you cross that invisible line you stop spawning. And I was like, oh shit. So you mean I've purposely just been driving myself crazy? 'Cause some of those games there's certain sections where you're just like, how the fuck, how did he shoot me, no way. - [Danny] That's your World of Warcraft shit. You are farming them. You're just sitting back and farming these dudes. - [Clint] Basically, and I'm thinking like, we're gonna make it. Oh no, here comes some more. It's just like, I'm killing myself and for what? Like I could be having the same level of enjoyment and my frustration level's not getting near as high if I just turn it to the appropriate difficulty. Now, whether or not they should, there's a whole 'nother can of worms, should they include it? Like if it's gonna takeaway resources and time and if they have a vision, I think you're getting more into the singular vision versus the design by committee, right? Miyazaki obviously has a singular vision for his games but he also, I don't think he enjoys the fact that everyone thinks his games are so hard. I don't think that's something he takes pride in. I think he wants more people to play 'em. I think he's pretty much said as much. - [Danny] So I guess yeah, taking everything we've talked about today, like the different ways in which games can be more accessible to people, the sort of amorphous conversation about cheesing and difficulty and cheats and how they all sort of blend into each other. As somebody who has experience in these games, who enjoys them, who has been playing them, as far as I'm concerned, on a much harder difficulty level than most of us, what do you feel about Sekiro and how challenging it is? And how you were able to play it as somebody with a disability? Where do you land on it? - [Clint] Honestly, since I downloaded that mod couple days ago, it really got me thinking. Because essentially I've done the same thing the PC Gamer guy has done, except I haven't enabled the cheats, right? Some people may say, oh, you're using ultrawide or unlock frame rate, like you're cheating. And I would say, yeah but I paid for that 2880. I want my frames. I paid for this ultrawide. I'm not changing the game design so much as I'm just adding things they should have maybe thought about if they're gonna release a PC port today. I love the challenge. I feel like each encounter, sounds cliche, but it's like a dance of death, right? If you get surrounded by two or three normal guys, they can kill you. The bosses are very, very hard. Now, granted I haven't beaten the game. I'm sure there's gonna be a boss where I'm just like, oh my god, I'm gonna die 20-plus times. But so far, the most I've died was maybe, actuaLly it was the guy after Blazing Bull. I can't remember the name. I've started calling him General Fuck You. Because every time I get to him he'd just be like fuck you, you're not getting past the gate. And he was such a bitch. He had like a grab and a sweep and then also like, it was the first guy I think I encountered that had three of the warnings and they were all different things. So it took me a while. And you're fighting that closed little section between the walls and it made the camp bit, oh that was a pain. I probably died 10-plus times to him. That's probably the only guy I've died that much to. Maybe Lady Butterfly, might have died like seven or eight, nine times, maybe. I love it for what it is. And I can't thank you enough for it, man. I've had a blast playing it. It's really made me think about a lot of different things. Eventually I'd like to make a video on it or something. Do something more. But you know, I appreciate being brought on this podcast, man. I've had a blast thinking about this and ways that we could try to improve the game for people with disabilities. And I feel like they've done the best job they could. These controls are super responsive. I think transcendent's probably the best way I can describe it. I don't feel like I'm using a mouse and footboard when I'm playing and I feel like I'm the one-arm wolf. - [Danny] Well, you are the one-arm wolf and we really appreciate you coming in. There you go, just in case you didn't already have enough really good internet handles. You can add that one to your repertoire. We really appreciate your time, plqying the game and coming on to talk to us today. For folks who want to follow you, where can they catch you on the Twitter and whatnot? - [Clint] DisabledCable on Twitter. - [Danny] Awesome, good stuff. And yeah, how much more time do you think you have with it? Just as the parting question. Do you think this'll be something you play for the rest of the year? Or another couple of weeks? - [Clint] Honestly, probably another couple of months. I tend to have, like I'll have my action game. I'll have my shooter. And then I'll usually have a role-playing game. Some of those can be interchanged, kind of be the same thing. And this has been my go-to. Like alright, this is my single-player game. If I'm gonna play something with my brothers it's either gonna be Destiny or Vermintide. Not playing any MMOs now. So this is, I'll probably beat it sometime, I would say in the next month, month and a half. Something like that maybe. - [Danny] Awesome, well we wish you well on the journey. I'll be right there with you. I'll be probably a couple of bosses behind you actually. Thank you so much for coming on. And thank you so much to all of our Patrons for funding our work. As ever, you know you can follow us on Twitter @noclipvideo. I am @dannyodwyer on Twitter or /noclip if you wanna follow us on Reddit. And of course this podcast is available early if you're a Patron. Go to patreon.com/noclip to support this show, get it early, and also support all the documentaries we make on our YouTube channel. - [Clint] Go hit up this man's Patreon. Come on, y'all. - [Danny] Thank you so much We've actually got another YouTube channel for the podcast, youtube.com/noclippodcast. If you wanna watch this one. Alternatively, we are available on basically every podcast service in the known universe. iTunes, Spotify, Stitcher, Google Play, and loads, loads more. Soundcloud as well. We fixed the Soundcloud. There was a problem with our uploads but it's all right and ready now. Thank you so much for listening. Subscribe, give us a review if you can. We've never asked really, much, so if you can do that on iTunes or whatever. I mean, give us a good review. Don't give us a review if you think it's shit maybe. Just forget this part of the podcast. Go do something else. But thank you for listening, thank you for your time, and we'll see you next time. Actually, hold up one second. One little thing to add to the podcast before we close it out. I got an email from Clint after we recorded who felt bad that he had, in the haze of the podcast conversation, forgotten to call out two important people that helped him quite a lot on his journey. The first person is his brother, Matt, who sent him the Naga which he used when he first started coming back to play games. The other is his friend, Kyle, who was actually building him a two button foot switch when they found out that somebody was actually making one commercially., the Stinkyboard, which he ended up using afterwards. Clint's journey to actually being able to play games was quite long. He was in bed for the best part of a year, had to play on a laptop. And then through the help of using those inputs over the course of the next couple of months, learned to play with his feet and learned to play properly with one hand. So he wanted to give a shout out to the two of them who helped him so much when all this was going on, six, five years ago. And I thought I should definitely make the point of sticking it into the end of the podcast. So thank you so much to Matt and Kyle. Clearly he couldn't get to where he is right now without your support and help, so thank you very much.
We talk to Bullfrog and Lionhead legends Gary Carr and Mark Webley about the design of PC cult classic Theme Hospital, and how their careers twisted and turned to see them return to create a spiritual successor. Learn more about Two Point Hospital: https://www.twopointhospital.com/ Play Theme Hospital: https://www.gog.com/game/theme_hospital Download CorsixTH: http://corsixth.com/ iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rss Google Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Episode transcription: http://noclippodcast.libsyn.com/02-the-return-of-theme-hospital Learn About Noclip: https://www.noclip.video Become a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyer Funded by 4,197 Patrons. -------------------------------------------------------------- TRANSCRIPTION; - [Danny] Hello and welcome to Noclip, the podcast about video games and the people who make them. On today's episode, we pay a much needed visit to the video game doctor, as we celebrate the return of a PC cult classic. Bullfrog are synonymous with a wonderful period in time for games development in the United Kingdom. Producing many cult classics including Populus, Dungeon Keeper, Syndicate, and Theme Park. But to me, the jewel in Bullfrog's crown has always been their lesser-known follow up to the theme park management game. While becoming an instant classic in the UK, Theme Hospital is much lesser known here in the United States. So it was quite the surprise to me when, on a date with an American, the girl across the table from me mentioned it as one of her favorite games ever. I think that was the moment I decided I wanted to marry you, was when you mentioned you liked Theme Hospital. - [Lindsay] Oh yeah, that's, like, an important aspect of our relationship. - [Danny] Yeah, what do you remember about that game? - [Lindsay] I remember all the little goofy components of it, like how the people look, and how you can pop heads, and how you can deal with a million Elvis' and the helicopter comes in and has a thousand people on it, and the fancy man comes around with his top hat. - [Danny] Oh yeah, I forgot about the VIP. - [Lindsay] The fancy man. - [Danny] Yeah. And you had to make sure that he didn't, like-- - [Lindsay] See all your rats and shit, like-- So you be, like, "This way, Sir." - [Danny] Or somebody would get sick right in front of him. He kind of looked like the Monopoly man. - [Lindsay] Yeah, he was so fancy. And he, remember when he stopped by all the wards and looked in all the windows, he peaked in. He'd be like, "Oops, not that one, "no one works in there." - [Danny] I wonder how much it mattered. Because when he was walking around, I always thought, oh, I better make sure that wherever he walks we have fire extinguishers. - [Lindsay] Totally. - [Danny] But I bet it was just, like-- - [Lindsay] It was predetermined before he even landed on his helicopter or however he got there. - [Danny] I think this might be the first time I've ever worked on a Noclip project which is a game that you care about? Is that true? I guess Rocket League you liked. - [Lindsay] Rocket League I liked for a few minutes. None of the other video games you've ever done a podcast on, I mean done a documentary on, I've ever even heard of. - [Danny] Yeah. You're not a final fan of C14 fan? - [Lindsay] I've heard of Final Fantasy. I didn't know there were 14 of them, but-- - [Danny]There's way more than 14 of them. - [Lindsay] I've heard of it. Oh, really? - [Danny] Yeah. And since it is the first time I've kind of worked on something that you actually have a deep knowledge of-- - [Lindsay] Oh, I'm excited. - [Danny] If you had any questions, let me be those sort of the translator between you and the developers. What would you ask if you had any questions? - [Lindsay] Well my big question is when they are going to make a sequel. Because as fun as it is to play that pixelly thing, they better make a sequel. My real questions are about the silly things, like how the handyman could smell cabbage or just little silly components that they put in there. - [Danny] It's the doctors, isn't it, it smells faintly of cabbage. - [Lindsay] It smells faintly of cabbage, yeah. - [Danny] When you were hiring them. Oh yeah, I guess the handyman, too. - [Lindsay] Anybody could smell like cabbage in real life. Anyone could smell like cabbage. So I had that question, and also about shooting rats. Like, what that's about and sometimes you could unlock that secret level where it was just rat shooting. And that was really cool. - [Danny] It was kind of random, though. - [Lindsay] Yeah yeah, it was just like-- - [Danny] Like, why does this happen? - [Lindsay] Right, I have some experience in hospitals and I've never once shot a rat, but they thought it was important that we have that component. - [Danny] I can answer the first question. - [Lindsay] Oh, when the sequel's coming out? - [Danny] Yeah, so I decided I wanted to do this a while back, and it took a while for me to hunt down the two main dudes who worked on Theme Hospital. It turns out both of them ended up having really prolific careers and getting to the top of Lionhead Studios, who made a bunch of games. - [Lindsay] The Movies. - [Danny] They made The movies, I remember you love, which is so funny, you love The Movies because it's probably Lionhead's most obscure game. - [Lindsay] The Movies was really hard. I've never made any progress at all in that game. I think I'm doing something wrong, actually. - [Danny] And the guys who, I think both of them actually worked on The Movies as well. - [Lindsay] Well then I have further questions for them of how you achieve anything in that game. - [Danny] We'll have to leave that for another podcast. - [Danny] But I ended up finding them because they're working on a spiritual successor. So after, I think it's been eight, 19 years? Around two decades, and finally you can play a new hospital management game, it's coming out really soon, so-- - [Lindsay] Yes. - [Danny] Let me ask the questions and I'll get back to you. - [Lindsay] Report back. - [Danny] Like report back to you-- - [Lindsay] Thank you. - [Danny] On the condition of our patient. - [Lindsay] Of our fair game. - [Danny] Yeah. - [Mark] Yeah, I'm Mark Webley, I'm one of the founders and I guess I'm game director at Two Point Studios. - [Gary] I'm Gary Carr, I'm also a founder and I'm creative director at Two Point Studios. - [Mark] I kind of heard about Bullfrog, I didn't really know that much about them until I saw this EA poster, a friend of mine worked at EA, and it was a poster with all their games on, it kind of looked like interesting games. You saw this one in the middle, which is, looks incredible, I said, "What the hell was that?" And it was Populus, and I thought, wow that just looks insane, I mean, you kind of looked back at it and you might not see it, but at the time it was, in my view, whoa that looks so different and cool. - [Gary] I think I started a couple years before Mark, I think I started in 89. - [Mark] Yeah, you were definitely before me. - [Gary] So I done my first game at Bullfrog was Powermonger, I was there at the back in the Populus and I did a little bit on the data disks but not very much if I'm honest. I did a little bit actually on Syndicate, but it was called Cyber Assault when I worked on it. - [Mark] I thought it was called Quaz at one point. - [Gary] It was called Bub as well. - [Mark] Bub? Yeah. Just something easy to type. - [Gary] That's the game that we could never actually decide what it was going to be. It was in production forever. - [Danny] Back in the early 90's, the team at Bullfrog was only around eight people led by the excitable hand of a man called Peter Molyneux. The studio operated out of a makeshift office crammed into an attic above a stereo shop and a flat occupied by a chain-smoking old lady. Peter had used his charm to persuade Commodore to lend them a suite of Amiga's and it was on these computers that the team worked on games, games like Powermonger, Syndicate, Magic Carpet, Flood, and Dungeon Keeper. Gary, an artist, left for a time after they had completed the iconic Theme Park. He went to work at famed UK developers the Bitmap Brothers for a number of years before being tempted back to Bullfrog by a devilish dungeon keeper. - [Gary] Yeah, Peter has got a great way of, kind of, sort of making people believe that these things are going to be what they want them to be and he's brilliant at that and I loved the guy for it. But I wanted to come back and do something that wasn't Theme, so I kept saying, "Could the game idea possibly be a dungeon-y game?" And he sort of said, "Could be." What he meant was it could be, but it's not. So I came back, but actually it was the best decision of my life, it really was because it was great to work with Mark. We're very different people, and we both have sort of different things we bring together and we had-- - [Mark] We argue a lot. - [Gary] We argue a lot and we had total freedom. I mean, back then there was only about three or four people that had the luxury to sort of take an idea and own it, and we were one of those few. So it was a great time in our careers, we were at the right time, I think, to sort of build a team together and make that game. When Mark and I were probably at similar age and different types of experience, I'd had a bit more games experience at the time, Mark had had a lot more management experience at the time. - [Mark] But I was a lot smarter. - [Gary] Yeah, I think so. But at this point in time, I think it was when Bullfrog was splitting up into creating teams within Bullfrog because we'd gotten a little bit bigger. So Mark kicked off what was called Pluto, believe it or not, which was the design and series team that was gonna do all the theme games and I was brought in to sort of partner with Mark on this game, we had no idea what was going to be coming and it ended up being Theme Hospital. - [Mark] Well at that time, it was just me and you to start with, it was just, I mean, the team at its maximum size was probably about five or six. So it was pretty small teams, there's no producer, there's no designer, so I was programming, Gary as doing the art and-- - [Gary] And we were kind of making it up as we went along so that process kind of carried on for a while and I think that kind of originally it was a game about a hospital, a game about a theme park was kind of great, you got rides and exciting things and lots of fun just without even having to go outside the box. - [Gary] Try too hard. - [Mark] And then afterwards it was different. We kind of thought about the flow of the game the patient, the diagnosis, and the treatment of patients, but the sticking point was after. In fact, we were on the research back in Gilford, it's right next to the hospital, so we'd often spend out lunchtime walk around Dart U we'd probably get choked out now. - [Gary] Trying to get inspiration, weren't we? - [Mark] Yeah, just walking around the corridors, and just kind of seeing what's in the hospital. We're going to have lunch in the cafeteria and it was, it came to a point where I think you just, you said, "This is it, isn't it. "There's nothing more, it's just "boring corridors and plain walls." - [Gary] They're all very similar, it doesn't matter if it's the US or the UK, I think hospitals share, they always have the same floor tiles. They have these slightly curved floors where obviously they're easy to wash in up corners so the floors slightly curve, they have this kind of shiny, painted up to about waist-high where I think that can be washed down as well. - [Mark] Hosed down. - [Gary] Hosed down. And they have a few machines with little screens on them and they all sort of makeshift beds that seems to be some sort of crash unit near it. And that's it, and we just suddenly thought, Oh my God, how does this compete with things like roller coasters, and water fluids, and all that kind of color? And we got really scared and we also spent about, and this has been said many times, but we spent about a month in different hospitals trying to do some research, trying to find a game out of all that. - [Mark] Integrate on the street. - [Gary] On the street, we went to Brimley and Rolsory, and we just spent time in all these hospitals and we just kind of got so weary. - [Mark] Gary even got circumcised. - [Gary] No, I didn't. We viewed operations, we were invited to go and look around the morgue and we went into business meetings about how one hospital could strategically beat another hospital to people that have been in injuries. And it just sounds like, oh god this is so grim. - [Mark] We were setting up the ambulance. - [Gary] That's right. Do you remember that? - [Mark] Yeah yeah. - [Gary] And then we sort of went for lunch and again in the canteen that looked very much like a real canteen, they have lots of really unhealthy food. And, uh, we just suddenly I think just landed on this idea at the same time to sort of just let's just make it up. Because we actually knew nothing about hospitals, we didn't know how they really worked. - [Danny] Mark and Gary did their game design due diligence and visited hospitals all around the Greater London Area. They were kicked out of an operation for distracting a surgeon once, and almost visited a morgue before losing their nerve. It was these experiences that brought the boys to the conclusion that they were better off distancing themselves from the grim reality of hospitals as much as they could. They knew that the subject matter wasn't really the focus of the gameplay experience. It wasn't like people who played Theme Park all wanted to run Theme Parks, and the same could be true here. Through their experience they understood that the drive of this game came from the problems players would encounter and the ways in which they would solve them. So they didn't have to make a game about running a real hospital, they just had to make a game that was fun and challenging. It was around this time that Bullfrog was acquired by Electronic Arts. And when their new bosses turned up to see what the team was working on, they were, a bit confused. - [Gary] And when they'd come to the studio and have a look at all the games, it's kind of like, a hospital game? No, I don't get it. It's like, oh, think about ER and things, we were trying to jazz it up. It's actually a really popular, exciting show. They'd say, "But this isn't like ER, is it." - [Mark] I guess that's the problem. I think everybody probably would assume science fiction or fantasy-- - [Gary] Or killing or blowing up. - [Mark] Making some sim game around that would be the best possible subject matter, but I think coming up with, if we stay in kind of reality, and relatable subject, but then you twist that into something else is, makes it way more interesting. - [Danny] EA was right. It wasn't really ER. For one, Theme Hospital didn't have any real illnesses. The people in this world suffered from conditions like Slack Tongue, Bloaty Head, Kidney Beans and Third Degree Sideburns. One condition originally called Elvitus had to be changed when Elvis' estate got wind of it. The character art, which did look a lot like Elvis, was slightly changed, and the condition was renamed King Complex. Another legal faux-pas came with the original box-art of Theme Hospital, which carried a red cross. The Red Cross wasn't too happy about that, so they changed it to a green star. The guys were starting to warm up so I figured it was probably about the time to ask Lindsay's questions. First of all, what was with all the doctors that smelled faintly of cabbage? Who wrote this stuff? And why did Theme Hospital have a rat shooting mini game? - [Gary] One thing I think Lionhead and Bullfrog haven't probably promoted enough is the great writers who have actually made us look even, well, made us look way better than we actually are. Because it's actually, it's interesting, there wasn't that many visual illnesses in Theme Hospital, but a lot of people remember the wonderful names and they paint their own pictures. - [Mark] Yeah, and the descriptions of how they're contracted, so. - [Gary] So I think, but the writing was really important to us. - [Mark] There was a guy called James Leech. - [Gary] But James Leech did the original, but James also worked with a guy called Mark Hill throughout, on and off through the Lionhead days, and that was something we wanted to bring, keep that consistency of writing. So, it was probably Mark, probably is, he's really strong. - [Mark] Yeah, if you've got enough, if you've shot enough rats in a level, you could unlock a secret in between levels, you rat shoot. And it was basically just a lot of rats. You had a certain amount of time to kill as many as you can, and if you kind of chain them together, if you've got enough, if you've got a streak as it were, you could level up your weapons. - [Gary] That's right. - [Mark] And they were really difficult, I think the rat was two by one pixels, you know it was some of my best work, and you had to get a headshot. So you literally had to be almost pixel perfect, certainly in the harder levels. - [Gary] It was hard, yeah. - [Mark] And it's weird, things like that used to happen because we didn't have design documents. We didn't have, you know, we weren't scheduled to do, this week we're on this, next week we're on that. So, you know, this is just when developers just start dicking about really. - [Voiceover] Could people please try not to be sick in the corridors. - [Danny] Theme Hospital was a critical and commercial success, but once they were done post-acquisition Bullfrog saw an exodus of developers as Peter Molyneux left to form a new studio, Lionhead. Mark followed his old boss to Lionhead while Gary was part of another group that founded the studio Mucky Foot. There, he worked on the art for Urban Chaos, Startopia, and Blade 2, and left once the studio closed in 2003 whereupon he joined Lionhead to work on The Movies. By this stage the two friends found themselves in lead positions at the company. They shepherded many games through the studio during this time including Black and White, Fable, Kinect Sports, and unreleased projects such as Project Milo and "BC". They worked together at Lionhead for a decade, but as time passed the job became less like the good old days. Microsoft had acquired Lionhead in 2006 and the now 200 person studio had run into financial difficulty. So as the years wore on, the influence of their parent company was having an erosive effect on the team's creativity. Gary found it especially difficult to get his ideas to gain traction, and so he decided to leave. - [Gary] I guess the thing I enjoyed most of the Bullfrog era was definitely Theme Hospital. It just was, because it was a point when I was ready to do more than just the artwork on a game. So I felt I was much more stepping into being a kind of a co-creating role rather than just making things look as pretty as I could. Then, I enjoyed my period with Mucky Foot, which was a company I sort of helped formulate, and we had some great years there. Lionhead, I guess the challenges were always working with Peter on such ambitious ideas because Peter would, I was in a team that wasn't Fable, so my part of that was Peter would throw some incredibly outlandish ideas around and it was kind of my job to get a little group of people together to try and realize that ambition. And it was really exciting, I mean, we literally went from making things on Kinect or things like Milo and Cabige, which was a bit nice for a while, it was just weird and wonderful opportunities to try and make a difference and do something strange and interesting, so I enjoyed that, too. - [Danny] By the time Mark's tenure was coming to a close, Peter Molyneux had long left the company and Mark was creative director of Lionhead. His final act at the studio was to help get Fable: Anniversary out the door, and it was then that he stepped away from a job where he'd spent most of his adult life. - [Mark] Yeah, I mean, I was there from the beginning, and my tenure was 15 to 16 years. - [Gary] It was 16 nearly, I think. - [Mark] Yeah, I left in the beginning of 2013. But it was a long and anxious period that I was kind of working through. I mean things had changed, obviously Peter had gone, and the kind of vision for Lionhead was, well, a vision for the Europe Microsoft was free to play console stuff and it wasn't really, I wasn't really enjoying it anymore. I think that's the best thing to say. You know, I kind of, if I was going to do it again, I wanted to fall back in love with making games and-- - [Gary] You're quite an emotional person, if you don't like something, you let people know about it. - [Mark] And I sulk about it. - [Danny] Mark and Gary were free agents and worked odd jobs here and there for old friends. They enjoyed the easier workload after years of grind at the top of one of the UK's largest developers. Perhaps it was then, given the benefit of hindsight, that the two remembered just how much fun they had had working on those old games together. So it was then, one evening, when Mark was picking up pizza, Gary pitched him an idea about starting a small, independent studio, and working on games sort of like they used to, in a cramped old flat stuck above a stereo shop and a chain-smoking old lady. - [Gary] Yeah, I kind of didn't think. I thought, well who'd be interested in, you know, revisiting-- - [Mark] Two old farts you know, making old games, who's interested in it? And I think that was kind of-- - [Gary] We had to go on a journey of discovery. And actually it was when we started sort of talking to some people when we were still trying to find a partner to make this, we certainly realized there was a lot of interest. - [Mark] We did a tour, didn't we? - [Gary] We did a tour, we sort of went on the roads, and met up with a bunch of either, we were looking to either sell publish, initially, maybe do a kickstarter, or partner with a small publisher. We didn't know, you know, who would go for this. So we just sort of started looking into it. And we just literally got in the car, booked into a sort of cheap hotel, motel-type places, and just knocked on doors and that's how we started. Which was great fun because this was a couple of 50 year old guys, basically in a band back together again. - [Mark] And going on tour, so we just, our wives probably thought, look at them, they're pathetic. What do they think right now? - [Danny] Mark and Gary thought there might still be a thirst for their old sim games. The classic Bullfrog titles were still selling well over on GOG and new games like Prison Architect and City Skylines were creating a whole new generation of fans. They had considered crowdfunding the project at one point, but they were warned away by some of the developers they talked to during their road-trip. So, they wrote a pitch for a new hospital game that would evolve the ideas of a game they had made almost two decades earlier. They knew they needed financial help. The guys were experienced and understood the type of game they wanted to create would require more money and time than they personally had. They shot the pitch around to publishers, and while some were receptive, there was one in particular that seemed very keen: SEGA. They negotiated terms with SEGA from the end of 2015 right up to the summer of 2016. And as it happens, right as the deal was signed, news broke that Microsoft would be closing Lionhead Studios. So, somewhat ahead of schedule, Gary and Mark rushed to hire their new team. - [Gary] We kind of imagined we'd take them over a period of time, but Lionhead closed, and it was suddenly these brilliant people were out of work. - [Mark] Tons of brilliant people. - [Gary] And they weren't around for long. - [Mark] No, we were going to lose them. - [Gary] Companies were coming to Gilford doing presentations just going, "You should come work for us." And we, you know, we had to kind of promise-- - [Mark] That was a risky thing to do. Because obviously we had to sort of lay out a huge amount of our expenditure earlier than we would ordinarily do it, but the point thing is we made a huge advancement in the development in the game and also this team, I wouldn't swap them for the world. They're amazing bunch of people. - [Gary] Some of them have worked with us for over twenty years. But Alan, who's sat behind Mark right now, I think he was your best mate at school, wasn't he? - [Mark] Pretty much. I mean Pram, Pram reminds me of Chris. Pram literally knocked on the door, and one of the guys we've worked with for over twenty years, I hired him out of college. And now he's absolutely integral to this team. So that's the kind of things we like to do. It's to build those relationships. - [Danny] Mark and Gary founded Two Point Studios, and over the coming years built a team of 16 people to help make this game. Some were old friends and colleagues, others new kids on the block. Their game was going to be called Two Point Hospital. The spiritual successor to a Bullfrog classic. But it wouldn't be enough to simply re-make an old game. For one, Theme Hospital was a 2D game. When Edge Magazine came to visit the studio in the mid 90's, they barely took notice of it, as gamers were far more interested in 3D screenshots of games like Dungeon Keeper. But time would prove to be kinder to Theme Hospital. While those early 3D games aged quickly as 3D technology improved, 2D games have a sort of timeless, inviting quality to them. Plus, to create these sophisticated sandbox they were aiming for, Two Point Hospital would have to be in 3D. - [Gary] We knew how Theme Hospital had done better over 20 years and some of it's contemporary. - [Mark] So we needed to come up with a style which incorporated something that felt like it was fresh and up-to-date, but we felt if the game does have legs, if people do love this game and we can keep it around for long enough, won't look out of sorts in two, three, four years time. So, we went for something quite organic feeling, it doesn't feel like it's rendered, it feels more like it's made of clay or plasticine, and it feels drawn rather than engineered, - [Gary] And I think also that that art style back then was, with was certainly Theme Park and Theme Hospital had, we had quite a big proportion of female players, which back then was certainly unheard of for our types of games. Obviously something like the sims, which came later, it just blew their market wide open. But I think we didn't have an art style that was-- - [Mark] Exact not footing. - [Gary] Yeah, it kind of, it was accessible, I'm not going to be patronizing and suggest that, you know, we made something that was appealing to girls, Because I wouldn't even have a clue how that would, you know-- - [Mark] I think it felt accessible, it felt like it wasn't aimed at any particular type of gamer. - [Gary] Because you're looking at the game not from a fixed angle, you could be above or sort of, like, low down, you could kind of twist the camera. So a lot of these kind of considerations were kind of worked through and then, - [Mark] And then the US, is it Where's Wilbur in the US? Where's Wally? - [Danny] Oh yeah, Waldo they say over here. - [Gary] Waldo, that's it. And we, you know, to make something readable when you've got so much on screen, and I don't know if you need a screenshot with some of the later levels where you've got absolutely vast marks with hundreds of people on screen. To get a clean read and not get it to look noisy and kind of, I don't know, slightly put you on edge because everything's moving and they've been shimmering because everything's trying to fight for your attention was a real consideration for us. In fact, I've seen some footage that's just gone out last night, and the guy's captured all his footage top down. - [Danny] Right. - [Gary] Imagine being a designer or an artist trying to design a game that looks good from anything possible conceivable angle. It's really difficult. - [Danny] Theme Hospital was accessible, not just with both men and women, but with gamers and non-gamers, and young and old too. It was one of those games that was effortless to pick up. But after the first few missions, Theme Hospital's rough edges began to show. First of all the game got rather hard really quickly. And secondly, there just wasn't any interesting progression. Each level in Theme Hospital was almost identical to the previous one. So to combat this, the team created a world where each hospital takes places in a unique region with its own biome and its own unique needs. - [Gary] Because the regions are very different, the people in that area are very different, some are rich, some are poor regions, and some of the challenges are different. In some cases, you may be running a hospital that's actually funded rather than you get paid for curing people from the individuals, they don't pay, you just get a budget at the beginning of the level. And that just makes the plagues spin completely different, so we wanted to kind of make it stay fresh as much as possible. And also give people the opportunity to circle back and go back and do things that they probably struggled earlier on and keep that fresh by putting new challenges in there. - [Mark] And you have the ability to progress through the county reasonably easy. But if you really want to max out the game, you can kind of return to earlier hospitals, you can unlock things in later levels, you can do research, maybe unlock certain qualifications, come back to one of the earlier hospitals and train the staff in those things, upgrade those machines. - [Gary] So the game doesn't have that pinch point, which the original game had where it just got too hard for me, I think I got to about level seven and would find it a real struggle. And we didn't want to do that again. - [Danny] When I ask the guys about the features that excite them most, there's one that immediately stands out. Two Point Hospital features characters with a variety of personality traits that are not only affected by the world around them, but also by the people around them. They want you to care a lot more about your employees in this game, but more than that, this system has the ability to create wonderful emergent moments as doctors and patients clash with both each other, and the rules of the world. M This is what's real new cutting edge stuff is we've got this, the brains the little people now, is they've got these traits and of course they also have the conditions they're under combined to make quite unique animation blends, which means they do things, they react almost uniquely. It doesn't feel like it's pre-canned. You see somebody walk up to somebody and they'll respond completely different to the next person based on how those two people feel about each other. - [Danny] Could you give an example? Like is it, if two doctors don't like each other, or if they have a tough patient, or how does that sort of manifest? - [Gary] It's just patient is a good example, I mean, they as well as the personality traits, the things that are going on, if doctors has just treated a patient and they die, that has an effect on their happiness, they go on a break to the staff room, and that could end up in an argument with another doctor, and then just that argument could just-- - [Mark] And it's not all emotional, sometimes it's just that the habitual things, like you have a fantastic doctor who may just never wash his hands when he goes to the toilet. - [Gary] Right, now that has an impact on the game. It's not just funny, it actually has an impact and in fact, there was somebody who was showing the game to in San Francisco the other week, and this person has an amazing hospital, doing really well, but when you put the filter on to look at hygiene, the hospital is really clean, but all the staff are really filthy, and I mean you couldn't work it out, and she'd built this massive facility with a toilet which only had two cubicles and she put no sinks in it and no hand dryers and put no sanitizer units anywhere in the hospital. So all these doctors were working on all these patients, filthy. And we put this kind of filter over it and showed her all the instants of filth trails in the game, and Mark just went, I can see your problem. He said, "Do you ever wash your hands "when you go to the toilet?" And this girl was just so embarrassed and immediately went and put this bathroom, a sink into the bathroom, to the toilet. And all the staff just ran to cure, to wash their hands, it's that stuff. - [Mark] Everything in the game affects something else so the people, the machines, the way and the sick, and everything in your world is important. - [Gary] If you have a brilliant surgeon but he's an angry man or woman, right, your job is to try and work out how to diffuse that situation to get them to do even better. And that's kind of the fun depth that the game has. Maybe this person just needs more caffeine in their life. Maybe this person needs more weird executive toys in the office. Those kind of things, it's just you getting that extra ten percent out of their performance which is the real depth I think this game supports. - [Danny] As Gary just said in Two Point Hospital you can have an angry surgeon, man or woman. Another evolution from games past that shows not only just how far games have come in terms of representation, but also in terms of technology. If there's one thing I keep hearing when I interview designers today, it's that technology provides, it provides answers. Many design problems that used to exist in the past have been rendered moot by the advancement of technology. And Two Point's character variety is a perfect example of this. The original Theme Hospital had four main character types: A nurse who was a women, a doctor who was a man, a receptionist who was a woman, and a janitor who was a dusty-looking old man. So I asked Mike and Gary, why? - [Mark] It covered respective times people have said that we made a sexist game, but we had to make the game run in four megabytes. I mean, it was a time and memory, and it wasn't a question of, like, well doctors are just men and nurses are just women, it was just a question of like, we had to make a call with it, and I think you had new, you had different heads, but it was pretty much the same body, different jackets and stuff, and we couldn't have made-- - [Gary] I was really keen on skin tone was important. I did not want to have a particular skin tone, but we just did not have the time or the memory, mainly the memory. - [Mark] The character variation was important to us back then, and it was only 21 years ago but you very rarely got very different clothing variations and we did manage to get an element of that in. But the basic model of the man and the woman, that was the huge memory part of this. You know, so rightly or wrongly, I could have made a male nurse and a female doctor, I could have made a young janitor, I could have made a male reception administration staff. All of those things are absolutely true. You know, 20 odd years down the line it just seems critically incorrect but it wasn't our intention, I'd like to think we're quite right on. But the decision was made that the doctors were male and the nurses were female, rightly or wrongly, it was a call I made but I certainly didn't mean the offend anybody. - [Danny] But it sounds like that's something that's been changed for Two Point? - [Mark] Totally. - [Gary] Absolutely. I mean, you know, that would have, that's absolutely goes without saying, he's not trying to correct anything, it's just that we had no choice back then to make a decision, rightly or wrongly, but it was just never going to be a situation. I mean, we've got so many more other types now of staff anyway, and what they do is very different. I mean, and thank God our initiative stuff in this game do all sorts of things, they're not just manning, I mean the little bit of footage you've probably seen, it may look like, oh look, there's somebody on the reception desk again. They do all sorts of different roles. - [Mark] Yeah so we've got a marketing department which you open up later in the game, so the assistants can work, if they have the qualification, they can work in marketing, - [Gary] They're kind of civil-servant-y type people, aren't they. They do a cross of different things, but the other things is we've taken a variation to a ridiculous level now. You can have hundreds of people, in fact, somebody took a fantastic screenshot within the studio, it's on our Twitter feed, and it's just about three hundred people just jammed into section and no two, they're all completely different characters. We've got this amazing modular system which puts on things such as steam goggles if it wants to, you know, boots, every component can be different and it just randomly generates them. So you really are lucky if you see two characters that look vaguely similar. Certainly more similar people in Yorkshire than there are in our game. - [Danny] What excites me most about Two Point Hospital isn't replaying a style of game that I enjoyed in my youth, it's that this game seems to be free of the technological restrictions of its predecessor. It's full of neat little features like teaching janitors to vacuum up gDannys. So even that old dog has a new trick. The guys are busy finalizing the game so I didn't want to take too much more of their time. But before they left, I had to ask them the most important question: What new illnesses could we look forward to treating in Two Point Hospital? - [Mark] Turtle Head is an affliction where the head shrinks down to a very small and it has to be a, I'm only saying that because I know it's on our website. - [Gary] There's another one where the guy's foot is like a camel's foot and it's called Camel Toe and that has to be, that's not in there, it's just hardly been-- - [Mark] That was one of my favorites ones. I thought you liked it. - [Gary] Mark, he's trying to get that in the game. I have to say as well-- - [Mark] I say we've talked about it now in the press, so we have to put it in. - [Danny] Lads, you sound like you're having a great laugh. This sounds like a very professionally exciting period in your lives. Is that fair to say? - [Mark] I mean, 21 years ago, releasing Theme Hospital, that was an amazing time. We had such good time, and just kind of starting a studio and going "Wouldn't it be cool to be able to "recapture some of that kind of--" - [Gary] Actually we started our families. I mean, we both got married, you might have been before me. Side having your family at the beginning, I think-- - [Mark] Yeah, I hear you, Sam was born just as we started. - [Gary] There's a story: Sam actually worked with us here. Sam's Mark's firstborn, was born right at the beginning. - [Mark] Pretty much as we started. - [Gary] As we started, and he's one of the engineers and creatives on this, it's very odd, it's very strange, but that's what makes it fun, right, because we got to a stage in our careers where we just want to actually enjoy coming into work, not have to be some, the problem with games is you get promoted, that's the problem with games. And when you get promoted, you stop making games. You start becoming that person nobody likes. You have to get a game done, and it has to be done like this, and nobody likes people telling people what to do. So we've basically set up this company so nobody, we don't have to tell people what to do and no one tells us what to do and yeah, it's great fun coming into work everyday. I don't think we've had one day where I haven't felt this is the best thing I've done in my life. - [Danny] Two Point Hospital should be available to purchase on PC, Mac, and Linux around the time you hear this podcast. You can learn more about the game at twopointhospital.com. If you're interested in playing the original Theme Hospital and you should be, it's really good, it's available on GOG.com. If fact, if you're a fan of GOG, you should check out our documentary on the company and their game preservation efforts over on our YouTube channel: YouTube.com/Noclipvideo. I'd also like to recommend a patch for that game: Corsix TH. It's a tremendous community-created wrapper that updates the GOG version of Theme Hospital to work with modern resolutions with sharper graphics and updated menus. A wonderful testament to the fan passion that has surrounded this game for 19 years. As ever thanks to our Patrons for supporting our work. You can support our documentaries, this podcast, and more by joining up at Patreon.com/Noclip. You'll also get access to this podcast early via a special RSS feed. Thanks so much to Gary and Mark for their time, Lauran Carter over at SEGA for setting the whole thing up, and my wonderful wife for chatting to me about one of our favorite games. Sorry for the delay in getting this episode number two out. It was supposed to be up about six weeks ago, But then my baby girl decided to come a couple of weeks early. So we've been rather busy here in the O'Dwyer household. We have a bunch of fun podcasts planned for between now and the end of the year, so of course, keep this feed running. Until then, play some games. We'll talk again soon.