Podcasts about danny was

  • 1PODCASTS
  • 4EPISODES
  • 57mAVG DURATION
  • ?INFREQUENT EPISODES
  • Feb 11, 2019LATEST

POPULARITY

20172018201920202021202220232024


Latest podcast episodes about danny was

Noclip
#07 - Lucas Pope

Noclip

Play Episode Listen Later Feb 11, 2019 74:40


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

Noclip
#05 - Steven Spohn

Noclip

Play Episode Listen Later Jan 21, 2019 53:17


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

Noclip
#04 - Mikey Neumann

Noclip

Play Episode Listen Later Jan 14, 2019 57:29


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

Noclip
#01 - The Steam Spy

Noclip

Play Episode Listen Later May 16, 2018 43:48


Sergey Galyonkin was just trying to fix a problem at work when we accidentally revolutionized the way we understand video game sales. We uncover the fascinating story behind Steam Spy, the people who use it, and the insights it gives us.  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 show where we bring you the stories about the people who play and make video games. I'm your host, Danny O'Dwyer. Okay, I'm going to talk about European law for like 30 seconds. And I want you to trust me that it'll be worth your while. All right, 20 seconds, I swear. Okay? All right. Earlier this month, GDPR or the General Data Protection Regulation was introduced to law by the European Union. Its purpose is to protect people like you and me from the increasingly intrusive ways that our personal data is being used against us. The ramifications are already being felt with websites and online services around the globe scrambling to change their privacy policies. You've probably noticed all the emails about this in your spam box. So while all this has been going on, Steam, the biggest online marketplace for video games, has introduced a new privacy policy of their own. Valve, the company who runs Steam, had previously set it so that every person who had a Steam account had a list of all the games that they owned on their public profile. Sort of like a bookcase showing all the digital games you've collected. The new setting made it so that all of this, the bookcase, the collection, was automatically set to private. No big deal, right? It seems like a pretty sensible change to make. But sadly this has had a knock-on effect that has made an incredibly popular and useful data tool all but useless. Steam Spy is a website that used this public data to calculate game sales. You could type in a game's name and in an instant see everything from how many copies its sold to the countries its most popular and how often those players who own it, play it. Over the years this service has proved itself invaluable to people like indie developers trying to market their games, reddit users trying to learn about the industry, and games journalists mining for data. Steam Spy did something that was pretty important, it opened up a tiny window into an industry that had always been notoriously secretive about sales. Perhaps even suspiciously so. So, why did Valve do it? Did it have anything to do with GDPR? And what knock-on effects will it have on the industry? Welcome to noclip, Episode One, The Steam Spy. Sergey Galyonki was born in Lugansk in the USSR, a city located on the border between Ukraine and Western Russia. His family moved to Poltovwa, closer to the center of Ukraine. And it was here that he played his first video game. Sergey: My godmother, she used to work for a huge computer center, you know like a secret type of building, you know, so you can't get in unless you get a y'know pass or something. But because I was a kid, they would let me in with her. I was, I don't remember like, seven or eight. And she let me, she would take me to you know to her job and she would let me play with computers. And they didn't have many games, it was you know they were mostly to do with statistics and stuff like that, but they had Tetris and they had Kingdom Euphoria. And back then I totally hated Tetris. I didn't play it much, but I mostly played Kingdom Euphoria, which was a text based strategy game. Danny: Text based strategies appealed to Sergey. From a young age he enjoyed solving problems. He'd spend hours making small games on a programmable calculator. You see, the Soviet Union in the 70s and 80s had restricted access to most type of electronics. So the computers available to consumers was limited to Soviet manufactured machines, or expensive black market imports from the West. Sergey: I didn't play many video games until like maybe age of nine or ten. Because we didn't have any. We had only like you know those old Soviet arcades. But then the Z Spectrum came to our country and it was a revelation. It actually was the first mass computer in Soviet Union. Not just in Ukraine, in whole Soviet Union. And I bought the first one, not I bought it, my father bought it for me. And I actually assembled the second one myself. Because you could buy you know the scheme, you could buy everything, you know separately. And just solder it. And it was fairly easy back then and I saved a bunch of money, do it. Danny: Using his ZX Spectrum, Sergey would create games for himself. He didn't enjoy programming in BASIC, he found the code too restrictive. So instead he opted to program using Assembly Language. His love of programming continued through his teens and when it was time to go to university, he chose to study Computer Integrated Systems, with a focus on Neural Networks. Ukraine has always been ahead of the curve when it came to developing algorithms. For instance, the first Neural Networks used to detect fake dollar bills were prototyped in Ukraine. Sergey continued his education and worked a bunch of jobs. He did page layouts at a local newspaper, he spent some time at a game studio, focusing on edutainment. Eventually he'd find himself moving to Kiev and taking up a job at a games distributor responsible for selling games for some of the biggest publishers in the world. What were some of the popular games in the Ukraine around that time? Any stand out in particular? Sergey: Well, I mean, it's the usual, except for S.T.A.L.K.E.R. We were not distributing S.T.A.L.K.E.R. S.T.A.L.K.E.R. was a different company. But you thought about S.T.A.L.K.E.R., right? That was the most popular game in Ukraine and I guess it's the only, see a lot of people, I guess playin' it. From our products I would say World of Warcraft was the most popular game ever. I mean, it was selling like hot cakes. That was just literally crazy. You know? We couldn't get enough of it, y'know? Into stores. That was unbelievable. Danny: Was there any games that were very popular in the West, that just were not popular at all in the Ukraine? Sergey: A lot of like, intellectual properties that are not familiar to Ukrainians were not selling well. Like 50 Cents video games that, y'know nobody, knew about 50 Cent back then in Ukraine. So didn't really sell well. Also was an awful game, to be honest. Danny: Not many copies of Blood on the Sand sold in Kiev? Sergey: Yeah, yeah. Danny: Sergey's greatest love was programming. He'd continued to code during his spare time. But there was something about the distribution business that excited him. Again, he was problem solving. Learning how customers made decisions and using data science to find answers. Well, that and simply watching people. Sergey: I enjoyed it immensely. Because you learn a lot about how people behave and how people consume games, by just doing a little distribution. And I sometimes, I would just spend like half a day in a store, one of our partner stores, just talking to people and trying to understand how they behave, you know how they're looking and products on the shelves, how are they buying, how they're making decisions to buy, and that helped a lot because, I mean, I like looking at stats and the numbers, but unless you talk to people it's sometimes really hard to understand how they actually think, y'know? Danny: Sergey would eventually take what he learned in distribution and bring it back to the world of development. He spent two years at Nival Interactive, creators of the Blitzkrieg series and the developers of Heroes of Might and Magic V. He enjoyed the job and life was good. Sergey was married now, he had children. But something bubbling under the surface in Ukrainian society was about to come to the boil. A few days after Valentines Day in 2014, the Ukrainian revolution would see rioters clash with police throughout the capital city. The tragic shooting of unarmed protestors would lead to the ousting of Viktor Yanukovych, the Russian invasion of Crimea, and the eventual war in Donbass which continues today. A frozen conflict taking place on an area half the size of the country. A proxy war where Russian funded proto-states fight Ukrainian government forces, thousands dead on either side. Sergey: I was in Kiev at the time. My family was still in Lugansk, so we had to move them out of the war zone. And, yeah. But me and my kids and my wife were in Kiev. Danny: Was it a difficult decision to leave during the war? Sergey: Well, not really. I mean, when people are shooting outside of your apartment, it's kinda like a natural decision. So, yeah, no. The moment they started shooting, y'know, in my area, I just packed my family and we left. A lot of people don't realize how, how the stuff affects game developers as well. I mean a friend of mine he was still living in Lugansk when the war started. And he would drive to his office and he would like he would hear bullets just flying past his car when he would drive to his office. And it continued for like maybe a week until he's like I'm crazy. There's a war going on and I'm going to a job making video games. So he left after that. But I mean, because it happened all of a sudden and you know you see it in the movies and you expect it to be like in the movies but it's not. It just, y'know, it's a new type of war. You don't see a lot of tanks just rolling in. You don't see like, you don't see the front lines. It just, it's just, people start shooting. So he left and a lot of people did around the same time. Danny: The conflict led to an exodus of Ukrainian Game Development. 4A Games, developers of the Metro series, relocated their studio to Malta. Sergey and his family left for the Mediterranean island of Cyprus. The reason was simple, it was the closest country him and his family could move to without requiring visas. As it happens it was also one of the 20 or so global locations that developers Wargaming had offices. The Belarusian developer responsible for the wildly popular World of Tanks. Sergey: Yeah, Wargaming is an amazing company. It's huge and Wargaming is really different from any other companies I've ever worked for. And I've worked for Eastern European companies, not just for the Western companies. Its culture is really something. It's a conflict-driven company. Yes, you're expected to shout at other people in discussions. You're expected to disagree. You know like every time I go to a meeting with my friends at Epic, it's usually I agree with you, I respect your opinion, but in Wargaming you would start with the but part, y'know? You would not do any formalities. You would say well, this idea is incorrect because this and this and this and I don't like this because this. And it really saved a lot of time in discussions, because people know that everyone respects everyone, otherwise you would not be working, y'know? At the company. If you don't respect other people. And that let people express opinions kinda in a more aggressive way. We're getting also, it's really interesting because, the core gaming audience, people that don't usually play video games. So you look at people that play World of Tanks or World of Warships, they are over 40, most of them have families and kids and sometimes they have grandchildren, y'know? And they don't know much about other video games. And they don't consider World of Tanks or World of Warships to be video games. They just consider it to be y'know their hobby. Like they would consider fishing to be a hobby. And that is both amazing and really demanding. Because you know it's a different audience, gamers are used to certain rules in video games and gamers are used to change. And gamers are used to a lot of stuff being taken away. Like people do not complain when Call of Duty releases a new game every single year. You essentially have to re-buy it and they take away all of your progress, when you buy the new Call of Duty, right? Danny: Yeah. Sergey: Well imagine doing that to a bunch of 60s years old people, you know? Every year. They would probably not like it, right? On the other hand, you hear a lot about in online gaming. And while World of Tanks players are not, not the most pleasant bunch, they are way more polite than your average kids in Call of Duty. So that, likewas never a huge problem in World of Tanks, every time people come and talk about we are free to play game, you're supposed to have a toxic audience. Well, not really, I mean if you're 60 years old you probably know how to behave yourself, right? Danny: Sergey worked as a Senior Industry Analyst at Wargaming. Helping the team find in-roads into different markets. Aside from their core Wargames, Wargaming published games from other studios and even worked on experimental games, under different brands. Think mobile games about managing a coffee shop. It was varied work that Sergey found interesting. In the spring of 2015, like so many others in the international development community, Sergey took the annual pilgrimage to the Gamers Developers Conference in San Francisco. Here he attended panels, networked with other analysts, and met old friends. One panel he attended was presented by Kyle Orland, a journalist for the technology website Ars Technica. Kyle had created a program that could pull user data from Steam and using it he was able to calculate video game sales. He called it Steam Gauge. Kyle Orland talking at a conference: I'm Kyle Orland, I'm Senior Gaming Editor at Ars Technica, and this is Analyzing the Steam Marketplace, using publicly derived sales estimates. Now I've been covering the game business for a little over a decade and anyone covering this industry, or following it, one major annoyance is the lack of reliable specific data about sales of games. Now it's not like this in most other entertainment media. It's just not a problem. Nielsen, for instance, provides ratings literally overnight for TV shows and makes the headline numbers very public in publications like Variety. Theaters and studios provide box office estimates every weekend for movies. There's billboard charts for music, there's The New York Times Bestseller list every week for books, et cetera, et cetera. So what do we have for games? For games we have this. This is what NPD, a US tracking firm sends to the media every month. It's a top 10 list based on their sampling of US retail outlets and now electronic sales. If you pay a lot of money you can get more details than this. You can get every game that they track and actual sales numbers, but people who get those numbers are contractually prevented from sharing them publicly. And NPD is pretty strict about enforcing it. You get occasional leaks. Danny: Back in Cyprus a few weeks later, Sergey was doing market analysis for Master of Orion: Conquer the Stars. Wargaming was publishing the game and Sergey was trying to determine market data around 4X Strategy Games. However, his VPN was down and he didn't have access to any of his data. It was then that he remembered Kyle's talk. Sergey: Well it was end of March, 2015 I was still working for Wargaming and the funny story behind Steam Spy that my VPN was down and the office was closed for an extended holiday. And I needed to look up some numbers and I didn't have access to my data and I like, well I need this data, because I have nothing else to do. And I was just came from GDC and I remember the presentation by Kyle Orland from Ars Technica, about Steam Gauge. And I said well, how hard would it be to recreate that? And he didn't give any y'know instructions or anything how to do that, but I mean you have internet it's fairly easy. So I spent couple of evenings writing it and by Monday I had all my data, I wrote my documents, required for the office, so by the end of Sunday and I was like, I was stuck with essentially Steam Spy. Without any interface. And I was like, well maybe I should just add interface and open that up to everyone. Danny: Sergey added that interface, gave it a web presence, and shared it with the folks who listened to his video games Podcast. Right away he saw indie developers flooding to it. This tool, something he was calling Steam Spy, was democratizing data in a way the PC market had never seen before. What Steam Spy was doing was incredibly clever. The Steam marketplace was the biggest online retailer for PC game sales and by default user profiles were public. Sergey's algorithm would poll data from between 60-70,000 profiles a day and using that extrapolate total game sales. It didn't poll every single person on Steam, but with enough data points his algorithm could get to within a few percentage points of accuracy. When NPD produced its top 10 charts, all that that was highlighting was which games were the most popular. But Steam Spy, with its repository of data, was far more powerful. For instance, you could look at trends and see how must more games sold when they went on sale. Or you could use the data to see how popular baseball games were in Portugal. Unlike NPD which just told you a specific thing, if you had an unanswered question about PC games sales, Steam Spy could help you get to the answer. Sergey had developed a tool for market researchers in the video games industry, but it seemed everyone wanted to play with it. It wasn't long before the games press started posting articles using data they had gathered from Steam Spy. Reddit was full of threads about games that were secretly incredibly popular. But it wasn't just hobbyists using it. Indie devs now had access to a powerful market research tool. And even large publishers were using Steam Spy. Were you at all worried that, I mean you were just using the Steam API, right? To pull this stuff? Sergey: Yeah, yeah, I was, I checked the rules. I mean I'm not a lawyer or anything, but I read the Uler, I actually read it. And I didn't find y'know that I'm breaking anything. They changed the Uler after that. But back when it, I launched it, I was not breaking any laws. And I guessed well, I mean, anyone can estimate anyone's sales, right? That's why we have a lot of research companies. And you have super data, you have Usuy, you have NPD. They all do an estimate and they all the publicize them y'know, online and it is completely legal. Anyone is allowed to do that. As long as you're not stealing someone's, y'know financial information, you are allowed to do estimates. Danny: And you weren't surfacing any individual's information, were you? Sergey: No, of course not. No, European laws about user privacy are way more stricter than American laws about user privacy. So all information from the beginning was already itemized. I was never storing anything that is, can be used to identify a user. Well, but coincidentally, it was mostly y'know gaming journalists, small indie developers, gamists, y'know, game enthusiasts, trying to understand how the market works. I was, after started adding more and more professional tools, into Steam Spy, like Cross Audience research, playtime distribution, and stuff that I felt is useful to me. And I've seen that the audience has shifted towards more professionals. And it's been, it's been interesting talking to people that actually use Steam Spy, at different conferences. Intel uses Steam Spy. Tencent uses Steam Spy. Electronic Arts uses Steam Spy. Ubisoft, Activision, you name it, I don't know a single gaming company that does not use Steam Spy right now. It became a tool that a lot of people in the gaming industry use, because it's not great, but it's good enough. And if you look into any other tools available, you know like SuperData Arcade is an amazing tool. App Annie is an amazing tool. But the precision is actually way worse than Steam Spy's precision. And accuracy is way worse than Steam Spy's accuracy. And people still use it, because having information that might be 50% off is still better than having no information. Danny: One of the things that Steam Spy did great was validating the market. For instance you could use the tool to see if fans of a certain genre bought lots of games in that genre. So, for instance Sergey found that MoBA players rarely played more than one MoBA. So during the height of DoTA2's popularity, when every developer under the sun was trying to make the next big MoBA, they were trying to sell to an audience that largely didn't want one. Sergey: On the other hand, you look at Survival Games, like DayZ and you see that people that enjoy survival games actually buy a lot of survival games. And that you know that makes it safe to launch a new survival game, like Conan Exiles for example. Y'know you look at the market, you realize well people will buy your game and you make leap of faith. People looking into trends obviously and it's harder to do with Steam Spy unfortunately, I'm using different tools myself, when looking for trends, but Steam Spy is decent at this. So you could look into what's growing y'know how games are changing what people are playing now verus what people were playing last year. If you look into audience for playing on battle grounds, you'll see that while some of them are coming from so that's good, a lot of them are, haven't never played anything before. So they are newcomers to the genre and it means that a lot of them will not leave the game because that's the only game they ever played or played in recent years. And that makes it really hard to compete with and Fortnite on the market, unless you're willing to do something radically different. And that's why I believe it's, a lot of innovation is gonna come from, y'know. People doing Battle Royale but in an unexpected way. Danny: I'm European. I grew up in Ireland, I lived in London for a few years, eventually found myself in California and now live in the woods on the East Coast. And one of the things I've enjoyed throughout my life, moving from country to country, is understanding the preferences of different people in different parts of the world. As it turns out, Steam Spy is really good at highlighting the types of games that certain countries like. I asked Sergey, what were some of the most interesting geographical trends that he came across. Sergey: Well my favorite part is the German admiration of anything that has similation in it. Like the farming simulator, anything that has to do with simulation, really. They will play it. Farming simulator is a phenomenon. And it was developed in Switzerland, but is mostly played in Germany. And you talk to anyone in America and the fact that they have a trolleybus simulator they have a trash garbage trash simulator. And people buy it and people play it and that's just crazy, but that's, that's how people in Germany particularly like to spend their time, y'know. Japan, back then was obsessed with zombies. Anything with zombies would sell really well in Japan. Danny: Was there any stuff that was very popular in America that just was not popular in Europe or vice versa that you kind of saw? Sergey: Well America is such a huge market and when Steam Spy started, was still the biggest gaming market in the world. So everything that is popular in America was pretty much popular everywhere else. So they have a, well back then they used to like royalgames and open world games. Not as much, like French people do not enjoy open world games as much as Americans. But French video gaming companies like PBSoft it's selling games they make recently, right? They only make y'know open world games. Danny: Steam Spy was cracking open the sales data of thousands of games. As somebody who worked in the games press, I couldn't imagine this was something that publishers were particularly happy about. The gaming audience is savvy. It cares about consumer rights and it's quick to react when publishers do things that take advantage of them. Steam publishes some data themselves, like concurrent live players. But the amount of data that Steam Spy was surfacing was on a whole other level. I had to imagine that publishers must have been lobbying Valve to do something to lock out Steam Spy. I asked Sergey if he had ever talked to Valve during any of this. I just wanted to know, what did they think of it all? Sergey: I used to, when I worked at Nivall, I used to work with them, because we published games on Steam and when worked at Wargaming, Danny: Right. Sergey: We also published some games on Steam. And they used to reply fairly quickly. But every time I would mention, well I would not write from my corporate email, of course I would write from a personal email, every time I would write about Steam Spy, they would just shut down. They would, I mean it would just literally, shut up and not reply to any of my emails or any of my communications. And I have couple of friends working there, not on Steam, on the Dotter team and it's the same situation. Every time we discuss something, you know like, gaming related or something like that launch plans or something like that, they talk, anytime I mention Steam Spy, they just shut up. I guess it might be an uncomfortable topic for them. Danny: Why do you think that is? Sergey: Well, I feel like Valve is a company that has no leadership. It has no management structure. So there's no one to make a decision. And they only make a decision when everyone agrees to that decision, or everyone on a team agrees to that decision. And there is no consensus about Steam Spy, I guess. And no one is senior enough, like in any other company you would have a head of whatever, head of Steam, come up and say, well that's my decision, we'll shut it down or we will let it go and everybody will, okay! I might disagree with that, but I will, y'know. I can live with that. Any time they make any decision, you will sit and wonder why did they make this decision? Every time they make something new, it feels like a compromise. Y'know what I mean? It doesn't feel like they are making any bold, unusual decisions and it's, to me it has been a probably the biggest disadvantage in the last several years, because they stopped experimenting, they stopped doing something really unusual or bold. Like I mean the trading card game in 2018, really? Danny: It's difficult to measure the effect that Steam Spy was having on the games industry. He heard anecdotally about games that were funded through market research derived from Steam Spy. He saw publishers like SEGA bring many of their classic games to PC once they saw there was market for them on Steam. But one of the big trends that Sergey noticed was how his tool allowed indie developers to more accurately price their games. Sergey: I feel especially if you're a young developer it's really hard to put a price tag on your game. You always feel like you haven't made everything you wanted to. You haven't achieved everything you wanted to with this title. So if you're releasing your first game and you feel like well, maybe I should just price it 9.99 because that's a no brainer. But actually your game is worth maybe, y'know 29.99, because if you look at the last games at that price points when they were released they were priced higher, so maybe you should price your games higher. Maybe your game is unique and it has no competition and it has no comparison points. And if it has no comparison points, maybe you should price it higher, because it's something unique that people are willing to pay more money for. People are trained to expect triple A quality from $60 titles and for $50 titles even, but you go below 50, you go to 40 to 30, and people expect it to be an indie game, maybe rougher on the edges, y'know, maybe y'know, better graphics than y'know, $5 game, but they expect it to be an indie title. They are willing to forgive a lot of quirks if the title is actually fun. This is the biggest fear of any game developer I believe. You're making something, you're sitting in a pretty much in a dark room, talking to no one but other fellow developers, from the same company and you always think well, maybe I'm not relevant anymore. Maybe people don't want to play city simulators and I've just spent four years of my life developing one. Maybe people want something to play something different. And maybe I should just under price it and put it for 9.99 and hope that well, maybe if I don't make a lot of money at least people will play it, y'know? Danny: Steam Spy ran for three years, helping indie devs price their games, helping large publishers do market research, helping journalists find sales figures, helping redditors prove their point. That was until a few weeks ago, when Valve flipped a switch. On April 10, 2018 Valve pushed an Update to every user's Profile Privacy Settings Page. Up until now if you created an account, your game ownership data was public by default. People could set this to private, but most didn't bother. Steam's update flipped this entirely. Not only would new accounts be automatically set to private, but it switched every account on the system to private, too. Without this data Steam Spy could not work. And Sergey quickly announced that the service was dead. At the time the update went live, the EU had just pushed through a new regulation on data security. GDPR or The General Data Protection Regulation was created to add new protections to user's personal data. As soon as it came through, online services around the world were changing their End User License Agreements to be in line with the law. Some services were having to push updates to get in line. One game, Monday Night Combat, would eventually have to shut down, as making the required changes to their backend would cost more than the game was bringing in. Everyone assumed that this was just Steam doing the same, falling in line. But after a few days, Sergey realized it had nothing to do with it. Sergey: Well it's not really related to GDPR, the latest change was not related to GDPR, because GDPR requires companies to do a bunch of changes to appoint a person responsible for User Privacy to change default settings, to change privacy settings, for underage people, under 18, and Valve did nothing. Like that. Valve still displays your friend list, your achievements, your groups, your screenshots, are publicly on your page. The only thing they hid were games. And GDPR actually does not require that. GDPR requires to hide everything else, that is still displayed. I don't believe it was linked to GDPR at all. I thought that it was like that when they made the change. But after looking into it, I don't think it was related to GDPR. Danny:  So if that's the case, then it must have been related to what you were doing, right, because is there anything else that's happening, that people are pulling from game data? Sergey: Well, I don't know, I mean, it's on one hand it's nice to think that Steam Spy was so disruptive they decided to shut it down. But it's really easy for them to shut it down. They just have to drop an email to me and I will stop it. I guess, bunch of companies are doing similar stuff to what Steam Spy does. Only keeping it to themselves. Or I've heard of other companies that charges like a thousand bucks per month for accessing the service that does this, similar to Steam Spy. Has a little bit more options, but mostly similar. And maybe they were unhappy about those guys and the only way they saw to shut it down was just shut it down completely, so no one could use it. I guess that's, that's one way to do it. But yesterday they shut, well they didn't shut down, but they made some changes, rendering the Store API useless as well. And the Store API is the API that provides information about the game price, game developer, like the basic stuff. Like genre and so on and a lot of sites were using that and it's now unavailable to them and I mean, what they did, they improved the store's privacy, or what? It just feels really odd to me. Danny: Without access to games lists and with the Store API changes, Steam Spy was unable to poll the data it required. This was a seemingly insurmountable problem, but Sergey, Sergey likes to solve problems. And in this case he used machines to solve the problem for him. Sergey: I no longer rely on information provided by an APT at all, I use a bunch of other parameters. As it happens I have an unfinished PhD in machine learning and topic my thesis was using unrelated, using loosely related information to predict economical outcomes. And that's what I'm pretty much using for the new algorithm of Steam Spy. My algorithm that I developed when I was still thinking about taking a science pass. And it works more or less. Danny: And this is probably like maybe it's a stupid question to ask because it's incredibly complex, but what is the machine learning doing to try and figure this out, if it's not pulling from statistics or from data and creating statistics out of it, how are you coming to these numbers? Sergey: Well, the thing is that, it is kind of hard to explain. It takes a really huge sample of data like I would say, maybe 15 million data points, and it goes through processing trying to filter out the data that is proven to be irrelevant and trying to amplify the data that is more or less relevant. Then it feeds it into a Neural network. And that Neural network does its magic. And the problem with Neural networks is, Neural networks tend to over feed. Neural networks are great for recognizing images, but are really bad for predicting outcomes that are outside of what they are recognizing. So, if you feed an image of a man to a Neural network and say, it's a man and you also feed an image of a dog to a Neural and say, it's a dog, Neural network will be able to distinguish between this man and this dog, but it's going to be really hard for the Neural network to, if it sees a woman. It will not understand if it's a, y'know if it's a man or a dog, because it does not fit into any of those categories. And in case of our Steam Spy, we're trying to predict well the game is, the Game A has 10,000 owners, the Game B has 20,000 owners, Game C doesn't have 10, doesn't have 20, it might have 30, it might have 40, please do an, predict that and Neural networks are really, really bad at it. But that was my PhD, testing this. Is preparing the data in a way that lets Neural networks actually work with this type of tasks. And it works more or less. It's not perfect, I'm not, I'm still not happy with it, but it is, it works. Yeah, based off of what I've heard from developers and I have a sample of maybe 100 games, y'know that provided me with actual data, it seems that for most of them, for maybe 95% of them, that used Steam Spy, it was within 10%. Give or take. So actually pretty good. For some of them, it is violently inaccurate. The last 5% I mean I've heard about a game that was the difference was 15 times. That was just staggering to me. But for everything else it seems to work. Danny: Steam Spy started while Sergey was working for Wargaming in Cyprus, but during the intervening years he moved around quite a bit. In early 2016, him and his family swapped Nicosia for Berlin as he became the Head of Publishing for Eastern Europe for an American company in the online shooter space. This company was responsible for some of the biggest shooters in the early 2000s, but they were struggling to find audiences for their suite of online games. One of those games was a third person MoBA called Paragon that would eventually shut down. Another was a remake of their classic arena shooter, perhaps you've heard of it, Unreal Tournament. And the third was a survivalcraft game that had been in development for the best part of a decade. It had sold well on launch, but the game was designed to be very malleable. With Sergey and Steam Spy's help, the team looked at the market research data and decided to take a swing at putting in a Battle Royale-style game mode. Seeing as Sergey was working with the headquarters in America so much, he would eventually move him and his family to North Carolina, to become Director of Publishing Strategy. The American company was of course, Epic. And the game was Fortnite. Sergey: Yeah, I was part of the team. I was part of making the decision and obviously we were looking at Steam Spy data to see how the genre is evolving. And with talking about Fortnite, original of the Wolf Fortnite, that's the reason I joined Epic. I visited Epic several years ago, they showed me Fortnite and I was blown away. I mean, that was a game that you could make into anything. It is so flexible, it is, I mean, well it didn't have Battle Royale mode, but it had several PBB modes back then. Experimental PBB modes and people you saw 50-versus-50, right? It is actually, well the idea for them all. You know, two teams building castles and fighting each other, was actually back then, in the original Fortnite. Obviously not 50-50, versus, smaller teams. But still. And Fortnite to me felt like a, y'know like a mold, you could make it into anything. Danny: And I mean even when you talk about Fortnite, it's like we don't know 'cause it's on the Epic, Epic launch, right? So we don't know how many people are playing Fortnite, we don't know how many people are playing World of Tanks, actually now that you mention it, either. So your games have been surprisingly hidden behind this. Sergey: Well, I'd have to, I mean have access to all the data, but somebody else could. Both of them have APIs that you can access. For World of Tanks, there's bunch of services, statistics services for World of Tanks. And there are several services for Fornite statistics, as well. So you can see the numbers. Actually, it's just Epic is a company that doesn't like to brag about numbers and when we publish numbers we, we've felt some pushback from, y'know from the gaming audience, because they felt like, well, we just were viewing them, gamers, as numbers not as people. And we are really sensitive about that. I mean we're trying, we're always trying to do the right by the gaming audience. So we decided to do it less. It not completely stop it, but just do it less often. After I was, I decided, I actually decided to shut Steam Spy down after all those changes, because I didn't feel like continuing. We also had a huge outage at Fortnite at work and I felt like, well I don't have enough time to, y'know do my day job. I also like to sleep sometimes. This didn't leave a lot of time for Steam Spy, but I thought I've received maybe, 200 emails from people using Steam Spy, asking for me to continue and I felt like, well I mean, yes it makes sense to do so, y'know, people really like it. And that's when I heard all those amazing stories about y'know peoples, companies starting a publishing business because they now were able to see the statistics for game that offered for publishing company getting small indie company from barely getting financing from the German government, because they were able to prove that well, the gamethat they were trying to make is gonna sell. And it did. It was really good. So I felt well, it provides a lot of fire to the market and I like that. And I'm not doing it for money or anything, I mean, at my current day job, I am well provided for. It's not that. It's, it's, the fact that I believe that informational asymmetry, asymmetry of information is unethical, in any business transaction. And Steam Spy is designed to remove informational asymmetry from business transactions or from any discussions. The gaming publisher, the big gaming publisher, have access to more information than a small gaming publisher or a small developer. Then if you're trying to sign a contract with a small developer, you can abuse your power. You have access to more information to get a better deal. That is not gonna be beneficial to the developer. And we've heard these stories about that so many times, y'know even before Steam Spy, like publishers abusing power or big developers abusing small developers. And having this removed actually helps the market whole. Danny: And do you feel like you're doing a service to the world of video games? Sergey: I feel like I'm doing more good than harm. In this case, yeah. Danny: My sincere thanks to Sergey for talking to us this week. You can learn more about Steam Spy and look up all your favorite games by visiting SteamSpy.com. You can also throw Sergey a few bucks a month for his efforts, by heading over to Patreon.com/SteamSpy. Thanks for listening to this first episode of noclip. We hope you enjoyed our first story. If you have any feedback or tips you can hit me up on Twitter @dannyodwyer. Or send us an email, podcast@noclip.video. Oh, and hey, if you liked the show, maybe subscribe, tell a friend, or leave us a review on iTunes. If you enjoyed this Podcast but you feel like your eyes are missing out, a friendly reminder, if you want to watch some high-quality video game documentaries for free, head over to YouTube.com/Noclipvideo. We recently traveled to Amsterdam to tell the story of Horizon Zero Dawn. And to Canada, where we filmed a documentary series on Warframe. All of our work is crowdfunded, so if you like what we're making, please consider becoming a patron of noclip. We have bunches of fun rewards, including early access to this Podcast, behind-the-scenes videos and much, much more. Head over to Patreon.com/Noclip to learn more. We'll be back with Episode Two in just a few weeks and we'll be focusing on a game. One of my favorite games, in fact. A game from my childhood. And the creative team who left Lionhead to make its spiritual successor. Whatever happened to Theme Hospital? Find out in our next show. Thanks again, see you then.