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1
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FMV games, they really
hold a special place in my heart.
2
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Mostly because as a kid, I'm sure a lot
of you watching this will agree with me.
3
00:01:19,329 --> 00:01:22,373
They seemed dangerous.
4
00:01:23,249 --> 00:01:25,293
“Let’s kick some butt!”
5
00:01:26,628 --> 00:01:29,839
-“What brings you here?”
-”Well, it's an unusual story, really.”
6
00:01:30,090 --> 00:01:34,594
When you watch a horror film and I love
horror films, it's a very passive experience.
7
00:01:34,803 --> 00:01:38,556
And it's a linear experience, right?
So any kind of linear storytelling,
8
00:01:38,807 --> 00:01:41,226
you're kind of at the mercy
and the whim of the director.
9
00:01:41,434 --> 00:01:46,231
But with FMV’s in most cases
you are part of the action.
10
00:01:46,439 --> 00:01:47,899
“Control, check out the house.”
11
00:01:48,149 --> 00:01:51,069
You're in control in the story.
You're never going to know what happens
12
00:01:51,528 --> 00:01:55,115
if you don't just push
through that nope moment.
13
00:01:55,323 --> 00:01:58,326
If you looked at it from now,
you could see that what it enabled
14
00:01:58,535 --> 00:02:01,454
was an explosion of different genres
15
00:02:01,663 --> 00:02:07,252
that was like legal thrillers, erotic thrillers,
psychological horror, mysteries, detective things.
16
00:02:07,460 --> 00:02:10,964
“I should have busted you when you ran that first
letter without letting us know about it.”
17
00:02:11,172 --> 00:02:13,508
It was all these genres
that previously games hadn't
18
00:02:13,716 --> 00:02:15,969
really done a good job of,
or even attempted
19
00:02:16,177 --> 00:02:19,264
all these genres are kind of
about people and the nuance of people
20
00:02:19,472 --> 00:02:21,850
and interactions between other people.
21
00:02:22,475 --> 00:02:27,480
It has to have real people because
we have to empathize with the character.
22
00:02:28,022 --> 00:02:31,568
If you're watching somebody and you
just don't care about them, doesn't matter
23
00:02:31,776 --> 00:02:33,903
how scary the horror
is, it doesn't matter.
24
00:02:34,279 --> 00:02:38,324
You have no real kind of link
to their horror and their fear.
25
00:02:38,658 --> 00:02:41,536
FMV’s especially because
there are real humans involved,
26
00:02:41,786 --> 00:02:45,540
and they're not just sprites. The action
feels very real. It feels like you're taking part
27
00:02:45,707 --> 00:02:48,626
in a real life experience.
28
00:02:49,711 --> 00:02:53,047
That's the main challenge for making an FMV game.
29
00:02:53,256 --> 00:02:57,302
How do you without filming a billion
different versions of everything?
30
00:02:57,969 --> 00:03:03,516
How do you gamify film footage?
So I always had that kind of excitement
31
00:03:03,725 --> 00:03:06,102
about it, that it was
different than other games.
32
00:03:06,769 --> 00:03:10,648
And because the first FMV game
that people knew about was Night Trap,
33
00:03:11,357 --> 00:03:15,695
and that game was horror,
that game was marketed as sexy,
34
00:03:16,613 --> 00:03:20,617
all of the FMV games after that had
that kind of similar reputation
35
00:03:20,909 --> 00:03:25,246
that it was slightly, like you shouldn’t
be watching it, it was “Skinemax”, basically.
36
00:03:34,214 --> 00:03:36,007
It's a fascinating period of history,
37
00:03:36,216 --> 00:03:39,802
and particularly if you look into like
Night Trap, which started with Hasbro,
38
00:03:50,104 --> 00:03:53,107
“Your part is to unravel the
many mysteries of Tamara,
39
00:03:53,316 --> 00:03:55,401
and it begins when you
walk through the front door.”
40
00:04:07,413 --> 00:04:12,460
“It is a fascinating thing. It's like a bunch
of little cameras around you all the time.”
41
00:04:36,442 --> 00:04:38,444
“Okay. Who did it?”
42
00:04:56,004 --> 00:04:57,880
“Night Trap!”
43
00:05:00,883 --> 00:05:04,429
Night trap follows a group of
girls having a sleepover.
44
00:05:04,429 --> 00:05:05,972
It's very Halloween-esque.
45
00:05:06,222 --> 00:05:09,475
Your mission? Protect those girls from
whatever happened to the last ones.
46
00:05:09,726 --> 00:05:12,770
These evil forces coming in
and trying to kidnap them.
47
00:05:12,979 --> 00:05:15,565
“Our agent spliced and override
into the security system,
48
00:05:16,065 --> 00:05:18,609
allowing you to have control of
the cameras and the traps.”
49
00:05:18,860 --> 00:05:21,612
It's almost like these
really early quick time event
50
00:05:21,821 --> 00:05:23,990
things that you'd have to
do in order to keep them all safe.
51
00:05:24,198 --> 00:05:27,368
It was a neat concept back then.
I mean, you're basically just
52
00:05:27,577 --> 00:05:30,747
switching across different camera views.
53
00:05:33,374 --> 00:05:37,920
And trying to catch these, like, vampires?
Some kind of bloodsucking creatures.
54
00:05:38,129 --> 00:05:41,799
“Well, they're called augers
or augs, and they're like a vampire.”
55
00:05:42,216 --> 00:05:44,594
-“You mean they suck blood?”
-“Yeah.”
56
00:05:44,802 --> 00:05:47,847
“It's nothing personal. It's the
only way they can keep alive.”
57
00:05:48,056 --> 00:05:50,475
The augers in that game are
probably among the best characters
58
00:05:50,683 --> 00:05:55,646
because they're just so simultaneously
threatening and non-threatening at the same time.
59
00:05:57,273 --> 00:05:59,776
I think the device is inspired.
60
00:05:59,984 --> 00:06:01,152
“Yeah, right.”
61
00:06:04,113 --> 00:06:08,326
Because it kind of throws vampire
tropes out the window a little bit.
62
00:06:15,666 --> 00:06:18,378
I don't know if I had a favorite trap
in the game, but I just remember that
63
00:06:18,586 --> 00:06:20,963
when you see the traps
activate and happen,
64
00:06:21,172 --> 00:06:23,466
it's like watching
a game show from the 80s
65
00:06:23,674 --> 00:06:25,968
where someone comes around
from behind a secret door.
66
00:06:26,177 --> 00:06:31,849
And you're like, is this a trap? It's just
a rotating cupboard or like, the floor falls out.
67
00:06:32,058 --> 00:06:35,978
With the controversy surrounding the game, you'd
expect it to be this blood-laden,
68
00:06:36,187 --> 00:06:38,398
you know, massacre,
and it's just not.
69
00:06:38,606 --> 00:06:42,485
“This isn't going to work.
You're not scaring me. Wait.”
70
00:06:42,693 --> 00:06:46,447
I thought the way that the cameras
felt like they were live cameras,
71
00:06:46,697 --> 00:06:49,784
it was very impressive, and,
you know, while making Ghosts,
72
00:06:49,992 --> 00:06:53,079
because it's a similar concept,
I looked to Night Trap to figure out,
73
00:06:53,287 --> 00:06:57,041
did they film this all at the
same time? Or did they film one camera
74
00:06:57,291 --> 00:06:58,960
one day and another another day?
75
00:07:24,318 --> 00:07:28,364
I don't think a lot of people
appreciate how seamless all that is.
76
00:07:28,781 --> 00:07:30,324
“I just wanted to…”
77
00:07:30,575 --> 00:07:31,868
“Is everybody all right?”
78
00:07:48,509 --> 00:07:50,511
“I don't like it at all.”
79
00:07:55,516 --> 00:07:57,768
“Has anybody seen my chamois bag?”
80
00:07:58,144 --> 00:08:00,188
It might have been too ahead of its time.
81
00:08:13,367 --> 00:08:15,495
-“What can we do?”
-“Fight back.”
82
00:08:30,051 --> 00:08:34,931
Obviously the game's extremely dated,
questionable horror questionable action,
83
00:08:35,139 --> 00:08:36,807
“This is my attack squad.”
84
00:08:37,433 --> 00:08:41,687
You can see why it was received
way it was, for better or worse.
85
00:08:41,938 --> 00:08:43,689
“I don't believe what I just saw.”
86
00:08:43,898 --> 00:08:46,400
I can see why people love it.
I can see why people hate it.
87
00:08:46,609 --> 00:08:49,987
But the energy and the love for horror
88
00:08:50,196 --> 00:08:51,239
“Tha tastes like blood!”
89
00:08:51,447 --> 00:08:52,907
The production is amazing!
90
00:08:53,282 --> 00:08:55,409
“Point and shoot.”
91
00:08:55,952 --> 00:09:00,915
They tried to do things that swung for the fences,
and I think in a lot of cases it achieved it.
92
00:09:01,165 --> 00:09:05,044
And although that game has, it has
a pretty bad reputation like people
93
00:09:05,253 --> 00:09:06,420
just instantly think it's terrible.
94
00:09:06,587 --> 00:09:09,048
-“Come on Megan, it’s not that bad.”
-”Yes it is!”
95
00:09:09,257 --> 00:09:11,092
I love that game.
96
00:09:11,717 --> 00:09:15,596
It was a very important game. There is
a lot of love for that game now as well.
97
00:09:15,805 --> 00:09:18,808
And I think that love
is just growing year by year.
98
00:09:34,824 --> 00:09:39,620
Everybody wants a laugh, and if you go back and you
see this overacting that happens like Night Trap or,
99
00:09:39,829 --> 00:09:41,205
you know, in The 7th Guest as well,
100
00:09:41,539 --> 00:09:43,666
“What's going on?”
101
00:09:47,003 --> 00:09:48,921
that's a reason
to revisit these games.
102
00:09:49,130 --> 00:09:51,007
“He’s ours Dutton!”
103
00:09:51,215 --> 00:09:53,926
they're of their time, at the time,
maybe the people thought
104
00:09:54,135 --> 00:09:55,553
this is going to be my finest work.
105
00:09:55,886 --> 00:09:58,431
-”Action.”
-”I will surely win.”
106
00:09:58,639 --> 00:10:02,351
as a gamer and as an adventure
game fan, I am so glad that they did it
107
00:10:02,560 --> 00:10:03,603
the way that they did.
108
00:10:04,145 --> 00:10:10,651
“You have been summoned on the journey by
Trilobyte and Virgin Games
109
00:10:11,360 --> 00:10:21,370
to a place where mysteries will unfold. Questions
will be answered and unthinkable acts committed.
110
00:10:21,579 --> 00:10:24,832
Rob and I started to take
an interest in new technology
111
00:10:25,041 --> 00:10:26,959
because we still want
to make games for the PC.
112
00:10:27,251 --> 00:10:31,339
“It was a big new medium out
there which involved CD-Rom.”
113
00:10:31,547 --> 00:10:37,386
CD-Rom was revolutionary in the sense of
it allowed the medium to step forward
114
00:10:37,595 --> 00:10:41,807
in such a way that we could tell
way better stories, instead of having these
115
00:10:42,141 --> 00:10:45,019
just endless boxes of text that
no one was going to read.
116
00:10:45,353 --> 00:10:51,192
We could do, you know, actual, real music
and sound effects and animation,
117
00:10:51,400 --> 00:10:54,070
and it just allowed us
to really bring games
118
00:10:54,278 --> 00:10:57,114
much more to life than on a floppy disk.
119
00:10:57,490 --> 00:11:01,160
So we were in New York at a
multimedia conference promoting
120
00:11:01,369 --> 00:11:03,746
a format called the multimedia PC,
121
00:11:03,954 --> 00:11:06,082
and so Rob and I started to think…
122
00:11:06,207 --> 00:11:07,917
“Hey maybe we really can do this.”
123
00:11:08,209 --> 00:11:12,046
We got back into the office and
spent the entire weekend coming up
124
00:11:12,254 --> 00:11:14,757
with a game outline
for a game called “Guest”.
125
00:11:15,383 --> 00:11:17,843
We had to ask Virgin to
buy us this 500 megabyte
126
00:11:18,052 --> 00:11:22,223
hard drive so we could have more
than one room at a time.
127
00:11:22,431 --> 00:11:27,353
And it was like $2,000. Virgin was like, do you
really need this? This is really expensive.
128
00:11:27,520 --> 00:11:32,358
“Rooms such as the foyer and
hallway system in the seventh guest
129
00:11:32,566 --> 00:11:36,487
take up to 20 to 40 minutes
per frame to render.”
130
00:11:36,696 --> 00:11:38,322
We’re like “We really need it!”
131
00:11:38,531 --> 00:11:42,243
We weren't meant to do
a demo yet in 1992.
132
00:11:42,451 --> 00:11:46,038
We went out with a with a CD and a
CD-Rom drive to show Martin,
133
00:11:46,205 --> 00:11:48,582
And he's like,
“we got to put this on the show floor!”
134
00:11:48,791 --> 00:11:51,544
And we're like, there's no way
you put this on the show floor.
135
00:11:51,752 --> 00:11:55,881
And slowly in the end, it got to be so
many people trying to get into the booth
136
00:11:56,006 --> 00:11:58,843
to see this thing,
I just couldn't believe it.
137
00:11:59,343 --> 00:12:02,471
And I remember Rob and I getting back
onto the airplane to go back home and
138
00:12:02,680 --> 00:12:05,850
sitting there and we
were scared to death.
139
00:12:06,058 --> 00:12:08,436
Now we were like,
we really got to finish this thing.
140
00:12:13,149 --> 00:12:17,027
It was one of the most cinematic experiences
that you could get in gaming at the time.
141
00:12:17,236 --> 00:12:22,533
I think that the FMV footage of, you know, live
action actors and stuff really did the game a service
142
00:12:22,742 --> 00:12:26,454
because you could be moving through a hallway
after doing a really stressful puzzle
143
00:12:26,662 --> 00:12:29,165
and suddenly, you know, Stauf might just appear
144
00:12:29,373 --> 00:12:33,919
“That old man Stauf is waiting there.”
145
00:12:34,211 --> 00:12:38,299
It was like the early form of a jump scare,
when he'd jump out and be really angry at you
146
00:12:38,507 --> 00:12:41,302
because you're figuring out more about his
past, and I think that worked really well.
147
00:12:41,510 --> 00:12:46,557
“Yes! Oh, yes! Keep going this way.”
148
00:12:46,849 --> 00:12:49,894
It was one of the most impressive games
that I played at that time,
149
00:12:50,102 --> 00:12:52,229
because it felt like,
you were really wandering
150
00:12:52,438 --> 00:12:57,067
around this mansion solving
a mystery, seeing ghosts pop up.
151
00:12:57,276 --> 00:13:02,823
-“The last guest.”
-“No.No! He's here already! I've seen him”
152
00:13:03,032 --> 00:13:06,577
And I think the realization of those
ghosts were really, really good.
153
00:13:06,786 --> 00:13:09,163
“It's just an illusion.”
154
00:13:09,622 --> 00:13:11,248
We didn't know much about blue screen.
155
00:13:13,000 --> 00:13:18,339
So we bought our blue screen at, basically
Home Depot, and it was not really blue.
156
00:13:18,547 --> 00:13:22,259
It was more purple-ish, and I
assured everyone, hey, no problem,
157
00:13:22,468 --> 00:13:25,012
I can write the code to take
this blue out. It's easy.
158
00:13:25,221 --> 00:13:28,098
Don't worry about the clothes
you're wearing or anything. We're all good.
159
00:13:28,307 --> 00:13:30,893
It wasn't easy because
purple actually contains red,
160
00:13:31,101 --> 00:13:36,148
and it was just very hard to put the outlines of
the people back in accurately.
161
00:13:36,357 --> 00:13:41,320
So it was just easier to leave this
aura around them that became the ghostly aura.
162
00:13:41,529 --> 00:13:44,740
“Oh, it's so beautiful.”
163
00:13:44,949 --> 00:13:46,826
So originally we were telling the
story of how they all died,
164
00:13:47,034 --> 00:13:50,663
and then it shifted to they're all dead,
this is them telling their story.
165
00:14:01,006 --> 00:14:05,094
I think it just has a lot of different
styles going on. You know, it's very gothic.
166
00:14:05,970 --> 00:14:09,557
You know, there's everything from the clown
from “It” is in there with the balloons.
167
00:14:09,765 --> 00:14:13,143
You know, “do you want a baloon sonny?”
Child, sacrifice with Stauf at the end
168
00:14:13,352 --> 00:14:15,729
there taking Ego and doing the bad thing.
169
00:14:15,938 --> 00:14:20,109
“A final sacrifice.”
170
00:14:20,359 --> 00:14:25,281
I pulled one way towards Scooby Doo, and Rob
pulled the other way towards horror,
171
00:14:25,489 --> 00:14:27,116
and we landed in the middle, crazy sick.
172
00:14:27,324 --> 00:14:32,413
“Crazy, sick and mean!”
173
00:14:37,334 --> 00:14:40,546
And that is a unique space to be in.
174
00:14:41,088 --> 00:14:43,465
You know, the mansion itself
is just amazing to explore.
175
00:14:43,674 --> 00:14:47,887
You've got cool cursors. You've got these real
brain bending puzzles that I was never any good at.
176
00:14:48,095 --> 00:14:51,807
It was mostly trial and error for me, but I
had to get past it to see what was next.
177
00:14:52,016 --> 00:14:59,690
“Your wits have brought you this far, but
will you have the patience to go any further?”
178
00:14:59,899 --> 00:15:02,735
I've got a theory why FMV games are hard.
179
00:15:02,943 --> 00:15:07,990
There was only a certain amount of film footage
you can have on a cartridge or a disc.
180
00:15:08,240 --> 00:15:11,869
So they try and make the game as hard as
possible so it doesn't end too quickly.
181
00:15:12,077 --> 00:15:14,038
You have to remember that
you can get out of every puzzle,
182
00:15:14,204 --> 00:15:19,835
in 7th Guest by visiting the library three times,
and it will go complete the puzzle for you.
183
00:15:22,046 --> 00:15:26,216
The game soundtrack is actually on the
second CD, and, that became actually something
184
00:15:26,425 --> 00:15:30,721
of a collector's edition because
everyone loves that soundtrack so much.
185
00:15:30,930 --> 00:15:36,393
I was very fond of the music of Nightmare
Before Christmas. So when I first called The Fat Man,
186
00:15:36,685 --> 00:15:39,939
Here I am. This is my team.
I'm The Fat Man, 7th Guest.
187
00:15:40,397 --> 00:15:42,191
“Dave Govett, Wing Commander,
lots of stuff.”
188
00:15:42,441 --> 00:15:44,735
“Joe McDermott, baseball,
lots of other stuff.”
189
00:15:44,944 --> 00:15:47,655
I said, can you make the
music like Danny Elfman?
190
00:15:47,863 --> 00:15:51,492
He sent me back two bits of music
and I played music number one,
191
00:15:51,909 --> 00:15:57,081
and it's the theme from the dining room,
which sounds very much like Danny Elfman.
192
00:15:58,540 --> 00:16:02,920
And I said, that's awesome! And he’s
like, “Graeme, Don't you ever tell me
193
00:16:03,128 --> 00:16:07,216
to sound like another musician again. You never,
ever do that to a musician. Never do that.”
194
00:16:07,591 --> 00:16:10,344
And then he said,
“play a piece of music. Number two.”
195
00:16:10,970 --> 00:16:14,014
And it was the…
196
00:16:14,765 --> 00:16:17,393
It was the theme to 7th Guest.
197
00:16:27,444 --> 00:16:29,863
He was like, “there’s your theme.”
198
00:16:30,614 --> 00:16:33,075
I didn’t think I was gonna
get choked up about this.
199
00:16:33,951 --> 00:16:36,286
And then he came up at the
end and said, “I've got this song
200
00:16:36,495 --> 00:16:39,289
that a friend of mine wrote
called Skeletons in My closet”
201
00:16:39,498 --> 00:16:42,126
I want to record it for 7th Guest.
202
00:16:44,461 --> 00:16:48,966
And I remember watching it with the end
credits and going “This is incredible.”
203
00:16:49,174 --> 00:16:54,638
This is, we’d made something that hadn't been
seen before. Someone was singing a real song
204
00:16:54,847 --> 00:16:57,474
in written recorded audio over a game, over credits.
205
00:16:57,850 --> 00:17:05,274
“Got skeletons in my closet
and they’re rattlin’ tonight.”
206
00:17:05,691 --> 00:17:06,900
And we were finally done.
207
00:17:08,861 --> 00:17:10,988
That was a big moment.
208
00:17:24,334 --> 00:17:27,254
The 7th Guest was a technical
marvel for its time.
209
00:17:27,671 --> 00:17:29,798
Unfortunately, the thing
with a technical marvel
210
00:17:30,007 --> 00:17:32,843
is that new tech will eventually
come along and overshadow it.
211
00:17:33,135 --> 00:17:36,472
Whereas on the other hand, when we look
at something like Gabriel Knight,
212
00:17:36,680 --> 00:17:45,773
albeit an older game, the writing in that is
exceptional, and brilliant writing is timeless.
213
00:17:49,568 --> 00:17:53,405
Gabriel Knight is celebrated as especially,
you know, some of the most standout
214
00:17:53,614 --> 00:17:59,286
adventure games that we have because it
takes a lot of what worked from its genre.
215
00:17:59,495 --> 00:18:04,666
I grew up on horror novels. I mean, my
brother-in-law handed me Carrie when I was 12,
216
00:18:04,875 --> 00:18:08,837
and I never looked back. All through
the 80s, I had all those black,
217
00:18:09,046 --> 00:18:11,924
shiny books
like Peter Straub and Stephen King.
218
00:18:12,132 --> 00:18:14,343
I just was really interested
in the paranormal,
219
00:18:14,551 --> 00:18:16,887
so I wanted to do
something in that vein.
220
00:18:17,262 --> 00:18:21,642
I was working for Hewlett Packard
and I bought a company, PC,
221
00:18:21,850 --> 00:18:26,021
which was $10,000, and that was a
half off employee purchase price.
222
00:18:26,313 --> 00:18:31,068
And I went to a computer store and picked up
Manhunter: San Francisco and King's Quest IV.
223
00:18:31,276 --> 00:18:33,362
And I became absolutely obsessed.
224
00:18:34,488 --> 00:18:38,450
I ended up buying every game in
the Sierra catalog and playing them,
225
00:18:38,826 --> 00:18:44,289
and I wrote to them and asked them if they would
have a position, and I sent a short story.
226
00:18:44,498 --> 00:18:51,588
Roberta and Ken Williams and Sierra took that to heart
as, okay, if you can write, if you have good ideas,
227
00:18:51,880 --> 00:18:54,299
we can teach you everything you
need to know about making games.
228
00:18:54,508 --> 00:18:57,469
We can support you. We can help
you make what you want to make.
229
00:18:58,053 --> 00:19:02,891
So I was hired into the writer's block.
It was like being discovered by Steven Spielberg.
230
00:19:03,100 --> 00:19:07,729
I was just so thrilled to be able
to work in gaming. I loved it.
231
00:19:08,021 --> 00:19:11,859
After King's Quest VI, I had
the opportunity to propose a new game
232
00:19:12,067 --> 00:19:14,736
series that I would be chief designer on.
233
00:19:20,784 --> 00:19:26,373
And when I proposed Gabriel Knight at Sierra,
I wrote 20 page proposal and
234
00:19:26,582 --> 00:19:30,169
gave it to Ken and Roberta.
And Ken's response was,
235
00:19:30,377 --> 00:19:33,088
“I wish you had brought me something else,
but I'm going to let you do it.”
236
00:19:34,631 --> 00:19:39,011
He really had the opinion that adventure games
should entertain and make people laugh
237
00:19:39,219 --> 00:19:42,556
and be family oriented, and he was not
into the idea of horror at all,
238
00:19:42,764 --> 00:19:45,225
which gave me second doubts
because I'm thinking, oh my gosh,
239
00:19:45,434 --> 00:19:47,352
he probably knows better
than I do, you know?
240
00:19:47,686 --> 00:19:52,357
Oh, God. Well, I mean, that is me.
I can't believe, though, that I thought
241
00:19:52,566 --> 00:19:54,359
adventure games should be funny.
242
00:19:54,568 --> 00:19:58,530
Yeah, a lot of them weren’t, Manhunter
certainly wasn't, Gabriel Knight wasn't.
243
00:19:58,739 --> 00:20:01,450
Police Quest, I mean,
I fought for Police Quest.
244
00:20:01,658 --> 00:20:05,204
I'm surprised I said that,
but I'm sure Jane's right.
245
00:20:05,746 --> 00:20:10,000
“Once again, Sierra is breaking new
ground with one of the most captivating,
246
00:20:10,209 --> 00:20:13,754
challenging and intense
interactive stories ever created.”
247
00:20:13,962 --> 00:20:19,218
“Gabriel Knight: Sins of the Fathers is a
psychological suspense story of one man's desperate
248
00:20:19,426 --> 00:20:22,429
search to safeguard his
future by unraveling his past.”
249
00:20:22,638 --> 00:20:25,849
There's a little bit of pulp to it,
there's a little bit of camp to it,
250
00:20:26,183 --> 00:20:29,686
but the characters are so memorable.
They're just trying to get through this.
251
00:20:29,895 --> 00:20:31,730
They're just trying to solve a mystery.
252
00:20:33,649 --> 00:20:36,485
“Oh, God. Not again.”
253
00:20:37,736 --> 00:20:41,198
And then, as in good horror
stories and good mystery stories,
254
00:20:41,406 --> 00:20:44,409
this is so much more than I
realized it was going to be.
255
00:20:44,618 --> 00:20:49,665
“A generations old voodoo curse haunts
Gabriel’s sleep and threatens his very life.
256
00:20:50,123 --> 00:20:54,211
I think the way that I tried to
infuse horror in Gabriel Knight
257
00:20:54,419 --> 00:20:58,215
was more about following
my gut and my instinct.
258
00:20:59,508 --> 00:21:04,763
What causes me to feel that thrill
or that fear or that dread or that, light.
259
00:21:05,514 --> 00:21:10,310
Compared to, the LucasArts games
around, it was far more adult
260
00:21:10,519 --> 00:21:15,274
and even to prior Sierra games,
I suppose it was a lot more cinematic,
261
00:21:15,482 --> 00:21:17,609
than what I'd seen before.
262
00:21:18,652 --> 00:21:21,613
I think the most memorable moment
for me with the whole series
263
00:21:21,780 --> 00:21:24,032
was just hearing the voice
acting for the first time.
264
00:21:24,241 --> 00:21:28,996
“Hollywood Reporter proclaimed, that Gabriel
Knight is the first time an all Hollywood
265
00:21:29,204 --> 00:21:32,833
cast of name actors has been
assembled for an interactive movie.”
266
00:21:33,208 --> 00:21:37,421
The voiceover cast that we had for
Gabriel Knight one was absolutely amazing.
267
00:21:37,629 --> 00:21:41,633
We had hired a director, his name
was Stu Rosen, and he had done,
268
00:21:41,842 --> 00:21:44,177
you know, hundreds of cartoons
and animated features.
269
00:21:44,386 --> 00:21:47,180
So he knew all the voiceover people in LA.
270
00:21:47,389 --> 00:21:50,892
We had Michael Dorn and
Leah Remini and Efrem Zimbalist Jr.
271
00:21:51,101 --> 00:21:54,396
We had Mark Hamill.
We just had a fabulous cast.
272
00:21:54,604 --> 00:21:57,232
“Give me back my badge, now Knight!”
273
00:21:57,441 --> 00:21:59,359
Then you had Tim Curry
as Gabriel Knight, right?
274
00:21:59,526 --> 00:22:02,529
Which is just the icing on the cake.
I mean that's amazing.
275
00:22:02,738 --> 00:22:09,786
“Gabriel Knight is very, very cool and
impossibly handsome. And of course, they came to me”
276
00:22:09,995 --> 00:22:11,747
“About Detective Mosley…”
277
00:22:12,080 --> 00:22:15,125
All the characters, they're unforgettable.
And I think that's what you need in a story
278
00:22:15,334 --> 00:22:21,298
like this is I need to be able to, if not
completely relate to, enjoy playing as this character.
279
00:22:21,840 --> 00:22:25,010
“Oh shit.”
280
00:22:25,719 --> 00:22:30,640
But they also weren't afraid to shake it up.
So each of the three games looks vastly different.
281
00:22:34,311 --> 00:22:41,109
I think I had mostly written the story level when
Ken Williams said that the game would be FMV,
282
00:22:41,318 --> 00:22:44,696
and I was excited about FMV,
283
00:22:45,197 --> 00:22:48,492
what we pulled off in GK2 just
kind of boggles the mind.
284
00:22:48,700 --> 00:22:52,287
First of all, was a huge script.
The script was about a thousand pages,
285
00:22:52,704 --> 00:22:57,167
and it also had things like
wolves and horses and dream sequences
286
00:22:57,376 --> 00:23:01,088
in the snow and all kinds of crazy things.
287
00:23:03,799 --> 00:23:07,969
I mean, we were literally a tiny
little studio in the hills of California
288
00:23:08,178 --> 00:23:10,847
with basically no experience in making movies.
289
00:23:11,056 --> 00:23:16,144
But it was such a pleasure to work with live
actors and to see them embody my characters.
290
00:23:16,395 --> 00:23:18,855
“We have come for the Schattenjäger.”
291
00:23:19,064 --> 00:23:22,609
“I see. what makes you think
you need a Schattenjäger?”
292
00:23:22,776 --> 00:23:26,947
It was just really thrilling and
I loved that aspect of it.
293
00:23:27,280 --> 00:23:31,993
It has this similar feeling of adventure and
kind of being thrown into a world that's
294
00:23:32,744 --> 00:23:38,583
very like ours, but also has just enough
abnormalities to make you feel kind of uneasy.
295
00:23:40,001 --> 00:23:43,755
Then I can buy all of the
crazy stuff that's happening to me.
296
00:23:43,964 --> 00:23:47,717
All all of the magic and all of
the horror and all of these things,
297
00:23:47,926 --> 00:23:51,138
because I have this character who
kind of grounds me in this world.
298
00:23:51,596 --> 00:23:55,058
Gabriel struggles in the games
with this history of his family,
299
00:23:55,267 --> 00:23:56,977
which is like, really,
if you think about it,
300
00:23:57,185 --> 00:24:00,647
who wants to be descended from inquisitors?
I mean, you know, it's awful.
301
00:24:00,939 --> 00:24:03,108
Obviously that's not a great legacy.
302
00:24:03,567 --> 00:24:06,403
Someone having to confront their past
is always going to be the hardest thing.
303
00:24:06,570 --> 00:24:12,409
And then the idea of inheriting something that
you have no control over and having to deal with
304
00:24:12,617 --> 00:24:15,537
that is one of the best
storytelling devices that you can use.
305
00:24:15,787 --> 00:24:18,707
And that's actually the whole theme of
Gabriel Knight one is that he has to reverse
306
00:24:18,915 --> 00:24:24,254
those decisions that his ancestors made.
He has to reverse that black and white point of view.
307
00:24:24,921 --> 00:24:29,468
I had an interesting insight about
Gabriel Knight not too long ago, actually.
308
00:24:29,843 --> 00:24:34,139
I realized that I am Gabriel Knight,
that his story is my story,
309
00:24:34,347 --> 00:24:39,394
and it's about having grown up in this
really conservative black and white
310
00:24:39,853 --> 00:24:41,771
Uber Christian household.
311
00:24:41,980 --> 00:24:46,151
And then rebelling from that,
but still having those underpinnings
312
00:24:46,359 --> 00:24:52,365
in my subconscious mind trying to struggle between,
you know what? What really is good and evil.
313
00:24:54,034 --> 00:24:59,539
I think Jane Jensen did a beautiful job of creating
a really memorable place, and then also creating
314
00:24:59,748 --> 00:25:03,460
memorable characters who I wanted
to stick with throughout a series.
315
00:25:04,544 --> 00:25:09,049
I really don't want to be dead.
Can we try that again?
316
00:25:17,974 --> 00:25:21,353
Gabriel Knight wasn't Sierra's
only mid-nineties horror adventure.
317
00:25:21,561 --> 00:25:27,192
We also actually had the extraordinarily
ambitious and expensive Phantasmagoria.
318
00:25:30,570 --> 00:25:35,116
Phantasmagoria is such an interesting
game to me, because it was so different
319
00:25:35,325 --> 00:25:37,953
from anything that Sierra had done before.
320
00:25:38,787 --> 00:25:45,001
I think coming off of the success of Sierra's earlier
games, a lot of which were more family friendly,
321
00:25:45,210 --> 00:25:47,712
it would have been really easy to say,
okay, we got to stay in our lane.
322
00:25:47,921 --> 00:25:49,839
This is what sells.
This is what people like.
323
00:25:50,340 --> 00:25:54,344
I was starting to feel
a little bit, typecast.
324
00:25:54,553 --> 00:25:58,515
I wanted to see what I could
do with suspense and horror.
325
00:25:58,723 --> 00:26:05,188
And my main question that I asked
myself was, can a computer game scare?
326
00:26:05,397 --> 00:26:07,816
Can it really scare a person?
327
00:26:08,358 --> 00:26:15,031
In some of my research, I had come across
the term phantasmagoria, and I loved it.
328
00:26:15,448 --> 00:26:18,618
She pitched it to her husband, Ken.
She pitched it to everybody else.
329
00:26:18,785 --> 00:26:22,581
“This is what I want to make.”
It required such different technology.
330
00:26:22,789 --> 00:26:25,875
It required new studios to be built.
331
00:26:26,084 --> 00:26:30,755
“We've installed a big, entirely brand
new facility from the ground up,
332
00:26:31,089 --> 00:26:34,134
to upgrade the capability of
our in-house video production.”
333
00:26:34,342 --> 00:26:37,971
It required such an upfront investment
that was going to be hard to earn back.
334
00:26:38,471 --> 00:26:45,061
We spent way more money on creating phantasmagoria
than any other game we ever did. By a lot.
335
00:26:45,270 --> 00:26:51,192
“There's nothing out there like this.
This is really true horror.”
336
00:26:51,484 --> 00:26:59,743
If it really failed and fell on its face, we could
have brought down Sierra online just like that.
337
00:27:00,035 --> 00:27:04,623
So again, this is her confidence as a game
developer really being pushed and tested.
338
00:27:05,081 --> 00:27:07,208
It's also her coming back to her roots.
339
00:27:07,584 --> 00:27:15,550
I already had ideas about where I wanted to go,
and I thought in terms of a a magician from the past.
340
00:27:15,884 --> 00:27:18,970
“You know, I bet the guy that built
this place must have been really bizarre.”
341
00:27:19,304 --> 00:27:22,474
“Connor was in his prime in the 1880s and 90s,
342
00:27:22,682 --> 00:27:27,020
but I've heard that his magic acts
tend to be a bit on the darker side.”
343
00:27:27,771 --> 00:27:31,691
And it kind of almost took me
back to a mystery house.
344
00:27:36,404 --> 00:27:42,410
So it's her coming back to that,
but with new technology,
345
00:27:42,619 --> 00:27:46,915
with her own lessons she has learned as
a game developer and a writer.
346
00:27:48,249 --> 00:27:50,752
And she did something that nobody
else had ever done that time,
347
00:27:50,960 --> 00:27:55,590
which is make a coherent horror FMV game.
348
00:27:59,052 --> 00:28:02,972
“One of the real pioneers in the
computer game business is Roberta Williams.”
349
00:28:03,181 --> 00:28:06,768
“She and her husband Ken wrote their
first game. I guess it was 15 years ago now,
350
00:28:07,435 --> 00:28:12,649
and they keep on pushing the edge with every new game.
Roberta's newest game is called Phantasmagoria.”
351
00:28:12,857 --> 00:28:15,485
Up until that point,
being able to identify with a character
352
00:28:15,694 --> 00:28:20,448
or have some degree of empathy with themwasn't
there. Whereas in phantasmagoria, it was there.
353
00:28:20,657 --> 00:28:22,033
“You play the role of Adrian Delaney.”
354
00:28:22,242 --> 00:28:25,203
“Her and her husband have just
moved into this kind of old haunted house.”
355
00:28:25,412 --> 00:28:28,039
“It was owned by a magician
over 100 years before.”
356
00:28:28,289 --> 00:28:33,712
It takes a fear that is not uncommon.
357
00:28:33,920 --> 00:28:38,508
It's I married someone who I expected to be kind
and gentle, and my friend and my partner.
358
00:28:38,717 --> 00:28:40,176
“I'll always be here to protect you.”
359
00:28:40,635 --> 00:28:44,556
And instead, they're my monster.
They are the person terrorizing me.
360
00:28:45,014 --> 00:28:49,185
And you're putting that through
the horror lens, dialing it up to 11.
361
00:28:49,811 --> 00:28:57,235
I took pains to show that at the beginning of
the game. Don is a nice guy. So that, you know
362
00:28:57,527 --> 00:29:04,868
that she loves him and he loves her.
But once she releases this entity, this evil.
363
00:29:10,039 --> 00:29:13,042
-“Don?”
-he begins to show irritability
364
00:29:13,251 --> 00:29:16,588
-and she doesn't quite get it.
-“Don.”
365
00:29:16,796 --> 00:29:20,842
-And it gets worse and worse.
-“I’m not finished with you yet!”
366
00:29:21,050 --> 00:29:24,137
Watching someone devolve or
degrade right in front of your eyes
367
00:29:24,345 --> 00:29:26,556
is just one of the most
terrifying things you can ever see.
368
00:29:26,765 --> 00:29:30,059
The person closest to you becoming
someone you can't trust.
369
00:29:32,145 --> 00:29:36,232
Is so viscerally terrifying.
I think she did a beautiful job.
370
00:29:37,442 --> 00:29:43,072
The player knows that they were a
loving couple. He was a good guy.
371
00:29:43,573 --> 00:29:49,537
She's getting ready to go to bed and he comes in
and he's very sweet and he says he's sorry
372
00:29:49,746 --> 00:29:55,668
and he gets her in a romantic mood.
And at first it seems fine.
373
00:29:59,380 --> 00:30:04,010
But then it gets harsher and harsher.
374
00:30:06,888 --> 00:30:14,521
When it's over, he kind of pushes her
against the wall and stomps out the door.
375
00:30:18,358 --> 00:30:23,780
Watching something horrible happen
to a character on a TV show
376
00:30:23,988 --> 00:30:27,992
or in a movie, or even reading about
it in a book where you're still in their head
377
00:30:28,243 --> 00:30:32,580
is a much different feeling than when you
have been in control of this character.
378
00:30:32,789 --> 00:30:39,295
Regardless of the the camera being
third person, the emotional plane
379
00:30:39,504 --> 00:30:42,006
that you have is a first
person emotional response,
380
00:30:42,215 --> 00:30:45,885
and that first person emotion
is a massively strong thing.
381
00:30:46,427 --> 00:30:53,560
That's what I wanted to leave the player with.
Something had to be done to show her and the player,
382
00:30:55,854 --> 00:31:05,238
there is something really wrong with Don, and so
after that the game gets much more intense.
383
00:31:07,949 --> 00:31:09,826
“You like my work?”
384
00:31:10,285 --> 00:31:16,624
The frantic chase through the mansion,
all I remember is the terror.
385
00:31:19,335 --> 00:31:26,050
That affected me a lot, I think seeing
decapitation, seeing heads exploding on screen
386
00:31:26,217 --> 00:31:29,512
in not just a cartoon way
in a very violent way.
387
00:31:30,179 --> 00:31:31,764
It's shocking, and it's still is.
388
00:31:31,973 --> 00:31:34,934
It's action packed versus
everything that you had done before,
389
00:31:35,143 --> 00:31:37,270
which is really kind of investigative.
390
00:31:37,604 --> 00:31:40,940
I love the pace of it, the fear of it, the unknown
391
00:31:41,149 --> 00:31:43,526
of where he's going to come from
or how you're going to out,
392
00:31:43,735 --> 00:31:48,323
can you go back the same way you did?
Can you return to the same path?
393
00:31:50,867 --> 00:31:53,328
I think it really you do get the
sense when you're playing it that,
394
00:31:53,536 --> 00:31:57,498
this is what Roberta Williams always wanted
to do. This was her crowning achievement.
395
00:31:57,707 --> 00:32:00,793
This is when she set out to make video
games this is what she wanted to make.
396
00:32:01,169 --> 00:32:06,925
It was what I set out to do and from everything
that I've heard and all through the years,
397
00:32:07,133 --> 00:32:08,927
it accomplished that.
398
00:32:09,135 --> 00:32:12,305
I think it's a memorable game.
I think it's a dark game.
399
00:32:12,680 --> 00:32:15,642
“Here’s to you!”
400
00:32:17,602 --> 00:32:20,021
“No. Here’s to you, Victoria.”
401
00:32:20,229 --> 00:32:25,109
I think that even today you would find a
lot of publishers, a lot of developers
402
00:32:25,318 --> 00:32:28,321
who would hesitate to make this game.
403
00:32:28,529 --> 00:32:31,950
It has its relevance, as distressing
as it might be for people.
404
00:32:32,158 --> 00:32:35,662
But that's what you do with horror.
You know, you make people uncomfortable.
405
00:32:48,466 --> 00:32:51,344
There was a time where those like
point and click FMV games
406
00:32:51,552 --> 00:32:54,806
were the most cinematic thing
possible in video games.
407
00:32:55,139 --> 00:32:59,811
From the beginning when Sierra started,
I believed that computers
408
00:33:00,019 --> 00:33:07,777
were kind of a, superset of the record industry
and the, TV industry and book industry.
409
00:33:08,194 --> 00:33:13,157
Yeah, I just knew that a computer could
do everything all of those mediums could do.
410
00:33:13,366 --> 00:33:17,495
That there was more to the
gaming industry than just pong.
411
00:33:17,704 --> 00:33:20,999
“You're watching the most exciting
game you will ever see on your TV set.”
412
00:33:21,207 --> 00:33:24,669
And that was considered kind of
a bizarre view at the time.
413
00:33:24,877 --> 00:33:30,383
“The 7th Guest, the breakthrough murder mystery game
in 3D, combines the best of interactive gameplay
414
00:33:30,591 --> 00:33:32,844
with the dramatic illusions of filmmaking.”
415
00:33:33,177 --> 00:33:38,558
Even when 7th Guest came out there was pushback
amongst the gamer community about FMV games.
416
00:33:38,891 --> 00:33:40,309
“Hold it right there!”
417
00:33:50,028 --> 00:33:52,947
immediately you hit the problem,
which is repetition, right?
418
00:33:53,156 --> 00:33:57,118
If I fail Night Trap and I start again,
now watching the same things over again
419
00:33:57,535 --> 00:34:01,664
and suddenly, you know, the experience become
diminished and the repetition becomes a problem.
420
00:34:01,873 --> 00:34:06,169
People just didn't have a handle
on how to make this work.
421
00:34:06,669 --> 00:34:09,881
That's what I love about so
many of those old FMV games.
422
00:34:10,089 --> 00:34:15,511
This was a way for people who were just
into game development to make movies,
423
00:34:15,720 --> 00:34:22,769
and they are frequently as silly
and insane as you would kind of hope.
424
00:34:24,312 --> 00:34:26,439
“Harvester.”
425
00:34:26,647 --> 00:34:29,901
Another game that I think is worth
noting from that era is called Harvester.
426
00:34:30,109 --> 00:34:32,904
It's a really graphically
violent serial killer
427
00:34:33,112 --> 00:34:36,324
supernatural adventure
game, and it's quite notorious.
428
00:34:36,532 --> 00:34:40,787
-“Is that what I think it is?”
-“Yep, it's a spinal cord.”
429
00:34:40,995 --> 00:34:48,503
They built their completely insane horror
video game about just the most insane shit,
430
00:34:48,711 --> 00:34:51,589
and they were able to
bring it to life through FMV.
431
00:34:51,798 --> 00:34:59,972
“The story is not your average everyday story.
It's dark, disturbing in a lot of ways.”
432
00:35:00,389 --> 00:35:05,269
Corpse killer had a lot of, full motion
video in it as well. It was mostly just,
433
00:35:05,478 --> 00:35:08,731
a point and shoot kind of game.
It was totally bizarre.
434
00:35:09,065 --> 00:35:13,945
-“You were totally hot.”
-“Radical dude, radical.”
435
00:35:15,154 --> 00:35:21,828
Why did FMV fade? The simple answer
is 3D shooters. Those games just exploded
436
00:35:22,036 --> 00:35:26,624
and they were so popular and they made so
much money for the companies that published them.
437
00:35:26,833 --> 00:35:29,293
So they only wanted
to do those kinds of games.
438
00:35:29,502 --> 00:35:32,463
They really weren't interested
in doing adventure games anymore
439
00:35:32,672 --> 00:35:35,299
and particularly FMV,
which is quite expensive.
440
00:35:35,508 --> 00:35:42,431
“It is late 1992. The 7th Guest is near
completion. during a series of team discussions,
441
00:35:42,640 --> 00:35:45,935
the idea of a sequel is
raised but quickly dismissed.”
442
00:35:46,185 --> 00:35:50,064
Initially, we didn't want to make a sequel to 7th
Guest we were going to make this game called Egypt,
443
00:35:50,273 --> 00:35:53,651
which was based around a
mystery on the Egyptian pyramids.
444
00:35:53,860 --> 00:36:00,616
“Market forces, you know, dictated that we
should take a second to look at that opinion.”
445
00:36:00,825 --> 00:36:05,371
Marcin called up and said, “you think I'm so
stupid that I'm going to accept that?”
446
00:36:05,580 --> 00:36:08,666
“Of course you're doing a sequel to 7th
Guest. We'd be stupid not to do it!”
447
00:36:09,125 --> 00:36:11,294
“And you'd be stupid to say no!”
448
00:36:11,544 --> 00:36:17,717
There was disagreements initially over
how we were going to shoot the sequel.
449
00:36:17,967 --> 00:36:22,346
“The 11th Hour contains a 64 minute
movie shot in southern Oregon.”
450
00:36:22,638 --> 00:36:28,269
I basically said, here are our rules around,
our video format that we have in 7th Guest.
451
00:36:28,477 --> 00:36:33,649
You have to not move the camera, not shoot
outside because we always need a still background,
452
00:36:33,858 --> 00:36:37,945
and we always need to have just a
quarter of the screen moving at most.
453
00:36:38,154 --> 00:36:42,325
And when David shot the video for it,
it had a lot of outdoor shots.
454
00:36:42,533 --> 00:36:46,495
“Deadlines make it necessary to shoot
the entire movie in just ten days.”
455
00:36:46,871 --> 00:36:50,333
“And unpredictable may skies
create more headaches.”
456
00:36:50,541 --> 00:36:52,835
None of this is going to work
with the 7th Guest systems.
457
00:36:53,044 --> 00:36:56,339
“So we had to reinvent a lot
of our own technology again.”
458
00:36:56,547 --> 00:37:03,971
That’s when Rob and I’s relationship started to go in
not such great direction. We lost that middle ground.
459
00:37:04,180 --> 00:37:08,601
“The summer of 1993 arrives as
Trilobyte moves into bigger quarters.”
460
00:37:08,809 --> 00:37:13,189
This all seemed like a… like a a nightmare.
461
00:37:13,564 --> 00:37:17,276
“Over the next year, many technical
hurdles will be overcome.”
462
00:37:17,568 --> 00:37:23,658
And one day I was sitting at my desk
and I got up and I'd been working
463
00:37:24,408 --> 00:37:28,246
You know, 80 hour weeks for six months.
464
00:37:28,788 --> 00:37:32,458
And I remember seeing my couch,
and I remember seeing the corner of my couch
465
00:37:32,667 --> 00:37:35,753
and hitting my head on it,
and then being on the floor.
466
00:37:36,504 --> 00:37:39,257
And then I remember waking up in the ambulance,
467
00:37:39,799 --> 00:37:45,096
and then I remember being in hospital,
and then I remember being at home.
468
00:37:45,471 --> 00:37:48,683
Those memories are very quick little blips, blip-blip-blip.
469
00:37:48,975 --> 00:37:52,561
“We did not mean to do a sequel.
We didn't even want to do a sequel.”
470
00:37:52,979 --> 00:37:58,234
I take medicine to this day to stop
migraines coming into my life because of that.
471
00:37:58,526 --> 00:38:01,279
So I take medication every
day because of The 11th Hour.
472
00:38:01,487 --> 00:38:06,158
“We felt that not only did we have to keep ahead
of the competition, we had to best ourselves.”
473
00:38:06,367 --> 00:38:11,497
Rob is not blameless. I am not blameless.
We both destroyed our company.
474
00:38:12,123 --> 00:38:18,129
“What else is happening John? A high tech shut down
in the high country. A company closes its doors”
475
00:38:18,504 --> 00:38:24,802
“and a big employer in Madera County, disappears.
Our Marc Cotta explains why Sierra Online”
476
00:38:25,052 --> 00:38:27,763
“has decided to pull out of the local economy.”
477
00:38:28,097 --> 00:38:32,059
When Ken Roberta sold Sierra. You know,
I don't think you ever anticipate
478
00:38:32,268 --> 00:38:34,395
how much something like
that is going to change because
479
00:38:34,603 --> 00:38:38,065
everyone says it's going to be fine,
but it's not fine. It really wasn't fine.
480
00:38:38,274 --> 00:38:41,861
It's a computer ghost town,
empty hallways and locked doors
481
00:38:42,069 --> 00:38:46,782
where computer operators once
manufactured high tech, sophisticated games.
482
00:38:47,241 --> 00:38:49,535
It was just horrible, it was a bloodbath.
483
00:38:49,744 --> 00:38:53,456
We you know, we got an offer
that we literally couldn't refuse.
484
00:38:53,664 --> 00:38:55,791
I mean, even legally,
we couldn't refuse it.
485
00:38:56,876 --> 00:39:01,797
I talked to the guy, Dave Grenewetzki
who, took over the Sierra business
486
00:39:02,381 --> 00:39:05,426
and asked him why he did
such horrible things.
487
00:39:05,634 --> 00:39:10,681
He said it was his marching orders,
that he was brought in to basically,
488
00:39:11,265 --> 00:39:14,810
shut down development,
fatten the cow for sale.
489
00:39:15,102 --> 00:39:18,481
“About 150 employees are affected by the decision.”
490
00:39:18,731 --> 00:39:24,278
“Of course, I didn't know, but, I had a sort of a
gut instinct that something was going to go.”
491
00:39:24,570 --> 00:39:29,700
People went to jail over this. There was fraud,
and there was a lot of bad things.
492
00:39:30,242 --> 00:39:33,913
Roberta’s and my goal from the beginning,
we always talked about we wanted to build a company
493
00:39:34,121 --> 00:39:40,836
that our grandkids would be able to know about,
like Disney. I mean, our role model was Disney,
494
00:39:41,504 --> 00:39:45,174
“A cutting edge, well known,
established business goes dark.”
495
00:39:45,883 --> 00:39:50,805
It was really sad to me when
we could no longer work in FMV
496
00:39:51,013 --> 00:39:54,433
because I, I really valued what
the actors brought to those roles
497
00:39:55,309 --> 00:39:58,270
“It’ll get easier.
Don’t think you think Gracie?”
498
00:39:59,438 --> 00:40:04,693
It kind of became like a lost format of game,
because for a long time it just completely went away.
499
00:40:04,902 --> 00:40:10,741
And now you're seeing it come back because
now it's fallen into the nostalgia zone.
500
00:40:14,245 --> 00:40:17,289
“The winner takes all!”
501
00:40:19,875 --> 00:40:26,382
“Who needs proper entertainment. When you got
‘youchewed’ and ‘myface’ and whatever.”
502
00:40:27,675 --> 00:40:30,136
“It's [censored] solitaire!”
503
00:40:30,344 --> 00:40:32,763
I think that's kind of beautiful. Like,
I think I think it's it's really great
504
00:40:33,013 --> 00:40:35,766
to see people
kind of return to that genre.
505
00:40:45,192 --> 00:40:48,070
I remember the first moment a
journalist came up to me and said,
506
00:40:48,279 --> 00:40:51,907
“Why have you made an FMV game in 2015?”
507
00:40:53,617 --> 00:40:59,832
My road into it was with Her Story, was
this idea that the assumed authenticity
508
00:41:00,040 --> 00:41:03,627
and the base level of
what is reality had changed.
509
00:41:03,836 --> 00:41:07,465
And then I was aware that this was a thing that
was happening and it was to do with video.
510
00:41:07,631 --> 00:41:10,301
Now we live a lot of our lives online.
511
00:41:10,509 --> 00:41:13,304
It's a normal part of our life to
speak to people through video screens.
512
00:41:13,512 --> 00:41:17,183
So playing an FMV game, it just
feels like an everyday thing.
513
00:41:17,391 --> 00:41:20,644
It feels like you're just speaking
to people through a through a screen.
514
00:41:21,145 --> 00:41:26,150
So in the context of Her Story, we're only
seeing this woman talking in a police room
515
00:41:26,358 --> 00:41:29,570
and we don't know what's happening
outside of it. Is the thing she's saying true?
516
00:41:31,071 --> 00:41:33,073
What is going on in her head
when this is happening?
517
00:41:34,575 --> 00:41:40,039
I think her story is one of the
best games of the last ten, fifteen years.
518
00:41:42,166 --> 00:41:47,922
What her story does, is it scares
me in a way I don't even understand.
519
00:41:51,675 --> 00:41:59,517
By using FMV, which is still pretty rare
it helps ground you in this story
520
00:41:59,725 --> 00:42:03,854
that it feels like, I can't believe this could be
happening to anybody, but these are real actors.
521
00:42:09,527 --> 00:42:14,657
Her Story takes the sort of
horror ideas of what games can be,
522
00:42:14,865 --> 00:42:18,077
but actually puts them in
a different genre entirely.
523
00:42:20,913 --> 00:42:25,876
I think from the start, what my subconscious
was interested in was having this
524
00:42:26,085 --> 00:42:30,548
kind of true crime aesthetic that
is very boring and prosaic, right?
525
00:42:30,756 --> 00:42:33,133
It’s very real world and grounded,
526
00:42:36,720 --> 00:42:39,223
and using that as a misdirection.
527
00:42:43,811 --> 00:42:46,146
I think it makes the experience a lot more scary.
528
00:42:46,939 --> 00:42:50,484
-I'm a really big fan of the first Howling.
-“The Howling.”
529
00:42:51,110 --> 00:42:54,572
So at the end of The Howling,
the protagonist who you think has escaped,
530
00:42:54,780 --> 00:42:58,951
goes on television and you see this
shot of the evening news or whatever,
531
00:42:59,159 --> 00:43:02,913
and she announces to the world that
werewolves are real and that she's a werewolf.
532
00:43:03,163 --> 00:43:08,502
“But I have proof and tonight
I'm going to show you something.”
533
00:43:09,295 --> 00:43:12,673
And it's like such a shocking
moment because it's not nighttime.
534
00:43:12,881 --> 00:43:17,428
It's not expressionistic shadows.
It's outside of that kind of horror thing.
535
00:43:17,636 --> 00:43:21,640
And it's just that sense of the supernatural,
of the horror invading the real world.
536
00:43:25,227 --> 00:43:28,772
The sense of doom you get from scrolling
through a bunch of file names,
537
00:43:28,981 --> 00:43:33,569
just saying it out loud it sounds extraordinary
that I'd be scared of it, but I really was.
538
00:43:37,698 --> 00:43:42,119
The more something pushes back against you,
the more it forces you to kind of lean back in
539
00:43:42,328 --> 00:43:46,081
and then push back yourself. Right?
It's like Newtonian physics of storytelling.
540
00:43:51,086 --> 00:43:57,885
And you can sort of see signs of this earlier
in Shattered Memories with the psychologist.
541
00:44:02,056 --> 00:44:04,183
“It's amazing what people will admit to on paper.”
542
00:44:04,558 --> 00:44:10,564
And then you sort of take that to the extreme in, in
this space of Her Story, where you have to just think,
543
00:44:10,773 --> 00:44:13,108
you even decide yourself
when to end the game,
544
00:44:13,233 --> 00:44:16,737
which also I think is fantastic,
it’s like, have you played enough?
545
00:44:20,824 --> 00:44:25,245
It's so detailed in how you have
to use the mechanics to unravel the story.
546
00:44:25,663 --> 00:44:29,917
I like, I think most people who played
this game, had a notepad next to me where
547
00:44:30,125 --> 00:44:34,004
I'm taking all these notes and trying to
track the story. It's completely out of order.
548
00:44:34,213 --> 00:44:37,257
You have to really buy in
and pay attention.
549
00:44:37,549 --> 00:44:41,387
The twist that comes of how
could all of this have happened?
550
00:44:46,100 --> 00:44:49,019
It's scary and that's worse
than I thought it was going to be.
551
00:44:49,520 --> 00:44:52,856
The way he puts his stories together. It's not
like a path that you have to go through.
552
00:44:53,065 --> 00:44:55,984
It's like, I'll try this bit. You don't
know which bit you're going to look at,
553
00:44:56,193 --> 00:44:57,778
You don't know how that's
going to fit together.
554
00:44:57,986 --> 00:45:01,990
I think there's a really nice way of discovering
a story. It's more like being a detective.
555
00:45:02,366 --> 00:45:07,246
I wanted to treat the story like
you would treat space in a game.
556
00:45:07,454 --> 00:45:09,707
So like you think of Zelda, they drop
you in the middle of the world,
557
00:45:09,915 --> 00:45:12,334
giant map you can explore
and you can go in any direction.
558
00:45:12,543 --> 00:45:16,588
It's very freeform, but it's driven by, you know,
there are destinations, there are landmarks.
559
00:45:16,797 --> 00:45:19,967
that they’re kind of attracted to so we
try and think of the story like that.
560
00:45:20,175 --> 00:45:24,179
And so for us it's creating
that breadth where people can have
561
00:45:24,388 --> 00:45:27,224
their own personal curiosities
that drives them.
562
00:45:27,474 --> 00:45:30,811
It's unique to every player.
It just really sinks in
563
00:45:31,019 --> 00:45:34,690
in a way that, that it wouldn't if you were reading
as a book, if you're watching as a movie
564
00:45:34,940 --> 00:45:39,403
and at points in Her Story, when lights
go past, you see the reflection
565
00:45:39,611 --> 00:45:43,031
in the computer screen of the person
who in the story is sat at the computer.
566
00:45:43,240 --> 00:45:46,785
The flash of the character's face.
There's just this very violent reminder
567
00:45:46,994 --> 00:45:49,621
this is not you, right?
There is a whole different character,
568
00:45:49,830 --> 00:45:53,208
a whole different universe
inside the reflection of this screen
569
00:45:53,751 --> 00:45:56,670
“Game Innovation: Her Story.”
570
00:45:56,879 --> 00:45:58,881
We often come up against
each other on awards,
571
00:45:59,089 --> 00:46:01,091
and he keeps winning bloody awards
every time it comes up.
572
00:46:01,300 --> 00:46:05,471
-“Her Story!”
-He's found a niche there that's really cutting edge.
573
00:46:05,637 --> 00:46:12,227
It's very, very, specific I think in a way
that it pushes the boundaries of storytelling.
574
00:46:12,519 --> 00:46:18,025
“The big innovation in Her Story was, was me saying,
can I make a game that is just about a human story,
575
00:46:18,233 --> 00:46:21,987
just about subtext, just about
performance and nothing else?”
576
00:46:22,154 --> 00:46:26,700
Oh my God. When I saw that, I saw that as
kind of that's what we should have done next.
577
00:46:26,909 --> 00:46:32,748
“And you can, so be great if lots of people copied
me, and we had more games like that. Thank you.”
578
00:46:32,956 --> 00:46:37,127
It just didn't strike me at the time of like,
this is a game design that needed to happen.
579
00:46:37,336 --> 00:46:40,964
And then when you see it, you're like,
oh, well, that's obvious. That's really, really good.
580
00:46:58,524 --> 00:47:00,692
Another horror game that
I really enjoyed playing.
581
00:47:00,901 --> 00:47:07,157
Not just solo, but I actually played it with
my whole family was Supermassive’s Until Dawn.
582
00:47:09,076 --> 00:47:13,705
It's both got the, like,
campiness of kind of a slasher film
583
00:47:14,331 --> 00:47:18,210
-“Don’t you guys think this is a little bit--”
-“Oh, come on, she deserves it.”
584
00:47:18,418 --> 00:47:22,089
But it's also genuinely scary.
-“Hellow Samantha.”
585
00:47:23,048 --> 00:47:27,719
Especially when you're playing through it,
when you're trying to keep these people alive.
586
00:47:29,388 --> 00:47:33,934
Until Dawn is incredible.
I mean, it's the first modern experience
587
00:47:34,142 --> 00:47:39,273
that players get with,
almost like an FMV game.
588
00:47:39,815 --> 00:47:42,442
I remember, I think within
the first half an hour
589
00:47:42,651 --> 00:47:46,613
or 40 minutes of the game,
I probably had let someone die.
590
00:47:47,364 --> 00:47:50,158
And I was like, oh, I can just go back and
load this again, you know, and keep going,
591
00:47:50,367 --> 00:47:52,494
and then I was like, hang
on, this game is continuing now.
592
00:47:53,745 --> 00:47:57,082
This was really important to us that
you couldn't go back and change it.
593
00:47:57,291 --> 00:47:59,293
You couldn't save the game there and go,
594
00:47:59,501 --> 00:48:02,004
actually, I'm just going to go back a
step and change my choice on that.
595
00:48:02,379 --> 00:48:04,464
You had to live with the choice that you had.
596
00:48:05,007 --> 00:48:08,635
There's I think, eight main characters,
and you could have all eight die,
597
00:48:08,844 --> 00:48:11,889
or you could have all eight live,
or you can have five live.
598
00:48:12,097 --> 00:48:14,892
-“You see that?”
-“Yeah.”
599
00:48:15,100 --> 00:48:17,144
Your choices really do matter in the long run.
600
00:48:17,269 --> 00:48:21,106
And so the whole time you're holding
the controller for that game, you know,
601
00:48:21,315 --> 00:48:27,195
everything that you do is impacting who's
going to survive that night and who's not.
602
00:48:27,779 --> 00:48:31,658
It's moving forward like real life.
You do something, you think, oh, I don’t want to…
603
00:48:31,867 --> 00:48:33,911
that feels wrong.
I'll go back and change it.
604
00:48:34,119 --> 00:48:37,080
If you could do that, you pretty
much everyone would end up with the same story.
605
00:48:37,289 --> 00:48:38,916
And we wanted people
to have different stories.
606
00:48:39,124 --> 00:48:42,169
We wanted people to kind of go down
journeys that only they'd had.
607
00:48:42,586 --> 00:48:44,838
And there's so many different
ways that characters can be
608
00:48:45,047 --> 00:48:46,757
depending on how you
choose to play them.
609
00:48:46,965 --> 00:48:50,469
You can make the characters kind
of distant and retreat into themselves
610
00:48:50,677 --> 00:48:53,972
with the horror like Ashley.
Or you can make them really empathetic
611
00:48:54,181 --> 00:48:55,724
and try and help
everybody else out.
612
00:48:55,933 --> 00:49:00,646
“We use the radio to call for help,
but somebody's got to pick up the signals.”
613
00:49:00,854 --> 00:49:04,274
And so that really raises the
stakes there in a way that again,
614
00:49:04,483 --> 00:49:07,277
no other genre
or format can really do.
615
00:49:07,653 --> 00:49:11,406
When we first started making the
prototypes for it, we hid all of those things.
616
00:49:11,615 --> 00:49:15,619
We just thought, actually, this is gonna be really
exciting is if the player doesn't even really notice
617
00:49:15,827 --> 00:49:19,331
they're making things that ultimately
change everything for them.
618
00:49:19,581 --> 00:49:22,834
When we started to get to testing,
that became fairly apparent that
619
00:49:23,085 --> 00:49:26,880
that just felt like a very linear game, because
you could only ever see the path you took.
620
00:49:27,089 --> 00:49:32,803
You have no concept of the hours and hours
and hours of other content that you didn't see.
621
00:49:34,429 --> 00:49:37,307
Because you didn't see it. And so we had
to look at a bunch of different things.
622
00:49:37,516 --> 00:49:41,436
And the most kind of appropriate thing
we thought of was the butterfly effect.
623
00:49:41,937 --> 00:49:45,816
It's like I've made a choice.
It feels like a normal choice I've just made,
624
00:49:46,024 --> 00:49:49,403
But actually the knock
ons from this are huge.
625
00:49:49,611 --> 00:49:52,739
So for instance, in Until
Dawn, there's a scene where
626
00:49:53,824 --> 00:49:58,453
there's a big kind of circular saw thing
dropping down gradually on top of you,
627
00:49:58,662 --> 00:50:00,956
and you tied to the chairs
and there's a gun on the table.
628
00:50:01,164 --> 00:50:06,503
And the choice you have to make is you
have to shoot Ashley or shoot yourself.
629
00:50:06,962 --> 00:50:09,297
“The choice is yours.”
630
00:50:09,548 --> 00:50:12,426
And if you do neither, the saw
will come down and kill you both.
631
00:50:12,634 --> 00:50:18,932
If you shoot Ashley, nothing happens
because it's a blank in the gun.
632
00:50:19,141 --> 00:50:21,226
“But you've heard of blanks before.”
633
00:50:21,601 --> 00:50:25,188
But everything's changed.
Nothing happens from that point onwards.
634
00:50:25,397 --> 00:50:27,941
Until maybe an hour and a half to
two hours later in the game,
635
00:50:28,150 --> 00:50:30,736
where Ashley will lock
you out and you get killed.
636
00:50:30,944 --> 00:50:34,823
“Let me in! Ash, what are you doing?”
637
00:50:35,032 --> 00:50:38,618
That's the butterfly effect. From that
one choice, you shoot a blank and actually
638
00:50:38,827 --> 00:50:41,955
you will die two hours later.
639
00:50:42,706 --> 00:50:46,126
And it's because Ashley
realizes what a dick you are.
640
00:50:49,629 --> 00:50:57,179
The thing that I love about Until Dawn, is that
it really nails feeling like it's a teen slasher
641
00:50:57,387 --> 00:50:59,890
movie that you are in
charge of in a lot of ways.
642
00:51:00,098 --> 00:51:05,187
-“We like in a movie right now?”
“If we are, I hope it's a rom-com.”
643
00:51:05,395 --> 00:51:08,398
I love the tropes of characters.
644
00:51:08,607 --> 00:51:12,819
-“You made it.”
Just for how each one fits into a specific trope.
645
00:51:13,487 --> 00:51:18,241
It plays with the line of, is something supernatural
actually happening right now or not?
646
00:51:18,450 --> 00:51:20,827
-“You're freaked out
because of what happened with Josh”
647
00:51:21,036 --> 00:51:24,081
“You’re not paying attention! I saw it,
I saw ghost, and it looked like Hannah!
648
00:51:24,289 --> 00:51:25,499
-“Looked like Hannah!”
-“Wait, wait wait wait, wait.”
649
00:51:25,707 --> 00:51:27,793
One of the things we did with
Until Dawn and actually The Quarry as well,
650
00:51:28,001 --> 00:51:32,214
very, very similar, was we
tried very much to use
651
00:51:32,589 --> 00:51:37,344
what was absolutely understood
by an entire film-going audience
652
00:51:37,844 --> 00:51:41,431
of what the rules of horror were.
653
00:51:41,681 --> 00:51:43,892
-“Don't you know the rules?”
-“What rules?”
654
00:51:44,142 --> 00:51:47,145
-“You don't?”
So rules like don't split up.
655
00:51:56,571 --> 00:51:59,407
“You can never have sex.”
656
00:52:00,283 --> 00:52:02,244
“Give me a break!”
657
00:52:04,371 --> 00:52:06,998
-“Big. No, no!”
And those were kind of explicitly called out
658
00:52:07,207 --> 00:52:09,960
in Scream and post-modern
self realizing horrors.
659
00:52:12,170 --> 00:52:15,423
It's comforting for people who grew up with
those movies because, you know, you know,
660
00:52:15,590 --> 00:52:17,259
stupid decisions are going to happen.
661
00:52:17,467 --> 00:52:23,014
But it suddenly turns out to be such
a smarter story than it appeared to be.
662
00:52:24,141 --> 00:52:28,270
It's like, oh, no, it's not
actually a slasher story at all.
663
00:52:28,478 --> 00:52:30,313
It was a total red herring head fake.
664
00:52:30,605 --> 00:52:33,108
It turns out to be a creature feature,
665
00:52:34,401 --> 00:52:36,278
and that was done very much on purpose.
666
00:52:36,486 --> 00:52:39,739
In order to be able to go, we're
going to subvert your expectations.
667
00:52:39,990 --> 00:52:43,952
I think when people look back at Until Dawn now
and they see the entire cast that it had,
668
00:52:44,161 --> 00:52:49,082
and these really great actors and actresses,
Rami Malek and Hayden Panettiere,
669
00:52:49,291 --> 00:52:51,084
I think they're really surprised by it.
670
00:52:51,293 --> 00:52:56,006
Being in a video game is uniquely
challenging, for many reasons.
671
00:52:56,214 --> 00:53:01,011
When you're on a motion capture shoot they're fairly
intense. I mean, we shoot about 50 pages a day.
672
00:53:01,219 --> 00:53:04,681
There are the multiple story
branches they have to keep track of too.
673
00:53:04,890 --> 00:53:08,393
The actors have to keep that in their
head in just the way that writers do,
674
00:53:08,602 --> 00:53:13,940
and have to reconcile that with who is this person?
What do I bring to this performance?
675
00:53:14,357 --> 00:53:19,446
It's a very odd set because it's quite stark.
It's a big open space, often quite light.
676
00:53:19,654 --> 00:53:23,909
And when you're shooting a horror,
it doesn't really give over feelings of horror.
677
00:53:24,159 --> 00:53:26,036
Often when I was on the set,
we were trying to dial down
678
00:53:26,244 --> 00:53:28,413
all the lights,
kind of get darkness for the actors
679
00:53:28,622 --> 00:53:31,791
to be able to feel as if they
were in a kind of a dark area.
680
00:53:32,000 --> 00:53:37,380
It's difficult to act on a motion capture stage.
You got the suit, you've got the dots on your face,
681
00:53:37,589 --> 00:53:43,303
you've got a giant camera like inches from your face,
and you are still expected to give this emotional,
682
00:53:43,511 --> 00:53:45,597
beautiful personal performance.
683
00:53:45,805 --> 00:53:49,434
The performance captures that they got out of
Rami Malek and other people in the game
684
00:53:49,726 --> 00:53:51,311
were spot on, and really good.
685
00:53:51,561 --> 00:53:53,688
“And after all, you've been through good.”
686
00:53:54,022 --> 00:53:59,361
It was kind of before he was famous,
and he had a scene where he'd been found out,
687
00:53:59,569 --> 00:54:03,198
as he was, he'd been kind of trying to
get his revenge on these people that he blamed
688
00:54:03,406 --> 00:54:04,783
for killing his sisters.
689
00:54:04,991 --> 00:54:08,870
“All those emotions that my sisters
got to feel once, one year ago…”
690
00:54:09,079 --> 00:54:13,625
And there's a bit where he becomes
more and more hysterical and unhinged
691
00:54:13,833 --> 00:54:18,922
“Only guess what? They didn't get to laugh it up!
No! Nope! No no no, they're gone!”
692
00:54:19,130 --> 00:54:23,176
But he was extraordinary. It was
the most unbelievable thing I've ever seen.
693
00:54:23,385 --> 00:54:27,180
He went from kind of normal
to completely hysterical
694
00:54:27,389 --> 00:54:30,475
and deranged over this period of
maybe 2 or 3 minutes, all the
695
00:54:30,684 --> 00:54:34,938
the cast and all the crew were just transfixed
and stood there and suddenly there was an entire
696
00:54:35,146 --> 00:54:37,524
round of applause
as he kind of finished it.
697
00:54:37,732 --> 00:54:41,611
We don't give enough credit to
horror actors, for how good of a job
698
00:54:41,820 --> 00:54:44,489
they have to do to really sell
it and to sell the the tone.
699
00:54:44,698 --> 00:54:48,410
It's no question that graphics have
obviously gotten better over the years,
700
00:54:48,618 --> 00:54:51,037
but now we've gotten to the point where we can have
701
00:54:51,246 --> 00:54:56,751
these really realistic looking, like true to
life actual actors and actresses in these games.
702
00:54:57,419 --> 00:55:02,716
I think that Until Dawn was a great
example of how you craft a story
703
00:55:02,924 --> 00:55:07,887
and you give people agency and
therefore they are much, much more involved.
704
00:55:08,096 --> 00:55:11,766
They have empathy for the character,
and then when you apply pressure,
705
00:55:11,975 --> 00:55:16,896
when you put tension, when you put stress on
those characters, the intensity of the reaction
706
00:55:17,105 --> 00:55:19,691
on the part of the player
is that much more intense.
707
00:55:19,899 --> 00:55:24,112
“It was one of the scariest games
I've played in a long while.”
708
00:55:24,863 --> 00:55:28,616
I think there's a very good reason
that Until Dawn was such a game changer.
709
00:55:28,950 --> 00:55:35,123
And such kind of a staple now of the genre,
it instills a fear in you
710
00:55:35,707 --> 00:55:38,710
that you just can't get
anywhere else except video games.
711
00:55:53,141 --> 00:55:56,644
I think the most interesting thing about
making an interactive movie is just marrying,
712
00:55:56,853 --> 00:55:59,314
you know, filmmaking with
video game development.
713
00:55:59,689 --> 00:56:03,026
I think that films are a really
good medium for entertainment,
714
00:56:03,234 --> 00:56:06,696
but games, they put you
in that film essentially
715
00:56:07,155 --> 00:56:11,618
“Looks like we have a choice on our hands.
Do we snoop through someone else's belongings?
716
00:56:11,951 --> 00:56:16,873
Or do we open the spooky trap door
and die a horrible, painful death?”
717
00:56:17,123 --> 00:56:23,380
Which is why games like The Quarry, are so popular.
I think the reason why there aren't more games
718
00:56:23,588 --> 00:56:26,508
made like that, I just
think it'just too hard.
719
00:56:28,885 --> 00:56:38,228
Honestly, making a video game at the level that we
try to do is incredibly hard. It's incredibly complex.
720
00:56:38,436 --> 00:56:42,732
We cast it in, you know, usually
in Hollywood we go to America,
721
00:56:42,941 --> 00:56:46,569
we used Digital Domain on The Quarry,
which is where Spielberg shoots and everything.
722
00:56:46,778 --> 00:56:52,033
So, they’re big budget shoots, we scan, all their
faces, we scan all the expressions of those faces.
723
00:56:52,283 --> 00:56:58,248
So we deconstruct it, put it all into CG,
reconstruct it, and then light it.
724
00:56:58,581 --> 00:57:04,838
And that's like the most inefficient way of
making a a piece of film ever, it seems,
725
00:57:05,046 --> 00:57:09,592
you know, almost deliberately, difficult.
726
00:57:10,260 --> 00:57:15,056
But, you know, when you think the average script for
something like The Quarry is a thousand pages long.
727
00:57:15,265 --> 00:57:19,519
To shoot a thousand pages at the rate the film does,
it would take us over a year.
728
00:57:20,228 --> 00:57:25,775
There's a whole bunch of variables that can happen
in CG, because it's been rendered in real time
729
00:57:25,984 --> 00:57:32,449
that if you were to do it in film, would add
literally it would double the cost of the production.
730
00:57:32,657 --> 00:57:39,497
So, for instance, there's a scene in
The Quarry where you get a choice…
731
00:57:40,832 --> 00:57:45,003
-“What you want me to do? What you want me to do?”
-“It’s fucking spreading you have to cut it off!”
732
00:57:45,336 --> 00:57:47,088
“Okay, okay, okay! Just,
just hang on, hang on.”
733
00:57:47,422 --> 00:57:52,385
If we had that choice in the film, what would happen
is every single subsequent shot of that actor,
734
00:57:52,594 --> 00:57:58,057
we'd have to do some special effects to take the
hand away. If it's CG, we just turn the hand off.
735
00:58:02,479 --> 00:58:06,774
Prior to the 20th century, you know,
storytelling was much more self-contained, right?
736
00:58:06,983 --> 00:58:11,529
There was oral storytelling where people would
pass stories along in very intimate settings.
737
00:58:11,738 --> 00:58:14,866
There was theater where there was a live
crowd and things were a bit more organic,
738
00:58:15,074 --> 00:58:18,453
but it was also very localized.
So this incredible game changer
739
00:58:18,661 --> 00:58:22,457
of suddenly stories being able
to address audiences of millions
740
00:58:23,082 --> 00:58:25,210
and have cultural moments
attached to those.
741
00:58:26,044 --> 00:58:30,757
But the limitation was that, you know,
in order to broadcast a television program
742
00:58:30,965 --> 00:58:34,219
in order to distribute a movie, it's fixed.
743
00:58:34,427 --> 00:58:38,932
There's one version of this movie,
and you take some of the life out of it.
744
00:58:41,809 --> 00:58:44,896
So for me, the really cool
thing about the 21st century,
745
00:58:45,480 --> 00:58:47,607
-“What is your name?”
-“Marissa Marcel.”
746
00:58:47,815 --> 00:58:52,820
is we're into this era of digital storytelling
where we have the ability to inject,
747
00:58:53,029 --> 00:58:54,614
-“Action”
-some of that reactivity,
748
00:58:54,822 --> 00:58:57,116
and that life back into things.
749
00:58:57,450 --> 00:59:03,081
I love that Netflix started to do video games
and experimented with interactive films.
750
00:59:03,706 --> 00:59:05,583
“You're not in control.”
751
00:59:05,792 --> 00:59:08,002
You have things like Bandersnatch,
where you're going on Netflix
752
00:59:08,211 --> 00:59:10,922
and you're kind of having a
horror video game on Netflix now.
753
00:59:12,799 --> 00:59:16,094
And I thought the Bandersnatch
experiment went really, really well.
754
00:59:16,302 --> 00:59:19,347
I'm surprised there wasn't more films like that.
755
00:59:24,394 --> 00:59:29,857
Bandersnatch really condenses
the choice element to it,
756
00:59:34,279 --> 00:59:37,156
in a way that I think is really
palatable to the general public.
757
00:59:37,365 --> 00:59:41,869
You're not walking around as a character. You're
not exploring the environment as a character.
758
00:59:42,078 --> 00:59:46,874
It's just really simplifying it. It's just making it.
You can choose this thing or another thing,
759
00:59:47,083 --> 00:59:49,168
and that's, we're going to branch off from there.
760
00:59:53,214 --> 00:59:57,176
I think that we're going to
see a shift because of that.
761
00:59:57,385 --> 01:00:02,807
I think we're going to pivot really
more towards this element of choice soon.
762
01:00:06,060 --> 01:00:11,482
You can choose how you want to be on social media.
You can curate your playlist however you want.
763
01:00:11,858 --> 01:00:15,903
I think that horror gaming is going to
start to cater to that need so much more,
764
01:00:16,112 --> 01:00:18,364
and we're really going to start to
embrace that in really unique ways.
765
01:00:20,825 --> 01:00:22,285
“You try the hang up thingy?”
766
01:00:22,493 --> 01:00:24,078
What we ultimately wanted
to get to was that
767
01:00:24,203 --> 01:00:27,749
if somebody came in and saw what
was somebody playing the game on TV is
768
01:00:27,957 --> 01:00:29,542
they would sit down
thinking it was a movie.
769
01:00:29,917 --> 01:00:32,712
-“What are you doing?”
-“I don't know, it's what they do in movies.
770
01:00:32,879 --> 01:00:36,424
-When the phone does that tap on the little thingy.”
-“We’re not in a movie.”
771
01:00:36,633 --> 01:00:40,470
that marrying of film and game is
getting tighter and tighter and tighter.
772
01:00:40,720 --> 01:00:43,931
And if you look at Netflix
and you look at streaming shows,
773
01:00:44,140 --> 01:00:48,978
you know they disrupted the business model,
but the act of watching a TV series is still the same.
774
01:00:49,395 --> 01:00:54,275
And what I've been trying to do with the
games is show that we can make things
775
01:00:54,484 --> 01:00:58,112
more expressive, more personal, more intimate.
I feel like there's going to come a point
776
01:00:58,321 --> 01:01:00,865
where someone gets to have
that cultural moment where everyone's
777
01:01:01,074 --> 01:01:03,993
watching the same TV show,
and then people realize it's different,
778
01:01:04,202 --> 01:01:07,121
or they realize that something
they’re doing is somehow changing the show.
779
01:01:07,330 --> 01:01:12,043
Like, I think that will be the the kind of War of
the Worlds moment for for digital television.
780
01:01:12,251 --> 01:01:14,754
“Ladies and gentlemen, we interrupt
our program of dance music
781
01:01:14,962 --> 01:01:17,590
to bring you a special bulletin from
the Intercontinental Radio News.
782
01:01:17,799 --> 01:01:21,511
It's that kind of creativity that's going
to show us where video games in general
783
01:01:21,719 --> 01:01:25,431
are going to go from here, because we
have to start thinking outside the box,
784
01:01:25,640 --> 01:01:28,184
because that's what the people in the 80s did.
That's how we got where we are.
785
01:01:28,434 --> 01:01:30,353
I'm excited for the future
of game design right now.
786
01:01:30,728 --> 01:01:34,691
I think when we were doing it,
we were just trying to replicate
787
01:01:34,899 --> 01:01:38,986
what we thought was making FMV,
what we thought was making a TV show,
788
01:01:39,195 --> 01:01:41,155
what we thought was doing these things.
789
01:01:41,447 --> 01:01:43,741
Everyone in the industry
thought this was the future,
790
01:01:43,950 --> 01:01:47,537
that it was going to be a
merging of Hollywood and interactivity.
791
01:01:47,870 --> 01:01:52,583
And, you know, in five years,
ten years, we'd be basically major
792
01:01:52,792 --> 01:01:58,923
Hollywood movies and big actors would be
in them. And this was the wave of the future.
793
01:02:00,091 --> 01:02:04,971
Years later, I reflect on it more of,
what we were really doing
794
01:02:05,179 --> 01:02:09,976
was making a stage production. These games
were, at the time, stage plays.
795
01:02:10,476 --> 01:02:13,438
We really didn't know enough
about how it really worked.
796
01:02:13,771 --> 01:02:16,816
“Devine and Landero expressed
no regrets for undertaking
797
01:02:17,024 --> 01:02:19,736
this highly anticipated
multimedia endeavor.”
798
01:02:19,944 --> 01:02:23,781
You know, there's not too many people
out there who've made FMV games.
799
01:02:23,990 --> 01:02:28,786
Successful FMV games. It's difficult. It's extremely
difficult. But I would say the learning process
800
01:02:28,995 --> 01:02:33,541
has been so much fun, and I hope
that there's a world where FMV games
801
01:02:33,750 --> 01:02:38,087
have even more of a renaissance
than what's happening now.
84264
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