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These are the user uploaded subtitles that are being translated: 1 00:02:04,207 --> 00:02:06,626 It all started back when I was in high school. 2 00:02:06,709 --> 00:02:10,129 I grew up in the San Francisco Bay area. 3 00:02:10,213 --> 00:02:12,549 I really enjoyed electronics and I was lucky enough 4 00:02:12,590 --> 00:02:15,510 to get involved in a program at NASA Ames Research Centre 5 00:02:15,510 --> 00:02:16,719 in Mountain View. 6 00:02:16,970 --> 00:02:19,597 Three of us from local high schools got involved. 7 00:02:19,681 --> 00:02:21,808 What was coming out at the time were 8 00:02:21,808 --> 00:02:24,686 early vector drawing computer graphic systems called IMLACs. 9 00:02:24,811 --> 00:02:28,648 Well, it's a really clunky looking thing, but it really does look a lot like a PC. 10 00:02:28,648 --> 00:02:31,651 It's got a keyboard, it's got a mouse 11 00:02:31,651 --> 00:02:34,279 Steve Colley, Howard Palmer, and myself were given free rein of 12 00:02:34,362 --> 00:02:37,115 all of this fancy computer graphics. 13 00:02:37,115 --> 00:02:40,869 We were given the challenge to figure out what you could do with an IMLAC. 14 00:02:40,869 --> 00:02:45,290 Could an IMLAC really visualize a 3D world? 15 00:02:45,290 --> 00:02:47,750 So, Steve Colley started by 16 00:02:47,750 --> 00:02:49,460 creating a program that could do 17 00:02:49,460 --> 00:02:53,131 hidden line removal dynamically and visualize a cube rotating. 18 00:02:53,131 --> 00:02:56,759 It was one of those things where you, you look at it, and you're just sort of 19 00:02:56,759 --> 00:02:59,012 bowled over at how cool it was. 20 00:02:59,012 --> 00:03:03,057 So, the next thing was, what if you had multiple cubes and instead 21 00:03:03,057 --> 00:03:07,562 generated a perspective of being inside this rays of blocks or cubes 22 00:03:07,562 --> 00:03:09,689 that essentially becomes a maze. 23 00:03:09,689 --> 00:03:14,277 The first thing that I remember seeing was an environment that you were in 24 00:03:14,277 --> 00:03:16,237 and I, you know, was like, 'Woah!' 25 00:03:16,237 --> 00:03:19,616 So, we were able to create a visualization from first person 26 00:03:19,616 --> 00:03:23,161 looking down a maze and it was kind of a maze game as far as... 27 00:03:23,161 --> 00:03:25,705 'Well, can you find the exit?' 28 00:03:25,705 --> 00:03:27,582 That then continued on as to, 29 00:03:27,582 --> 00:03:31,377 'What if we had two IMLACs and we had them talk to each other?' 30 00:03:33,004 --> 00:03:36,883 When Greg Thompson came to MIT from Ames, he brought 31 00:03:36,883 --> 00:03:41,387 a whole bunch of usable programs, but the one that he brought that was really the coolest, 32 00:03:41,387 --> 00:03:45,350 was this thing that they called, 'Maze', and sometimes 'Maze War.' 33 00:03:45,350 --> 00:03:49,979 Dave wrote the program that, when you type to start up Maze, 34 00:03:49,979 --> 00:03:54,150 it would download into your IMLAC the Maze game 35 00:03:54,150 --> 00:03:56,653 and then acted as the communication hub 36 00:03:56,653 --> 00:04:02,200 to exchange messages between all of the IMLACs at Project MAC that were playing the game. 37 00:04:02,200 --> 00:04:05,078 When you moved, a little message went out to everybody, 38 00:04:05,078 --> 00:04:09,207 and the updating part was handled in the mainframe program 39 00:04:09,207 --> 00:04:12,752 because it had a vision of where each player was. 40 00:04:12,835 --> 00:04:16,214 If he could see you, if you were in his view 41 00:04:16,214 --> 00:04:18,841 it would draw a representation of yourself. 42 00:04:18,841 --> 00:04:22,428 All we had there, really, was we could draw the person's name. 43 00:04:22,428 --> 00:04:26,349 That was good. Well what if we could turn it more into a game and shoot each other? 44 00:04:28,226 --> 00:04:32,480 Now, you didn't actually... You couldn't really draw a gun but, from the first person perspective, 45 00:04:32,563 --> 00:04:37,110 we would draw a representation of a bullet going down the hallway. 46 00:04:37,276 --> 00:04:41,531 And so, if he is in the square that the bullet reached at that point in time, 47 00:04:41,739 --> 00:04:44,158 it would declare that other player's dead, 48 00:04:44,158 --> 00:04:48,579 and the other player would get a message that you're dead, and it would create a visualization 49 00:04:48,788 --> 00:04:51,874 of explosions, essentially, on the screen 50 00:04:51,874 --> 00:04:56,045 along with your name. Up to eight players, we would have 51 00:04:56,295 --> 00:05:00,258 two numbers of hits and shots, so you could kind of track the score. 52 00:05:00,466 --> 00:05:03,886 We had enough IMLACs, we could get some pretty good games going. 53 00:05:03,886 --> 00:05:06,806 The researches are spending late nights inviting their friends to 54 00:05:07,015 --> 00:05:11,853 get into Project MAC to play this game at late hours as opposed to doing the problem set 55 00:05:11,936 --> 00:05:13,855 they were probably supposed to be doing in their dorm rooms. 56 00:05:13,855 --> 00:05:17,859 People would come in from all over the lab which was, you know, 57 00:05:17,859 --> 00:05:21,195 this large building with about five floors of it. 58 00:05:21,195 --> 00:05:24,782 J.C.R Licklider himself, we're seeing playing the game sometimes 59 00:05:24,782 --> 00:05:27,035 and people would sit around and cheer 60 00:05:27,035 --> 00:05:29,120 cheer their favorite players on. 61 00:05:29,287 --> 00:05:33,624 It was kind of like eSports. I guess it's kind of like eSports. 62 00:05:33,958 --> 00:05:36,085 Very primitive eSports. 63 00:05:36,544 --> 00:05:40,673 It would download into your IMLAC, the Maze Game, 64 00:05:40,715 --> 00:05:42,925 and then acted as the communication hub. 65 00:05:42,925 --> 00:05:46,929 That basically enabled it to be played over the Internet. 66 00:05:47,055 --> 00:05:53,269 You could just come in, start up an instance of being a player in the game, and off you went. 67 00:05:53,269 --> 00:05:55,980 You could shoot, you could chase each other around, 68 00:05:55,980 --> 00:05:58,024 you could have a lot of fun. 69 00:05:58,357 --> 00:06:00,693 We pioneered online gaming. 70 00:06:00,818 --> 00:06:04,155 It was shocking. It's totally shocking. 71 00:06:04,739 --> 00:06:07,617 The concept, first person shooter, didn't exist. 72 00:06:07,617 --> 00:06:11,120 It was one of those many things that was kind of retrofitted. 73 00:06:11,412 --> 00:06:14,707 Maze itself appeared in late 1973. 74 00:06:14,832 --> 00:06:18,836 Years went by, and the hardware for playing games 75 00:06:18,836 --> 00:06:21,464 improved more and more and more, and 76 00:06:21,547 --> 00:06:25,676 one of the first things that people wanted to write for anything that had graphics 77 00:06:25,676 --> 00:06:27,470 was a version of Maze. 78 00:06:27,512 --> 00:06:30,973 Once the PCs came out, billions and billions of knock offs 79 00:06:30,973 --> 00:06:34,977 and, you know, you can trace the lineage to things like Doom. 80 00:06:34,977 --> 00:06:37,855 I could see that it would catch on, 81 00:06:37,855 --> 00:06:41,150 and I was happy to have happened in to be 82 00:06:41,234 --> 00:06:44,904 one of the contributors in getting it started. 83 00:07:02,380 --> 00:07:08,386 These days, people see, like, Fortnite, and they assume harbor rendering has always been. 84 00:07:08,386 --> 00:07:11,722 No, we came from very, very humble beginnings, 85 00:07:11,848 --> 00:07:16,602 beginnings of games like Battlezone in which it was just vector lines. 86 00:07:20,857 --> 00:07:24,861 Battlezone was a brilliant application. 87 00:07:25,862 --> 00:07:28,823 It was so compelling to me, and 88 00:07:28,823 --> 00:07:30,741 I just got totally hooked. 89 00:07:30,825 --> 00:07:35,705 The first time you saw that, everything you needed to know about a first person shooter was already defined. 90 00:07:35,788 --> 00:07:40,585 The first person shooter is the closest thing you can be to 91 00:07:40,751 --> 00:07:43,838 being in an environment in reality 92 00:07:43,880 --> 00:07:46,549 because first person means, by definition, 93 00:07:46,549 --> 00:07:50,178 that it's from your sight, and that was Battlezone. 94 00:07:51,262 --> 00:07:55,183 I remember, as a kid, you put your face through the gunner mechanism, and then you could turn 95 00:07:55,224 --> 00:07:58,853 and then I felt like I was there. I felt like I was in, like, that tank. 96 00:07:58,853 --> 00:08:02,523 It was so immersive. You're brought into that world, 97 00:08:02,565 --> 00:08:05,735 and it was so powerful, and I was thinking, 98 00:08:05,776 --> 00:08:09,030 'This is the way everything's going to work in the future.' 99 00:08:09,113 --> 00:08:12,200 Battlezone is a masterful game and, if you haven't played it 100 00:08:12,200 --> 00:08:15,995 on a vector arcade stand up arcade version, you'd need to. 101 00:08:16,037 --> 00:08:18,456 Use the joysticks, play it like it was meant to be played, 102 00:08:18,497 --> 00:08:21,626 because that experience is extraordinary. 103 00:08:21,709 --> 00:08:25,296 I just played and played, and I got so good that I got to the point where 104 00:08:25,338 --> 00:08:27,006 I would not lose. 105 00:08:28,216 --> 00:08:31,928 There are things in Battlezone that Carmack and Romero had to learn 106 00:08:31,969 --> 00:08:34,639 like being shot at from behind, being able to see the enemy 107 00:08:35,056 --> 00:08:37,016 and the importance of a radar and auto radar. 108 00:08:37,058 --> 00:08:41,187 Ed Rotberg figured them out for the very first time and mastered them, right? 109 00:08:41,395 --> 00:08:44,482 I tried playing it recently, and I'm still pretty good. 110 00:08:44,607 --> 00:08:48,027 I still have that feel for the game which is so weird 111 00:08:48,110 --> 00:08:50,321 it's been 30-something years. 112 00:08:50,404 --> 00:08:53,616 It's beautiful. It's like a poem. It's fantastic. 113 00:08:53,699 --> 00:08:55,785 I can't overstate its importance enough. 114 00:08:55,785 --> 00:08:59,497 There's games out there that basically prove something 115 00:08:59,580 --> 00:09:02,500 that would otherwise be thought to be impossible. 116 00:09:02,500 --> 00:09:05,503 It sort of set a bar in a number of different dimensions 117 00:09:05,503 --> 00:09:11,300 that really forced me to rethink about what these immersive experiences would really mean. 118 00:09:11,425 --> 00:09:15,304 You don't think, 'Oh, I could do that', until you see somebody else do it. 119 00:09:36,784 --> 00:09:42,039 So, I wanted to build a game, and I started out working on Apple II's. 120 00:09:42,331 --> 00:09:46,752 I was really obsessed. The Apple II had some games that were images, 121 00:09:46,836 --> 00:09:51,507 and you can, like, click on something, you go to another image and, you get about 10-20 images, 122 00:09:51,549 --> 00:09:53,426 you fill up a floppy. I thought, 123 00:09:53,509 --> 00:09:57,555 'There must be a way to create a world that's more alive.' 124 00:10:00,099 --> 00:10:03,978 I came to 3D as a compression technology 125 00:10:03,978 --> 00:10:09,150 to generate the world and have a very, very, very tiny file that does it, 126 00:10:09,317 --> 00:10:14,488 and I heard that Apple was going to be putting out a new computer. 127 00:10:17,450 --> 00:10:22,246 On January 24, Apple Computer will introduce Macintosh. 128 00:10:22,580 --> 00:10:27,543 I put money down on it. Soon after, the store gives me a call and says, 'Your Mac is here.' 129 00:10:27,710 --> 00:10:29,920 Every store only got one Mac. 130 00:10:30,004 --> 00:10:33,215 So, they were giving me their demonstration computer 131 00:10:33,299 --> 00:10:38,012 before they even opened it up. I thought that was really classy of them. 132 00:10:38,304 --> 00:10:41,432 It was, to me, the future of computing, 133 00:10:41,557 --> 00:10:44,852 and I saw what the game I was building as the future of gaming. 134 00:10:45,019 --> 00:10:48,064 I invented at least half of mouselook, if you will. 135 00:10:48,147 --> 00:10:51,776 You take the mouse, and you move left and right, you'd turn left and right. 136 00:10:51,859 --> 00:10:55,946 Since I couldn't look up and down, what I did is, move the mouse up, you'd go forward 137 00:10:56,072 --> 00:11:02,453 and move the mouse down, you'd go backwards, and that proved to be a very, very smooth interface. 138 00:11:04,163 --> 00:11:08,250 I learned something very interesting. As soon as I added 139 00:11:08,250 --> 00:11:12,296 sound to the game, like running into a wall, 140 00:11:12,588 --> 00:11:16,634 the perception of the speed of the game doubled. 141 00:11:19,512 --> 00:11:23,641 There's sort of a real close link between your auditory system and your visual system 142 00:11:23,641 --> 00:11:28,270 and, when they match up, there's certainly a heightened sense of realism. 143 00:11:29,438 --> 00:11:33,526 The Colony shipped on two discs: one was the game, and the full game. 144 00:11:33,526 --> 00:11:35,903 The other was just the sounds. 145 00:11:36,070 --> 00:11:38,948 Basically, I did all the sounds. 146 00:11:40,533 --> 00:11:44,662 Recording whatever, whatever I get my hands on. That was a lot of fun. 147 00:11:52,545 --> 00:11:55,548 I had built the very, very first corridor. 148 00:11:56,674 --> 00:11:59,802 I could see down, at the end of it, was this turn. 149 00:12:00,010 --> 00:12:05,099 I was very, very surprised at how compelling it was. 150 00:12:05,349 --> 00:12:08,477 You're pulled into the world, and you can't stop. 151 00:12:08,477 --> 00:12:11,397 You can't look away. It was quite something. 152 00:12:11,397 --> 00:12:15,359 Colony had a number of different pieces. You start on the ship. 153 00:12:15,359 --> 00:12:19,071 The ship was a safe place where you could actually learn the interfaces. 154 00:12:19,071 --> 00:12:23,617 And, actually, it turned out the hardest puzzle in the game was figuring out how to get off the ship. 155 00:12:23,659 --> 00:12:25,953 I put an airlock there, and I figured, 156 00:12:25,953 --> 00:12:28,205 'Everybody knows how an airlock works.' 157 00:12:28,205 --> 00:12:30,875 Now, everybody goes in the airlock, opens the door, 158 00:12:30,875 --> 00:12:33,711 they go on in, they open the second door, die. 159 00:12:37,173 --> 00:12:39,508 So, what happens when you finally do get outside, 160 00:12:39,675 --> 00:12:42,344 you're in a Battlezone-like world. 161 00:12:42,845 --> 00:12:46,765 It was Battlezone. I replaced the tanks with these creatures, 162 00:12:46,891 --> 00:12:49,351 but it felt good. 163 00:12:49,477 --> 00:12:52,730 This is a family colony that had been set up, 164 00:12:52,813 --> 00:12:57,276 all the adults were killed, you're in a world that's very, very dangerous. 165 00:12:57,401 --> 00:13:01,322 You go through the colony, and you build up the story. 166 00:13:01,405 --> 00:13:06,118 'What happened here?' One room had a slideshow, even talks about all the different creatures. 167 00:13:06,202 --> 00:13:08,370 The world had it feel continuous, 168 00:13:08,454 --> 00:13:13,000 but every environment, every piece of it had to have a little bit of a difference to it. 169 00:13:13,250 --> 00:13:16,253 You know, the top three levels were living quarters. 170 00:13:16,337 --> 00:13:22,218 As you get deeper into the colony, these creatures that have taken over would attack. 171 00:13:22,510 --> 00:13:27,515 There was like an infinite corridor, because it looped back to where you started. 172 00:13:27,556 --> 00:13:30,017 And you could actually figure that out by dropping some things. 173 00:13:30,100 --> 00:13:33,979 I'm sure people probably spent hours hoping to get to the other end. 174 00:13:37,274 --> 00:13:40,361 I had no idea what a game like that 175 00:13:40,486 --> 00:13:42,821 should be, no, nor did anyone else. 176 00:13:42,947 --> 00:13:47,576 There were a few things in there that were pure sadism. 177 00:13:48,118 --> 00:13:51,539 One of the first things you see on the ship is a cigarette 178 00:13:51,622 --> 00:13:53,999 but, if you pick up the cigarette, which you could do, 179 00:13:54,166 --> 00:13:58,295 it says, 'Cigarettes are hazardous to your health. You've died' 180 00:13:58,504 --> 00:13:59,922 and you're dead. 181 00:13:59,964 --> 00:14:03,217 I was told by a number of people I had caused their divorce 182 00:14:03,342 --> 00:14:07,346 because they kind of got a little too immersed in the game. 183 00:14:07,555 --> 00:14:10,391 But, yeah, it was hard. But, on the other side, 184 00:14:10,516 --> 00:14:13,394 there was a lot of... People had a lot of fun. 185 00:14:17,523 --> 00:14:20,067 A favorite id game? 186 00:14:20,359 --> 00:14:21,277 Gosh... 187 00:14:23,821 --> 00:14:24,363 Uh... 188 00:14:27,116 --> 00:14:27,741 Um... 189 00:14:30,119 --> 00:14:31,829 This is gonna sound absurd. 190 00:14:31,912 --> 00:14:35,040 The original games that I played of theirs were the side-scrollers. 191 00:14:47,261 --> 00:14:50,848 I went to Softdisk in March of 1989 192 00:14:50,848 --> 00:14:53,475 and I immediately met Tom Hall. 193 00:14:55,060 --> 00:14:58,105 I interviewed with IBM and Gould and lots of other companies 194 00:14:58,105 --> 00:15:00,691 and I kind of thought about it and go, 195 00:15:00,899 --> 00:15:02,860 'No, this is boring. I want to make games.' 196 00:15:03,736 --> 00:15:07,281 I wanted to start a gaming disk, Gamer's Edge, 197 00:15:07,281 --> 00:15:10,409 and I needed to have a team of people to help me with it. 198 00:15:10,409 --> 00:15:12,870 So, I hired John Carmack. 199 00:15:13,871 --> 00:15:17,249 When I was growing up, I really was the only one that was 200 00:15:17,249 --> 00:15:19,668 into computers at the level that I was. 201 00:15:19,752 --> 00:15:23,672 Like, I could tell just from, like, running tennis that this was a really good programmer. 202 00:15:23,714 --> 00:15:26,925 John Romero and Lane Roathe were the first two programmers 203 00:15:26,967 --> 00:15:29,219 that I had ever met that I really felt like, 204 00:15:29,219 --> 00:15:33,098 'Wow, they're doing awesome things, and I've got so much that I can learn from them.' 205 00:15:33,265 --> 00:15:36,518 And then, I needed an artist, so I just looked around the room, 206 00:15:36,602 --> 00:15:39,605 and I saw this long-haired guy on a computer. 207 00:15:39,605 --> 00:15:42,358 I was like, 'Oh, he probably listens to metal. He'll totally fit in.' 208 00:15:44,151 --> 00:15:46,945 When I was in college, my professor, 209 00:15:46,945 --> 00:15:51,408 he told me there was a position opening up at a company called Softdisk... 210 00:15:51,450 --> 00:15:53,327 'You're making video games.' 211 00:15:53,452 --> 00:15:56,997 And I remember saying, 'Video games?' 212 00:15:57,331 --> 00:16:02,127 We had a game, you know, room with metal blasting out of it 213 00:16:02,211 --> 00:16:05,923 and all the lights are off in there, and that's kind of how we started. 214 00:16:07,925 --> 00:16:10,886 So, we made a whole lot of games for SoftDisk. 215 00:16:10,928 --> 00:16:14,932 We were working on two games at a time. We made twelve games that year. 216 00:16:15,015 --> 00:16:17,184 Romero had done this game, Dangerous Dave, 217 00:16:17,267 --> 00:16:20,729 and it was extremely popular all over the world to this day. 218 00:16:24,983 --> 00:16:28,237 But, there was nobody that had figured out how to do, like, 219 00:16:28,237 --> 00:16:32,866 fine pixel scrolling and really a smooth movement that we were used to on consoles, 220 00:16:32,908 --> 00:16:34,952 Where is that on the PC? 221 00:16:34,952 --> 00:16:37,454 Carmack, he came up with a little prototype, 222 00:16:37,538 --> 00:16:40,040 a little Dave character bouncing around on the screen, 223 00:16:40,040 --> 00:16:43,043 but it could do the smooth scrolling. The thought came to me, 224 00:16:43,127 --> 00:16:46,130 'You know, hey, wouldn't it be funny if we made 225 00:16:46,171 --> 00:16:50,718 the first level of Super Mario 3 with Dangerous Dave tonight? 226 00:16:52,970 --> 00:16:55,389 Dangerous Dave in "Copyright Infringement." 227 00:16:57,599 --> 00:16:58,600 Yeah! 228 00:16:59,601 --> 00:17:01,979 Tom copied it onto a disc and just put it on my desk. 229 00:17:02,062 --> 00:17:05,607 I came in and I was like, 'Ooh, some kind of cool demo, ' 230 00:17:05,858 --> 00:17:09,653 and the screen comes up, the screen scrolled, and I almost have a heart attack. 231 00:17:09,778 --> 00:17:14,116 'Are you serious? Like, this is insane. 232 00:17:14,491 --> 00:17:16,326 This doesn't exist on a PC. 233 00:17:17,327 --> 00:17:22,082 We got in late, and Romero just closes the door and says, 234 00:17:22,166 --> 00:17:26,336 'This changes everything. We need to start a company now.' 235 00:17:36,221 --> 00:17:40,058 I was making these games called that was sort of rogue-style games 236 00:17:40,058 --> 00:17:42,644 but more arcade-y. 237 00:17:43,187 --> 00:17:46,774 I decided to break them down into episodes, 238 00:17:46,857 --> 00:17:50,152 release just the first episode as a free Shareware game 239 00:17:50,235 --> 00:17:53,530 and, at the end of that episode, I would have a splash screen pop up saying, 240 00:17:53,614 --> 00:17:56,283 'Hey, if you liked this, there's two more episodes you can buy. 241 00:17:56,408 --> 00:17:59,036 Send me $30, I'll send you the games.' 242 00:17:59,036 --> 00:18:01,955 And it turned out, that first year, I made over a hundred thousand dollars. 243 00:18:02,748 --> 00:18:07,711 So, I quit my daytime job as a computer consultant and started up Apogee. 244 00:18:11,548 --> 00:18:15,260 I had gotten letters over probably a month. 245 00:18:15,427 --> 00:18:18,388 They all had different names, and I thought I had some fans 246 00:18:18,388 --> 00:18:21,433 and I was reading PC Games magazine. 247 00:18:21,558 --> 00:18:24,603 And there was an article about a guy named Scott Miller. 248 00:18:24,603 --> 00:18:28,482 I get to the very end, and it has his name, and his address. I'm like, 249 00:18:28,607 --> 00:18:31,985 'I know that address. How do I know that address?' 250 00:18:32,069 --> 00:18:35,697 And I just, like, look over at the wall. I'm like, 'No way.' 251 00:18:35,697 --> 00:18:39,076 I came across John Romero's game, and I had to write him, like, 252 00:18:39,159 --> 00:18:42,788 I think, three letters total, and I was using different names 253 00:18:42,788 --> 00:18:45,666 so that he wouldn't think it's the same person writing him the whole time. 254 00:18:45,707 --> 00:18:49,795 And he finally figured out that all these three different letters were coming from the same address, 255 00:18:49,795 --> 00:18:51,964 and he wrote me back a very nasty letter saying, 256 00:18:51,964 --> 00:18:56,510 'Are you crazy? You know, are you some sort of weird fan?' You know, 'What's going on here?' 257 00:18:56,552 --> 00:18:58,846 We got on the phone, and he's like, 258 00:18:58,846 --> 00:19:02,891 'Oh, this is so great. You know, the reason why I wrote all those, those letter under different names 259 00:19:02,891 --> 00:19:06,812 because I'm looking for programmers, and they look at the mail at Softdisk 260 00:19:06,812 --> 00:19:10,440 and, if I'm trying to steal people, they won't even give you the letters.' 261 00:19:11,525 --> 00:19:15,487 That was right after we finished the Mario demo. I sent it to him, 262 00:19:15,571 --> 00:19:17,739 and he was just mind blown. 263 00:19:17,823 --> 00:19:20,701 I said, 'Look, you guys are onto something here. 264 00:19:20,701 --> 00:19:24,830 Is there any way I can fund the development of a game that we can then release in Shareware? 265 00:19:24,872 --> 00:19:28,417 We were brainstorming a bunch of stuff, and I went back to my office for 15 minutes, 266 00:19:28,417 --> 00:19:33,505 and just typed it into Apple Writer, and I came back, and I read it in a Walter Winchell voice, 267 00:19:33,630 --> 00:19:36,425 like 'Commander Keen, Defender of Justice!' 268 00:19:36,466 --> 00:19:39,136 and that's how Commander Keen was born. 269 00:19:39,177 --> 00:19:42,055 Well, the Commander Keen games really sort of blew open the doors 270 00:19:42,139 --> 00:19:44,975 for both companies to grow at that point. 271 00:19:46,143 --> 00:19:49,438 It just really coalesced them as a team. 272 00:19:49,688 --> 00:19:54,234 It proved that these guys could bring a compelling Nintendo-like 273 00:19:54,234 --> 00:19:58,572 experience to a personal computer which was absolutely revolutionary. 274 00:19:58,697 --> 00:20:02,034 In January of 1991, John wanted to make a 3D game, 275 00:20:02,117 --> 00:20:04,411 and we're like, 'Are you sure? Because 276 00:20:04,578 --> 00:20:07,080 that's going to be hard to do in two months. 277 00:20:07,080 --> 00:20:11,501 We had all played games like Wizardry and, like, Ultima III and IV, 278 00:20:11,627 --> 00:20:14,880 Bard's Tale and stuff, and those were our first instances 279 00:20:15,130 --> 00:20:17,382 of 3D experiences. 280 00:20:17,466 --> 00:20:22,387 It was really cool, because I had not seen that perspective on a computer monitor before. 281 00:20:22,638 --> 00:20:27,559 I had one important book on 3D graphics that I had gotten when I was 282 00:20:27,643 --> 00:20:30,562 maybe 18 from a university bookstore. 283 00:20:30,604 --> 00:20:33,398 It was a big fat book, and that was my Bible for years. 284 00:20:33,523 --> 00:20:37,235 John Carmack wrote a rotating cube demo 285 00:20:37,402 --> 00:20:40,197 in EGA, and it was really cool. 286 00:20:40,322 --> 00:20:44,201 There were a lot of, like, to be, to make that cube rotate. 287 00:20:44,284 --> 00:20:48,580 The trick was figuring out, 'What's the first thing that we can do that has a fun factor to it 288 00:20:48,747 --> 00:20:52,709 while still taking a step forward into a new technical level?' 289 00:20:52,793 --> 00:20:58,090 In 1982, a guy named Paul Edelstein made a game called Wayout for Sirius Software, 290 00:20:58,090 --> 00:21:02,469 and you could move on any pixel and rotate at any point, 291 00:21:02,636 --> 00:21:06,181 and that was really impressive, but nobody followed that up. 292 00:21:06,264 --> 00:21:10,060 But, when we did Hovertank One, you could kind of move on any pixel. 293 00:21:18,944 --> 00:21:21,363 It's the first game I'd ever seen where you could actually just 294 00:21:21,488 --> 00:21:24,241 freely move around a room. 295 00:21:24,616 --> 00:21:28,245 The simple Dungeons and Ultima ones were just colored 296 00:21:28,412 --> 00:21:32,749 lines drawing the hallways. It wasn't free-moving like Hovertank, but 297 00:21:32,916 --> 00:21:35,085 that's the simplest way you can do it is 298 00:21:35,252 --> 00:21:40,215 just to palace colors on the walls, the two shades of it create depth. 299 00:21:40,340 --> 00:21:44,803 You know, there are large characters. You say it's very low detail 300 00:21:46,263 --> 00:21:48,598 but, back then, it was pretty impressive. 301 00:21:48,682 --> 00:21:52,269 So, I made up a silly story about you rescuing people in this maze 302 00:21:52,394 --> 00:21:55,731 and, if you rescued enough of them, if the monsters didn't get them, 303 00:21:55,731 --> 00:21:58,150 then the guy's all happy and giving you money. 304 00:21:58,233 --> 00:22:01,153 It was a very new experience, 305 00:22:01,236 --> 00:22:04,114 and I remember pushing hard through it. 306 00:22:04,239 --> 00:22:06,742 He was up all the time like, if he was awake, he was 307 00:22:06,825 --> 00:22:08,785 he was, you know, coding and eating. 308 00:22:08,827 --> 00:22:11,455 Things were still glitchy, and things were not quite working 309 00:22:11,538 --> 00:22:14,416 as well as they should, going a little over time budget. 310 00:22:14,499 --> 00:22:17,419 One important thing to understand, I think, about John Carmack, 311 00:22:17,461 --> 00:22:21,298 he was always interesting in creating 312 00:22:21,339 --> 00:22:26,595 a virtual world. Hovertank was a first step in that direction. 313 00:22:26,720 --> 00:22:29,222 It was our first 3D game, and 314 00:22:29,264 --> 00:22:32,601 and we knew that there was going to be more. You know, he wanted to get better at it. 315 00:22:32,726 --> 00:22:37,105 Romero had talked to a friend of his, Paul Neurath at Looking Glass. 316 00:22:37,189 --> 00:22:40,192 He said, 'We're working on a really cool game, 317 00:22:40,192 --> 00:22:43,820 and we're using a really cool new technique called texture mapping, 318 00:22:43,862 --> 00:22:45,322 and I'm like, 'What is that?' 319 00:22:45,405 --> 00:22:48,575 After he got off the phone, he turns around and looks at John Carmack. 320 00:22:48,658 --> 00:22:53,288 'Can you do that?' He said, 'Yeah, I can do that.' 321 00:22:53,705 --> 00:22:56,666 And Hovertank, the walls were still solid, flat, shaded. 322 00:22:56,750 --> 00:23:01,129 You know, I honestly still hadn't worked out some of the issues with perspective texture mapping. 323 00:23:01,254 --> 00:23:05,008 That was obviously the next thing that I wanted to do with Catacombs 3D. 324 00:23:08,345 --> 00:23:13,517 So, they were still making Ultima Underworld for a whole year while we did nothing about texture mapping. 325 00:23:13,683 --> 00:23:16,978 And then, we made Catacomb 3D 326 00:23:16,978 --> 00:23:21,274 with texture mapping half a year before they released Ultima Underworld, 327 00:23:21,399 --> 00:23:25,654 because John Carmack's first game that he wrote at SoftDisk 328 00:23:25,695 --> 00:23:28,281 was Catacombs, we knew what the levels looked like and everything. 329 00:23:28,323 --> 00:23:31,284 We just had to make textures and just do it all in 3D. 330 00:23:38,375 --> 00:23:43,713 From an artist's perspective, it was really cool, because you could do larger pieces of artwork 331 00:23:43,880 --> 00:23:50,178 I really liked the hand, which is actually my hand, my own hand model. 332 00:23:50,387 --> 00:23:54,307 Having the hand present, it serves dual purposes. It's both an indicator 333 00:23:54,307 --> 00:23:59,229 of what your current weapon is, and it's at least showing you the center of the screen as a partial aiming help. 334 00:23:59,354 --> 00:24:02,149 You know, it took us a while to get, have the debates about whether you have 335 00:24:02,190 --> 00:24:06,194 an actual aiming dot or reticle on there, and there were arguments about... 336 00:24:06,319 --> 00:24:10,949 'Is it more realistic if you don't have that? Even if though it's more frustrating for people to aim.' 337 00:24:11,324 --> 00:24:14,035 Some of those debates continue to rage to this day. 338 00:24:14,077 --> 00:24:17,038 Because it really is as though you're reaching into this space, right? 339 00:24:17,164 --> 00:24:19,666 And there's a part of you that's in that world. 340 00:24:19,749 --> 00:24:24,004 And I also like the game mechanics of it where you hold down your mouse button 341 00:24:24,045 --> 00:24:26,631 for more power. It was actually a pretty fun game. 342 00:24:26,715 --> 00:24:32,053 You know, in both cases, neither one of those games got to the absolute sort of rock solid perfection 343 00:24:32,137 --> 00:24:35,182 that I was very proud of in, in our later games. 344 00:24:35,223 --> 00:24:39,102 But, you know, we still got them out under the gun with really high time pressure 345 00:24:39,227 --> 00:24:41,438 and they were fun. 346 00:25:04,961 --> 00:25:09,216 There are a lucky few who get to play at work and make it pay. 347 00:25:09,299 --> 00:25:12,552 Now, a similar story may be unfolding near Dallas. 348 00:25:13,470 --> 00:25:17,307 At the beginning of 1992, we had just come back from Christmas vacation, 349 00:25:17,307 --> 00:25:20,852 and we started working on Commander Keen 7. 350 00:25:22,479 --> 00:25:24,648 We spent six months 351 00:25:24,731 --> 00:25:29,277 last year in 1991, we spent six months making three Commander Keen games 352 00:25:29,319 --> 00:25:31,988 and now we're going to, what, spend another year or something? I was like, 353 00:25:32,113 --> 00:25:35,951 'I can't. I can't do it. I am just sick of making Keen.' 354 00:25:38,119 --> 00:25:41,706 I was like, 'We should make another 3D gun; this time, with guns in it.' 355 00:25:43,375 --> 00:25:46,711 I said, 'Why don't we just make a 3D version of Castle Wolfenstein?' 356 00:25:46,795 --> 00:25:51,132 And they're like, 'Oh my god, that's exactly the right idea.' 357 00:25:57,889 --> 00:26:02,143 All of us had very fond memories of Castle Wolfenstein on the Apple II. 358 00:26:02,227 --> 00:26:04,896 Castle Wolfenstein was super unique. 359 00:26:04,938 --> 00:26:09,526 There weren't any other games, even on the Apple II, that were set in the Nazi dungeon. 360 00:26:09,567 --> 00:26:14,364 It was the first stealth game. You're trying to see if you can hold up guards without them making noise, 361 00:26:14,406 --> 00:26:17,659 shoot 'em, search 'em, put on their bulletproof vest. 362 00:26:17,701 --> 00:26:22,706 Or you could drag bodies around corners, and guards could site on corpses and go into alert states. 363 00:26:22,789 --> 00:26:25,834 But, it was so obviously more fun to 364 00:26:25,834 --> 00:26:29,045 whip around a corner and just unload the machine gun. 365 00:26:29,170 --> 00:26:33,967 While we're making a game, we're playing the game hundreds of times a day, like it is nonstop. 366 00:26:33,967 --> 00:26:36,845 You're, like, running it to see how it feels and, 367 00:26:36,970 --> 00:26:40,015 'Did this thing that I just made look good in the game?' 368 00:26:40,098 --> 00:26:43,101 So, like, we're used to the basic core loop, 369 00:26:43,184 --> 00:26:46,396 just shooting people and making 'em lay down and 370 00:26:46,438 --> 00:26:50,025 opening doors and just, like, running through the thing. 371 00:26:50,025 --> 00:26:54,446 Designing something truly elegant is one of the hardest things to do. 372 00:26:54,612 --> 00:26:57,324 Once you pare things down to only what needs to be there, 373 00:26:57,407 --> 00:27:01,077 it becomes something much purer and more enjoyable. 374 00:27:01,161 --> 00:27:06,124 Wolfenstein 3D presented a first person perspective with a very fast action. 375 00:27:06,207 --> 00:27:08,918 John had programmed the engine so well that 376 00:27:08,918 --> 00:27:12,172 on a CRT monitor with a VGA card, 377 00:27:12,339 --> 00:27:15,216 it went 70 frames a second. 378 00:27:15,342 --> 00:27:18,928 It was super fast, and then we put mouse movement in there 379 00:27:19,137 --> 00:27:22,891 and, holding the second mouse button, you could strafe unbelievable fast 380 00:27:22,974 --> 00:27:26,603 faster than in any game. Still, it was insane. 381 00:27:26,603 --> 00:27:30,607 An idea that you were running around shooting Nazies, that there were guard dogs, 382 00:27:30,690 --> 00:27:34,861 you know, eating and bowls of food and, like, all of this stuff 383 00:27:34,903 --> 00:27:38,031 that nobody had really ever seen before in a game. 384 00:27:38,114 --> 00:27:41,826 You know, actually being able to record sounds was exciting. 385 00:27:41,910 --> 00:27:44,954 The German death screams 386 00:27:45,038 --> 00:27:47,374 or alert screams of the people coming at you. 387 00:27:49,542 --> 00:27:55,465 Castle Wolfenstein on the Apple II was one of the first things that had any kind of voice output on the game. 388 00:27:56,966 --> 00:27:59,552 Those scratchy, awful Nazi voices... 389 00:28:02,305 --> 00:28:05,392 But, it still made a difference, and it's stuck in everyone's memory. 390 00:28:05,517 --> 00:28:07,685 And then, very much with Wolfenstein 3D, 391 00:28:07,727 --> 00:28:11,815 having the German voices which was largely Tom and John 392 00:28:11,898 --> 00:28:14,734 just kind of saying things into the microphone. 393 00:28:15,068 --> 00:28:16,528 Mein Leben! 394 00:28:16,611 --> 00:28:20,323 Here's the sad story: I had a Webster's dictionary. 395 00:28:20,490 --> 00:28:24,327 College dictionary. In the back of it were, like, really thin 396 00:28:24,536 --> 00:28:26,704 language translation dictionaries. 397 00:28:26,746 --> 00:28:29,749 So, there's one for Spanish, you know, Italian, and one for German. 398 00:28:29,874 --> 00:28:33,086 My sister took German in high school, so I'd heard some of it. 399 00:28:33,169 --> 00:28:36,339 That's about all the German knowledge we had in the team. 400 00:28:36,381 --> 00:28:39,968 So, I just went through that whole dictionary, and I just found all the interjections. 401 00:28:40,009 --> 00:28:43,179 'My life!' Okay, 'Mein Leben!' 'Okay, they'll use that one.' 402 00:28:43,263 --> 00:28:46,224 And I just wrote all the interjections down, and we just recorded those. 403 00:28:46,349 --> 00:28:47,892 Mein Leben! 404 00:28:47,976 --> 00:28:51,479 What really stood out was, instead of just showing just a conventional 405 00:28:51,521 --> 00:28:53,731 energy meter at the bottom to show your health, 406 00:28:53,940 --> 00:28:58,111 you'd actually see the character's face starting to bleed and cause damage. 407 00:28:59,070 --> 00:29:01,990 He just popped into my head like Keen popped into my head. 408 00:29:02,157 --> 00:29:06,327 It was just like, 'His name's, bleep, B.J. Blazkowicz' and now, okay, 'He's probably William Joseph, 409 00:29:06,578 --> 00:29:09,622 Blazkowicz sounded blasty', you know? 410 00:29:09,706 --> 00:29:13,626 It was fine to bloody up a bunch of Nazis. That was... 411 00:29:13,877 --> 00:29:15,920 ...that was kind of cool. 412 00:29:16,129 --> 00:29:20,175 Those zombie guys with the gun in their chest was pretty silly. 413 00:29:21,509 --> 00:29:24,971 The hardest thing was the German Shepherds. I love German Shepherds, 414 00:29:25,138 --> 00:29:27,682 so that was really tough for me, 415 00:29:27,724 --> 00:29:32,020 drawing the German Shepherd getting shot and dying. Well, that sucks. 416 00:29:32,729 --> 00:29:35,398 I only have to draw that once. 417 00:29:35,648 --> 00:29:38,902 With Hitler, we wanted to have a multi-stage character. 418 00:29:38,902 --> 00:29:43,156 We wanted him to be, like, tougher than just one of the other guards in the game. 419 00:29:43,239 --> 00:29:47,160 So, 'Well, why don't we put him in a mech suit? Like he'll be gunning you down with 420 00:29:47,202 --> 00:29:50,830 two Gatling guns at the same time, and now you're going to be hiding most of the time. 421 00:29:50,872 --> 00:29:54,125 And then we thought, 'You know what? Let's add another layer to this. 422 00:29:54,167 --> 00:29:58,087 Let's make ghostly Hitlers that you see beforehand.' 423 00:29:58,087 --> 00:30:02,467 So, you're trying to shoot these other Hitlers that you see kind of floating above the ground with the robes on, 424 00:30:02,509 --> 00:30:07,555 and, when you shoot them, it's like Obi Wan Kenobi just falling into a pile of nothing, 425 00:30:07,597 --> 00:30:08,765 right? He disappears. 426 00:30:09,974 --> 00:30:14,187 And so, you're basically destroying all of these ghost Hitlers that are around 427 00:30:14,229 --> 00:30:17,524 until you finally see, you know, 'Die, Allied Schweinehund!' 428 00:30:17,607 --> 00:30:19,484 Die, Allied Schweinehund! 429 00:30:19,526 --> 00:30:22,820 At the very end. And then, when you shoot all the mech stuff off of him, 430 00:30:22,904 --> 00:30:26,574 now, he's running, shooting at you, you know, because his suit just 431 00:30:26,616 --> 00:30:29,285 you know, just came apart, and then you finally kill him there, 432 00:30:29,327 --> 00:30:32,288 and he just dissolves in a pile of gore. 433 00:30:33,414 --> 00:30:34,332 Auf wiedersehen. 434 00:30:35,166 --> 00:30:38,419 I decided, 'Alright, I'm just gonna turn Hitler into this 435 00:30:38,461 --> 00:30:39,879 disgusting pile of goo. 436 00:30:40,046 --> 00:30:42,048 You know, intestines and everything just pfft. 437 00:30:42,215 --> 00:30:44,175 Auf wiedersehen. 438 00:30:44,342 --> 00:30:47,971 And we thought it was a really good ending and, plus, you're like, 'Yeah!' 439 00:30:48,179 --> 00:30:48,930 Yeah! 440 00:30:49,013 --> 00:30:50,598 Yeah, that was good. 441 00:30:50,640 --> 00:30:54,102 When we were making the levels for Wolfenstein, and we're blowing stuff up and, like, 442 00:30:54,102 --> 00:30:57,814 'Okay, well, guess what? We removed all this stuff to make this game really fun 443 00:30:57,855 --> 00:31:01,359 and to focus on the core but, now, it's missing something. 444 00:31:01,568 --> 00:31:04,529 And, when we had made all these Commander Keen games, 445 00:31:04,571 --> 00:31:08,783 These games had Easter eggs in them. They had secrets, and it was missing that. 446 00:31:08,866 --> 00:31:12,161 What I really most in those guys was the fun and the, 447 00:31:12,203 --> 00:31:16,332 the kind of games within the games like, for example, about the push walls. 448 00:31:16,374 --> 00:31:19,627 You know, this little Easter egg that you could walk up to a wall and, 449 00:31:19,669 --> 00:31:24,424 if you pushed in the right spot, it would reveal a secret room. 450 00:31:24,549 --> 00:31:28,636 So, he told John, like, 'Is there any way that we could push the wall 451 00:31:28,678 --> 00:31:31,472 and it reveals a secret area? That would be really cool.' 452 00:31:31,514 --> 00:31:35,893 John didn't want to do it because, the way that he had written the rendering engine, was, like, 453 00:31:35,977 --> 00:31:39,397 very clean, and to do that would be a hack. 454 00:31:39,439 --> 00:31:41,733 They wouldn't work well with the code that he wrote. 455 00:31:41,816 --> 00:31:45,028 One of the most valuable and hardest things for a 456 00:31:45,069 --> 00:31:49,240 systems architect level programmer to do is say no to features. 457 00:31:49,365 --> 00:31:54,078 In the end, it's not about having a clean code base or having high frames per second. 458 00:31:54,162 --> 00:31:56,331 It's about delivering value to the users. 459 00:31:56,414 --> 00:31:59,876 I'm willing to go make a mess in the code if it's gonna really pay off. 460 00:32:00,043 --> 00:32:04,422 The secret rooms in Wolfenstein were, in hindsight, 461 00:32:04,547 --> 00:32:08,926 way more important than we thought they were gonna be before the game was released. 462 00:32:09,052 --> 00:32:11,137 You know, they added a ton of replayability. 463 00:32:11,262 --> 00:32:15,433 You know, this gave you the sense that there was more of a world out there to explore. 464 00:32:15,600 --> 00:32:19,854 People now totally expect all FPS games to have secret areas, 465 00:32:19,979 --> 00:32:21,856 and it all started with Wolfenstein. 466 00:32:24,776 --> 00:32:27,153 We really felt like we had a major hit on our hand. 467 00:32:27,236 --> 00:32:29,864 We had, literally, the big bags full of fan mail. 468 00:32:29,947 --> 00:32:32,325 Three episodes, we sold for, like, $35. 469 00:32:32,408 --> 00:32:35,161 Six episodes, it would be a $50 package. 470 00:32:35,244 --> 00:32:38,539 95% of our sales was for the full six episodes. 471 00:32:38,581 --> 00:32:41,834 To pay for the games, people had to write checks, and they had to mail them. 472 00:32:41,918 --> 00:32:44,796 Commander Keen sold really well. He got our first check. 473 00:32:44,837 --> 00:32:47,173 It's $10,000. 'We can live on that!' 474 00:32:47,215 --> 00:32:51,511 It's sort of, like, 'We'll buy a bar together!' And Wolfenstein sold ten times more than that. 475 00:32:51,552 --> 00:32:53,513 What!? 476 00:32:54,681 --> 00:32:57,934 A quarter million bucks the first month on a Shareware game? 477 00:32:58,935 --> 00:33:00,144 Um... 478 00:33:01,521 --> 00:33:05,149 I dropped out of college to make video games, and everybody thought I was 479 00:33:05,316 --> 00:33:07,443 absolutely fucking insane. 480 00:33:07,610 --> 00:33:11,197 'You're moving a thousand miles away to play video games?' 481 00:33:11,322 --> 00:33:14,367 'No to make them.' 'That's dumb too!' 482 00:33:14,659 --> 00:33:16,828 Ahh! 483 00:33:17,120 --> 00:33:21,249 It absolutely blew my mind seeing fully textured environments and to, 484 00:33:21,332 --> 00:33:23,835 to see down the barrel of the gun. 485 00:33:23,960 --> 00:33:28,798 The intensity of the experience of fighting the Nazis and, of course, their dogs and then, later on, Mecha Hitler 486 00:33:28,840 --> 00:33:32,176 just completely changed me, and I think it completely changed an entire generation. 487 00:33:32,343 --> 00:33:36,597 I'd never seen a PC game like this that was in 3D where you moved with the walls 488 00:33:36,681 --> 00:33:41,561 and guys came at you and shouted in German, and it 100% changed my life. 489 00:33:41,644 --> 00:33:47,358 Before Wolfenstein 3D, I would've branded myself as only interested in, like, role playing games. 490 00:33:47,442 --> 00:33:51,279 I became a big fan of shooters after Wolf 3D. 491 00:34:09,047 --> 00:34:12,633 My all time favorite FPS is Doom. That's easy. 492 00:34:12,967 --> 00:34:15,303 Doom just hit like a freight train. 493 00:34:15,344 --> 00:34:17,889 When I played it, I just remember thinking, 'Wow!' 494 00:34:17,930 --> 00:34:20,641 Playing that networked was just mind blowing. 495 00:34:20,975 --> 00:34:25,313 It's fast, it's violent, it's kinetic. 496 00:34:25,563 --> 00:34:29,192 Doom was such a statement that, 'This is something different.' 497 00:34:29,400 --> 00:34:32,779 It is the foundational DNA from which everything descends. 498 00:34:32,904 --> 00:34:35,698 I still think people will be playing it 20, 30 years from now. 499 00:34:35,740 --> 00:34:38,242 Great game design never goes out of style. 500 00:34:38,451 --> 00:34:42,079 This is Doom. No, this is the renaissance. 501 00:34:42,413 --> 00:34:46,918 This is the renaissance, and I just kept saying it over and over like a madman. 502 00:34:46,959 --> 00:34:48,669 Doom is eternal. 503 00:35:01,516 --> 00:35:02,308 Wooahh! 504 00:35:02,683 --> 00:35:05,269 We put out this press release in January 505 00:35:05,311 --> 00:35:08,314 before we even started programming the thing saying, 506 00:35:08,397 --> 00:35:11,484 'This is gonna be the biggest PC breakthrough ever, 507 00:35:11,567 --> 00:35:14,487 this game, when it comes out.' And we didn't even know when it was gonna come out. 508 00:35:14,570 --> 00:35:17,031 Unbelievable, like no one would ever do that now. 509 00:35:18,574 --> 00:35:24,580 John Carmack spent several months with a post-Wolfenstein technology that he had developed, 510 00:35:24,747 --> 00:35:29,585 and he decided, like, 'We can't use a 2D matrix to make a next gen, really cool looking game. 511 00:35:29,752 --> 00:35:31,504 It'll be too Wolfenstein-like. 512 00:35:31,671 --> 00:35:35,550 I remember, as a teenager, when Steve Jobs had left Apple 513 00:35:35,633 --> 00:35:39,262 and, of course, Jobs and Wozniak were superheroes to me in my youth, 514 00:35:39,345 --> 00:35:43,933 being an Apple II fanboy and all this and seeing the, the drama of Steve Jobs 515 00:35:43,975 --> 00:35:47,103 being kicked out of Apple and going to found a new company 516 00:35:47,228 --> 00:35:50,398 building this absolutely state-of-the-art system. 517 00:35:50,523 --> 00:35:54,402 In the spring of 1985, he lost the power struggle inside Apple 518 00:35:54,527 --> 00:35:56,904 and left the company that he had created. 519 00:35:56,988 --> 00:35:59,699 He spent the summer considering his next move. 520 00:35:59,866 --> 00:36:02,869 In 1988, we have developed supercomputers 521 00:36:02,994 --> 00:36:07,290 that are capable of performing two billion calculations per second. 522 00:36:18,259 --> 00:36:21,429 But it was $10,000 plus. 523 00:36:21,512 --> 00:36:24,765 At that time, I couldn't even $300 for a hard drive. 524 00:36:25,641 --> 00:36:29,312 But, once we got to the point where Commander Keen was doing quite well, 525 00:36:29,353 --> 00:36:34,025 Wolfenstein 3D was ready to go out, it looked like we had traction, 526 00:36:34,108 --> 00:36:38,738 we were heading towards success, I had $15,000 or something. 527 00:36:38,863 --> 00:36:44,035 Available to me, and I went, and I bought one of the next computers. 528 00:36:45,077 --> 00:36:48,164 Two billion calculations per second, second, second. 529 00:36:48,331 --> 00:36:52,460 It was a great example of just being excited about technology 530 00:36:52,543 --> 00:36:56,881 leading us to some tools that helped us make significantly better products 531 00:36:56,923 --> 00:36:58,799 for a couple generations after. 532 00:36:58,841 --> 00:37:03,512 I immediately knew, when Doom came out, that I needed to get into the gaming industry. 533 00:37:03,554 --> 00:37:07,516 The advances just in one year that they did, they had the ceilings and floors, 534 00:37:07,558 --> 00:37:10,353 the steps you could go up and down. It's just amazing. 535 00:37:10,436 --> 00:37:14,941 I had been working on the Doom editor for a while making little pieces of levels 536 00:37:14,982 --> 00:37:19,070 and, really, Tom Hall, full on making stuff, like making levels. 537 00:37:19,153 --> 00:37:22,865 Not even full levels but just like, you know, trying to make something that was cool 538 00:37:23,032 --> 00:37:26,035 and, because we had never seen anything 539 00:37:26,118 --> 00:37:30,706 other than 90 degree wall mazes with fixed height ceilings, 540 00:37:30,748 --> 00:37:34,418 John said, 'Why don't you get books on military construction 541 00:37:34,460 --> 00:37:37,797 and use that as a guide to figure out the spaces?' 542 00:37:37,880 --> 00:37:41,676 So, Tom did that, even though it wasn't what he really loved. 543 00:37:41,759 --> 00:37:44,762 My vision for the whole arc of the game was 544 00:37:44,845 --> 00:37:48,724 you are in sort of science base on a moon, and then 545 00:37:48,849 --> 00:37:52,979 you go through a portal for the second episode, and you're in hell. 546 00:37:53,062 --> 00:37:56,190 I might add, like, realistic kind of senses of place like, 547 00:37:56,232 --> 00:38:00,820 'Oh now, I'm in, you know, the control room' or, you know, 'I'm here, and so I can get my bearings.' 548 00:38:00,945 --> 00:38:05,866 Tom was going through these military books and starting to make some levels like that. 549 00:38:05,908 --> 00:38:09,412 Nothing interesting. Nothing that, when you go through, it goes, 'Wow, this is amazing!' 550 00:38:09,495 --> 00:38:13,249 And so, I told Tom, 'I'm gonna try and figure out if I can, like, 551 00:38:13,290 --> 00:38:16,252 come up with the look, like, 'What is it that we're doing? 552 00:38:16,335 --> 00:38:19,046 If a room could have been made in Wolfenstein, we failed. 553 00:38:19,088 --> 00:38:21,632 So, we need to just, like, change everything. 554 00:38:21,674 --> 00:38:24,427 What's gonna really stand out?' To me, it felt like 555 00:38:24,510 --> 00:38:27,555 it was gonna contrast: contrast in light, 556 00:38:27,763 --> 00:38:31,100 contrast in space, and contrast in gameplay. 557 00:38:31,267 --> 00:38:34,520 I started to make a room that had scale 558 00:38:34,603 --> 00:38:37,606 that was, like, 'Forget that ceiling that we were using for Wolfenstein.' 559 00:38:37,690 --> 00:38:41,902 So, I made a room that was really high, side areas that were really high up 560 00:38:41,986 --> 00:38:45,239 that have light in them and really bright, so the room's dark, 561 00:38:45,281 --> 00:38:49,702 these really high, bright areas have monsters up there throwing fireballs 562 00:38:49,744 --> 00:38:53,247 down at you, so we're not on the same plane being attacked. 563 00:38:53,289 --> 00:38:56,667 But, I needed the player to see it, 'cause it would look really cool to see something that high up. 564 00:38:56,667 --> 00:38:59,795 I had the light going and the monsters and the scale, 565 00:38:59,837 --> 00:39:04,508 angled walls, all these things that, like, this room could not exist in Wolfenstein. 566 00:39:04,592 --> 00:39:07,845 So, I was very happy that I was able to make something that was both 567 00:39:07,887 --> 00:39:12,141 faster and, in some ways, higher quality by making a slightly different set of trade-offs 568 00:39:12,224 --> 00:39:15,311 while still getting all this new flexibility with the angled walls 569 00:39:15,352 --> 00:39:18,272 which really defined the Doom map-making space. 570 00:39:18,355 --> 00:39:23,486 So, the artist came in, and Tom came in, and they're just like, 'Yeah, that's what we're talking about.' 571 00:39:23,527 --> 00:39:26,238 And, like, 'That's how we need to make this game.' 572 00:39:26,364 --> 00:39:29,492 Doom is as much of a horror game as it is an action game. 573 00:39:29,533 --> 00:39:33,079 It scared me. It, it actually had moments in it that would make you jump. 574 00:39:33,120 --> 00:39:37,291 We always talked about how the two cinematic influences for Doom was 575 00:39:37,291 --> 00:39:40,044 Aliens and Evil Dead II. 576 00:39:40,169 --> 00:39:44,924 They were about these moments where the lights are flickering, you can't see what's going on, 577 00:39:45,007 --> 00:39:47,551 something's coming out of the darkness at you. 578 00:39:49,804 --> 00:39:52,765 And that was what we, we really wanted to capture. 579 00:39:52,973 --> 00:39:55,226 When I was coming up with a style, 580 00:39:55,351 --> 00:39:59,605 I wanted something that was different from what you generally saw in video games, 581 00:39:59,688 --> 00:40:02,733 at the time, which was pretty clean, bright colors 582 00:40:02,817 --> 00:40:05,945 and I wanted something dark and grungy. 583 00:40:06,070 --> 00:40:10,866 That was the grunge era: music, the clothes, everything. 584 00:40:11,033 --> 00:40:14,829 I want to hear the monsters, not just hear the doors. I want to hear them looking for us. 585 00:40:14,912 --> 00:40:18,666 I want the player to be terrified. This is a dark game that needs to be suspense 586 00:40:18,749 --> 00:40:23,212 with diminished lighting going from bright to dark automatically in the distance, 587 00:40:23,295 --> 00:40:25,548 It's, like, automatic scary engine. 588 00:40:25,714 --> 00:40:30,219 You'd be going around the corner, and then you hear, like, some monster breathing or something, and you, 589 00:40:30,302 --> 00:40:35,182 you know, it gets to you. You're very alert. You're very on edge the whole time you're playing. 590 00:40:35,349 --> 00:40:37,601 So, when I was making E1M3, 591 00:40:37,643 --> 00:40:40,896 I got all the way to the very end. I'm like, 'What am I gonna do at the very end?' 592 00:40:40,938 --> 00:40:44,275 Like, 'Put the exit there? No?' 593 00:40:44,442 --> 00:40:48,946 So, 'I think we should make the player go back through the whole level.' 594 00:40:49,113 --> 00:40:53,200 When they see the key card, it would be boring if you go up to it, and you pick it up. 595 00:40:53,242 --> 00:40:57,121 Everything's dead all the way all the way back through the level. Everything's already been killed. 596 00:40:57,121 --> 00:41:00,749 So, it's like, 'How do I, like, terrify the player right then?' 597 00:41:00,833 --> 00:41:05,546 Lighting was a super critical aspect of the technical evolution of our products 598 00:41:05,588 --> 00:41:09,800 from Wolfenstein where everything was all kind of fully lit. 599 00:41:09,842 --> 00:41:13,762 For Doom, what was really critical is we could change the lighting dynamically. 600 00:41:13,804 --> 00:41:18,017 So, all of the things that people still resonate with, like the flickering lights going on, 601 00:41:18,142 --> 00:41:19,810 those were very, very powerful. 602 00:41:19,852 --> 00:41:24,190 I thought, 'Why don't I hide a bunch of demons in a room and turn the lights out 603 00:41:24,231 --> 00:41:27,818 when they go to pick up the card and, when they pick up the card, it opens the door. 604 00:41:29,361 --> 00:41:32,698 People played it, they were just like, 'What?' You know? 605 00:41:34,783 --> 00:41:37,786 You don't have to have a deep story to a game, 606 00:41:37,995 --> 00:41:42,208 but you can frame the action with just a couple sentences, right? 607 00:41:42,249 --> 00:41:47,421 Something messed up happened so, now as you're going through all the jump scares and crazy action, 608 00:41:47,588 --> 00:41:51,175 you have a reason you're going there, and you're getting more and more 609 00:41:51,300 --> 00:41:54,470 dread as you go there. 610 00:41:54,470 --> 00:41:59,516 The environmental effects were great. Sometimes, you're in a brightly lit room and then, all of a sudden, 611 00:41:59,516 --> 00:42:04,480 you're just walking into darkness. It's just scary as hell. It's great at making people jump. 612 00:42:06,106 --> 00:42:10,152 Running around this massive sprawling, hellish environment 613 00:42:10,236 --> 00:42:14,156 and so, the lights were part of that. I mean, that was essential to 614 00:42:14,156 --> 00:42:15,950 a lot of what made it so scary. 615 00:42:16,033 --> 00:42:21,121 Those were some of the moments in Doom that, you know, made people's guts clench and really made a difference. 616 00:42:21,288 --> 00:42:25,376 The boss level of the first episode, E1M8, 617 00:42:25,417 --> 00:42:27,002 that was made by Sandy. 618 00:42:27,127 --> 00:42:30,714 A lot of the things that I put into my levels were things to make you scared. 619 00:42:30,798 --> 00:42:35,010 So, we're like, 'Let's make two bosses and make a baron of hell 620 00:42:35,094 --> 00:42:38,305 that has a ton of hit points, like they need to be a tank.' 621 00:42:38,347 --> 00:42:41,767 You're many hours into the game, you've got your instincts ready, 622 00:42:41,850 --> 00:42:44,895 and then, to hear that sort of T. Rex roar, 623 00:42:45,938 --> 00:42:47,690 'Oh, shit. I'm in for it now.' 624 00:42:47,773 --> 00:42:51,777 And you hit them with rockets, and they're just coming towards you. They just keep coming. 625 00:42:54,571 --> 00:42:56,657 When you get to E2M8, 626 00:42:56,740 --> 00:43:01,912 you are seeing barons of hell just destroyed, hanging on the wall 627 00:43:02,121 --> 00:43:04,540 and you're like, 'What did that?' 628 00:43:05,124 --> 00:43:09,586 Of course, when you walk into the back area, suddenly you hear the cyber demon roar. 629 00:43:10,587 --> 00:43:14,591 That sound, that machine sound, it's stomping around. 630 00:43:14,633 --> 00:43:15,968 'Oh, shit.' 631 00:43:17,678 --> 00:43:19,722 Then you know you're in for it. 632 00:43:19,972 --> 00:43:22,808 We like scary games. We like having something that 633 00:43:22,975 --> 00:43:25,102 makes you jump, makes you feel alive. 634 00:43:25,185 --> 00:43:28,772 Even if you're out of ammo and you're down to nothing but brass knuckles, 635 00:43:28,814 --> 00:43:32,609 you're gonna punch those demons in the face. You're gonna do anything you can. 636 00:43:32,693 --> 00:43:35,612 I mean, who goes around punching demons in the face? Well, I'll never forget that. 637 00:43:41,160 --> 00:43:43,037 For me, I love the shotgun. 638 00:43:43,162 --> 00:43:44,204 Boom! 639 00:43:44,413 --> 00:43:47,833 Fires at 187 beats per minute, I clocked it with a metronome once. 640 00:43:47,916 --> 00:43:51,962 When you shoot a shotgun, then you have the animation of it going up and cocking like this 641 00:43:52,046 --> 00:43:55,674 and you feel really manly, like Arnold Schwarzenegger, because that's a manly thing to do. 642 00:43:59,803 --> 00:44:03,307 Kevin created all the weapons, and John had this video camera 643 00:44:03,390 --> 00:44:07,686 and we used props. You just hold a gun up in front of the camera and get that perspective. 644 00:44:07,770 --> 00:44:10,564 I would say the chainsaw is pretty fun. 645 00:44:13,525 --> 00:44:14,735 He doesn't like that. 646 00:44:17,321 --> 00:44:20,407 Ladies and gentlemen, the Doom chainsaw. 647 00:44:20,574 --> 00:44:23,994 This was the actual chainsaw that we digitized for the game. 648 00:44:25,829 --> 00:44:29,500 I felt like I should keep the grunge on it that it had back in the day. 649 00:44:29,708 --> 00:44:34,171 So, it's just got that, you know, nasty look to it, and here it is. 650 00:44:36,673 --> 00:44:39,718 I just remember the first time I heard about the BFG, 651 00:44:39,843 --> 00:44:42,846 my friend's dad who installed it on his computer. 652 00:44:42,888 --> 00:44:46,183 Then, he said, 'Oh, there's this gun in the game that just obliterates everything. 653 00:44:46,225 --> 00:44:50,396 It's called the BFG.' And then, the dad goes, 'You know what that stands for?' 654 00:44:50,396 --> 00:44:51,730 And we're like, 'What?' 655 00:44:51,772 --> 00:44:52,856 Big fucking gun. 656 00:44:52,898 --> 00:44:55,692 And we're like, 'Oh shit, your dad's cool!' 657 00:45:00,781 --> 00:45:05,035 I remember the BFG. We're trying to decide what it's gonna shoot. 658 00:45:05,911 --> 00:45:11,417 So, John Romero set it up where it shot every sprite in the game. 659 00:45:13,669 --> 00:45:16,880 Like just these balls of colorfulness going everywhere. It's like, 660 00:45:16,922 --> 00:45:18,924 'Oh my god, it's vomiting Christmas.' 661 00:45:20,926 --> 00:45:23,721 So then, Kevin just sat down and drew a nice 662 00:45:23,762 --> 00:45:27,057 green fireball that you see now. 663 00:45:27,307 --> 00:45:31,395 What really made Doom was the whole game. 664 00:45:31,728 --> 00:45:35,274 The fact that it had those really awesome levels, 665 00:45:35,357 --> 00:45:38,944 great gameplay and, of course, how well the net play worked. 666 00:45:45,451 --> 00:45:50,706 Um, 'Oh shit, it's October, and we don't have multiplayer like we said in that press release.' 667 00:45:50,831 --> 00:45:54,877 I was like, 'Alright, well, now we're starting on multiplayer', you know, 'in October.' 668 00:45:55,085 --> 00:46:00,215 I do clearly remember the early days of getting multiplayer working at all in Doom. 669 00:46:00,340 --> 00:46:02,885 This game's already great, but that's, like, the next level. 670 00:46:02,968 --> 00:46:06,263 I remember the magic of that moment of just, like, 671 00:46:06,346 --> 00:46:09,433 pressing the arrow keys on one computer, it moving forward, 672 00:46:09,516 --> 00:46:14,563 and then, on the other computer, watching the victor's feet run back and forth 673 00:46:14,605 --> 00:46:19,067 in front of you there. This is just deeply, fundamentally cool. 674 00:46:19,151 --> 00:46:23,447 Seeing that for the first time on a screen, I was just like, 'This is so good.' 675 00:46:23,572 --> 00:46:26,950 I would play Romero, and he'd get so damn mad at me, 676 00:46:27,034 --> 00:46:30,454 because he would run around and collect all the damn weapons, 677 00:46:30,537 --> 00:46:34,291 and then, I'd just run forward with the rocket launcher and just get in his face 678 00:46:34,374 --> 00:46:36,960 and just kill us both. 679 00:46:37,085 --> 00:46:40,839 I'm the reason you get a negative frag if you go up and kill yourself. 680 00:46:40,923 --> 00:46:43,592 Stupid shit. Watch him die, he's dead. 681 00:46:43,592 --> 00:46:46,094 It's one of my biggest contributions to the gameplay. 682 00:46:48,889 --> 00:46:52,267 Oh, bit. Oh, give me that shotgun, boy. 683 00:46:52,601 --> 00:46:56,980 We want this to be, like, a thing that, you know, you go to this number, and you win 684 00:46:57,147 --> 00:47:00,275 or you go to this time, and whoever has the biggest score wins. That kind of thing. 685 00:47:00,400 --> 00:47:03,028 So, I came up with those parameters immediately, and then I was like, 686 00:47:03,070 --> 00:47:07,658 'What am I gonna have on the screen?' We're doing so much new stuff in this game that 'kills' would be a stupid word to use. 687 00:47:07,699 --> 00:47:09,535 But, I went into the art room, and I said, 688 00:47:09,618 --> 00:47:13,455 'So, I named this mode Deathmatch and, every time we kill each other, 689 00:47:13,580 --> 00:47:16,458 you get a point. What do you think would be a good name for that? 690 00:47:16,542 --> 00:47:18,418 'Cause I don't want to use 'kills, 'cause that's lame.' 691 00:47:18,502 --> 00:47:21,755 Kevin thought for a second, and he's just like, 'Why not use Frag?' 692 00:47:22,756 --> 00:47:27,302 Year, I've never actually beaten Doom in single player mode. It was exclusively multiplayer. 693 00:47:27,511 --> 00:47:30,889 I guess there's people that dropped out of college for it too, so I feel bad about that. 694 00:47:30,973 --> 00:47:33,976 Early on, even when we were doing the Commander Keen games, 695 00:47:34,017 --> 00:47:37,980 it was clear we were small fry but, by the time we got to Doom, 696 00:47:38,021 --> 00:47:40,857 it was clear that we were defining the state of the art. 697 00:47:40,899 --> 00:47:43,610 We were doing something like nobody had ever seen before, 698 00:47:43,694 --> 00:47:45,862 and we knew it was gonna be a big deal. 699 00:47:45,946 --> 00:47:49,825 The very end of Doom, we had worked 30 hours straight, 700 00:47:49,866 --> 00:47:53,161 we were at the end, Sandy was asleep under his desk, 701 00:47:53,203 --> 00:47:57,541 it was about 2:00 in the afternoon, Jay is in his office in the biz, the biz room. 702 00:47:57,666 --> 00:48:00,586 He's on the University of Wisconsin's FTP server, 703 00:48:00,627 --> 00:48:04,089 and people are sitting there waiting in that directory, and they're creating files 704 00:48:04,089 --> 00:48:07,801 that are, like, questions. 'When is Doom gonna be here? I want Doom.' 705 00:48:07,968 --> 00:48:11,221 Jay went to, to basically upload the game, 706 00:48:11,263 --> 00:48:14,683 and then more people flooded in because they saw, like, it was happening 707 00:48:14,725 --> 00:48:17,603 and the server just basically blew up and stopped working. 708 00:48:17,644 --> 00:48:21,481 And so the, the upload stops, and Jay gets on the phone, he calls them up, 709 00:48:21,523 --> 00:48:24,318 and the guy's name is David Data, which is funny, 710 00:48:24,526 --> 00:48:28,322 calls up David there, and he's just like, 'Um, the server went down, 711 00:48:28,405 --> 00:48:31,700 like, there's too many people on it, and, and David's like, 712 00:48:31,742 --> 00:48:34,036 'Okay, let me see if I can fix it. I'm gonna clear everybody out.' 713 00:48:34,077 --> 00:48:38,123 So, he clears people out, and we start uploading, and then everyone rushes back in, 714 00:48:38,206 --> 00:48:41,877 and it blows up again. And so, we're just like, 'Oh my god.' 715 00:48:43,462 --> 00:48:47,758 I think Doom is, you know, clearly one of the best games ever made. 716 00:48:47,924 --> 00:48:50,886 Doom is popular for two things: 717 00:48:50,969 --> 00:48:55,057 one is the primal nature of taking a gun and shooting demons, 718 00:48:55,140 --> 00:48:58,018 which is obviously super fun. The other is that 719 00:48:58,060 --> 00:49:01,188 Doom hasn't added any other storyline or anything on it. 720 00:49:01,229 --> 00:49:06,360 It is pretty much just taking your gun and shooting demons and solving simple puzzles. 721 00:49:06,485 --> 00:49:09,863 Here was a game that had blood and had heavy metal 722 00:49:09,905 --> 00:49:13,533 and had, you know, these monsters and dark humor. 723 00:49:13,575 --> 00:49:17,037 So, when you start to put your life to that to such a degree, 724 00:49:17,037 --> 00:49:19,998 and you start finding other people who are into it, 725 00:49:19,998 --> 00:49:22,959 it becomes a part of a growing up experience. 726 00:49:22,959 --> 00:49:26,421 Microsoft had done a study that showed that more computers at the time 727 00:49:26,421 --> 00:49:29,591 had Doom installed on them than the latest version of Windows. 728 00:49:34,930 --> 00:49:38,225 The community has kept Doom alive this whole time. 729 00:49:38,308 --> 00:49:42,104 There are yearly awards given out to people for the best levels 730 00:49:42,229 --> 00:49:47,484 and the best content released by DOOMWorld.com which has been around for 20 some years. 731 00:49:47,651 --> 00:49:49,861 Doom started speed running, and it 732 00:49:49,986 --> 00:49:55,784 it created high speed multiplayer co-op and Deathmatch and free distribution with Shareware, 733 00:49:55,867 --> 00:49:58,745 modding an open game that everybody can modify, 734 00:49:58,829 --> 00:50:01,832 and you can actually make levels and sell them and make money off them, 735 00:50:01,957 --> 00:50:05,085 and it was just, at its core, a really fun, solid game. 736 00:50:17,180 --> 00:50:19,933 You really can't talk about FPSs and, 737 00:50:20,016 --> 00:50:23,603 and the history and legacy of FPSs without talking about mods. 738 00:50:25,772 --> 00:50:29,317 They've kind of been inseparable since the very beginning. 739 00:50:29,401 --> 00:50:32,404 To me, mods really spring out of the Shareware culture 740 00:50:32,404 --> 00:50:37,033 of, you know, early Doom and that whole kind of spirit of just sharing in general. 741 00:50:37,993 --> 00:50:43,081 At the company I was at, a friend came in with a thing called the DEU which is the Doom Editing Utility, 742 00:50:43,165 --> 00:50:47,043 but this was actually a full-powered level editor, 743 00:50:47,127 --> 00:50:50,797 and I took the floppy, not believing that this is gonna work, 'It's too good to be true.' 744 00:50:50,839 --> 00:50:54,634 And then grabbed the first level from Doom One, E1M1, 745 00:50:54,718 --> 00:50:58,138 and loaded it up. I don't know if everyone remembers that first level, but you, 746 00:50:58,180 --> 00:51:01,808 you start, and you come out, and you turn to the left, and there's the very first stairway, 747 00:51:01,892 --> 00:51:05,437 and then, there was this window that it was too narrow for you to get through, 748 00:51:05,645 --> 00:51:10,192 but I went ahead and pushed the, the one part down and pushed the other, other part up, 749 00:51:10,275 --> 00:51:12,652 went in to do with this, and there's... 750 00:51:12,694 --> 00:51:17,783 The opening has changed, and outside the window was this outside area with 751 00:51:17,949 --> 00:51:20,285 you know, just a place you were never supposed to be. 752 00:51:20,368 --> 00:51:23,455 I'm just out here like, like, like I just couldn't believe. 753 00:51:23,580 --> 00:51:27,042 I still remember that day and, from that moment on, every free moment I had, 754 00:51:27,209 --> 00:51:30,670 I was making Doom levels and putting them up on AOL and CompuServe, 755 00:51:30,796 --> 00:51:34,216 and they were received quite well. They, they got a lot of hits. 756 00:51:35,967 --> 00:51:38,595 The first thing that you do when you start modding Doom 757 00:51:38,762 --> 00:51:42,641 is you create a level, which is a room. It's a box, four sides, 758 00:51:42,682 --> 00:51:47,646 and then you load it in Doom and, in fact, you've made a cavern that's half a kilometer long. 759 00:51:47,729 --> 00:51:50,982 But, it's your room, and you made it, and now you're inside it 760 00:51:51,066 --> 00:51:54,736 and, just being able to do that, this was the first time 761 00:51:54,820 --> 00:51:56,655 that anybody could do that. 762 00:51:56,780 --> 00:51:59,574 This was something that you can make into your own if you, 763 00:51:59,616 --> 00:52:01,827 if you had the wherewithal, and they were cool with it. 764 00:52:01,868 --> 00:52:05,997 They weren't gonna come after you and sue you which was also wild. 765 00:52:06,164 --> 00:52:07,999 Ed knew all about it and from 766 00:52:08,041 --> 00:52:12,879 I remember hearing that they actually helped by sharing with the data formats of a lot of this stuff. 767 00:52:12,963 --> 00:52:15,590 You had to download them on, again, a crappy 768 00:52:15,632 --> 00:52:18,718 56K dial-up connection. You didn't know what you were downloading. 769 00:52:18,760 --> 00:52:22,681 I remember downloading, like, the Aliens mod for Doom back in the day. 770 00:52:22,722 --> 00:52:25,684 Yeah, the moment that I heard that you could change this game, 771 00:52:25,725 --> 00:52:29,145 I started thinking of making an Aliens modification for it. 772 00:52:31,147 --> 00:52:34,359 I watched the movie so many times 773 00:52:34,442 --> 00:52:37,362 for reference, because this was the '90s. 774 00:52:37,404 --> 00:52:41,199 You, you couldn't go online and, and look up images. 775 00:52:41,324 --> 00:52:45,495 If I wanted to see what the Weyland-Yutani looked like, 776 00:52:45,579 --> 00:52:50,292 I had to stick a VHS in the machine and fast forward to where I thought I'd seen it. 777 00:52:50,333 --> 00:52:54,754 But, you can't just fast forward through Aliens. You gotta watch it. 778 00:52:54,838 --> 00:52:56,131 Fucking, hey. 779 00:52:58,008 --> 00:53:00,135 The whole first level has no enemies, and you're like, 780 00:53:00,135 --> 00:53:02,888 'Have I installed this correctly?' 'Cause there's nothing on the screen. 781 00:53:02,971 --> 00:53:06,558 I was quite uncertain about how that would be received, 782 00:53:06,683 --> 00:53:11,730 because, people could just think, 'well the first level is a waste of time'. 783 00:53:11,938 --> 00:53:17,694 There is a lot of tension at the beginning of the movie and, they are searching for the aliens. 784 00:53:18,028 --> 00:53:20,572 So I, I thought, 'Well, can I... 785 00:53:20,697 --> 00:53:25,035 Can I just have you hunting for them, and they're not actually there in the first level?' 786 00:53:25,076 --> 00:53:28,705 But, it worked out the way I hoped it would. The tension would amp up, 787 00:53:28,788 --> 00:53:33,460 and you'd be on edge and not knowing what's gonna happen. 788 00:53:36,880 --> 00:53:39,925 It's coming out of the wall! It's coming out of the god damn wall! 789 00:53:40,091 --> 00:53:43,637 I was trying to use Doom to make a different kind of game that 790 00:53:43,678 --> 00:53:45,889 it still had all the appeal of Doom. 791 00:53:45,931 --> 00:53:49,643 I called it Aliens TC, TC standing for Total Conversion 792 00:53:49,726 --> 00:53:54,522 as a way to try and communicate that I was trying to do something a little bit different 793 00:53:54,606 --> 00:53:58,234 which was to convert Doom into a, a new game. 794 00:53:58,443 --> 00:54:01,863 It was a lot more popular than I anticipated, 795 00:54:01,988 --> 00:54:05,033 and that sort of changed the trajectory of my life. 796 00:54:05,033 --> 00:54:08,578 Carmack said to me at the time, he's like, 'You know, it's almost like a 797 00:54:08,620 --> 00:54:10,914 Doom mod is becoming a resume. 798 00:54:10,956 --> 00:54:15,210 Breaking into the game industry back in the '90s was pretty difficult, 799 00:54:15,418 --> 00:54:18,171 and it opened up opportunities for me. 800 00:54:18,296 --> 00:54:21,299 So, you had the FPS community out there, 801 00:54:21,341 --> 00:54:24,552 they were rolling up their sleeves, they were creating their own mods, 802 00:54:24,636 --> 00:54:29,349 and then, this led to them using these engines to put out their own games. 803 00:54:33,728 --> 00:54:37,273 In the years, the decades of mods 804 00:54:37,399 --> 00:54:41,319 that people have put out there with levels and Brutal Doom 805 00:54:41,319 --> 00:54:45,323 and, like, you name it, all the stuff people have done has created something 806 00:54:45,365 --> 00:54:48,952 that new gamers, when they discover Doom and it's like, 807 00:54:49,077 --> 00:54:53,081 'A universe has happened before me before I was alive' 808 00:54:53,164 --> 00:54:55,542 And it's so easy to be creative in it, 809 00:54:55,667 --> 00:54:59,170 because the engine is so simple, and people have put out so many tools 810 00:54:59,254 --> 00:55:03,174 that are so good to make in, that the community has made Doom. 811 00:55:03,258 --> 00:55:08,138 Like they, they own Doom, you know, it is... It's their game, and they have kept it alive. 812 00:55:08,179 --> 00:55:10,140 Yeah, it was really great. 813 00:55:11,349 --> 00:55:13,393 I have the power of God! 814 00:55:23,194 --> 00:55:28,116 I was playing computer games obsessively, especially the Ultima games that Richard Garriott made. 815 00:55:28,199 --> 00:55:32,829 Just out of sheer luck, I got a call from a friend who was working 816 00:55:32,912 --> 00:55:37,917 at Origin at that point saying they were looking for an associate producer. 817 00:55:37,959 --> 00:55:41,296 And so, I went down there and got the job. 818 00:55:41,421 --> 00:55:45,925 One of the first things I got to do was work with Paul Neurath on Space Rogue, 819 00:55:46,009 --> 00:55:48,178 his genre mashup of 820 00:55:48,219 --> 00:55:51,848 space combat, role playing, and arcade game. 821 00:55:51,973 --> 00:55:56,936 When he came to Origin with his first person perspective tech demo, 822 00:55:57,103 --> 00:55:59,647 I, I went to my boss and said, 823 00:55:59,773 --> 00:56:02,525 'I must work on this' which, at that point, was 824 00:56:02,567 --> 00:56:05,153 going to be called Ultima Underworld. 825 00:56:12,368 --> 00:56:16,081 A game very similar to Doom in the sense that you're walking through these 826 00:56:16,164 --> 00:56:19,084 sort of very low resolution environments that were texture mapped. 827 00:56:19,125 --> 00:56:21,878 We had the idea that you should be able to look all around 828 00:56:21,920 --> 00:56:24,380 and it was an adventure game, so it was very complicated. 829 00:56:24,506 --> 00:56:29,928 I was there trying to recreate the feeling I had the first time I played Dungeons and Dragons 830 00:56:29,928 --> 00:56:33,515 where I, I got to tell stories with my friends 831 00:56:33,515 --> 00:56:35,934 and empowered to do whatever I want. 832 00:56:35,934 --> 00:56:40,355 That was, uh, a real possibility in a first person perspective game. 833 00:56:40,355 --> 00:56:45,318 It wasn't true 3D, but it let players decide 834 00:56:45,318 --> 00:56:48,738 what was right and wrong in the world. I find that much more interesting than, 835 00:56:48,738 --> 00:56:51,908 'Hey, let's grab the biggest gun and kill everything that moves.' 836 00:56:51,991 --> 00:56:55,078 And so, System Shock was really the 837 00:56:55,078 --> 00:56:59,374 chance that we had with some understanding what the medium behaved like 838 00:56:59,457 --> 00:57:01,668 to make some on purpose decisions 839 00:57:01,709 --> 00:57:04,796 about how to change gameplay in response to what the technology was good at. 840 00:57:16,391 --> 00:57:20,436 I was sick to death of fantasy games and, at the same time, 841 00:57:20,436 --> 00:57:24,149 Doug Church, secret master of gaming who should be 842 00:57:24,149 --> 00:57:26,401 world renowned and famous, 843 00:57:26,484 --> 00:57:30,029 he was also tired of working on fantasy games. 844 00:57:30,196 --> 00:57:33,116 He was in my office one day, and he was talking about the 845 00:57:33,116 --> 00:57:36,369 the game that he wanted to make, and we just looked at each other and said, 846 00:57:36,411 --> 00:57:39,164 'We should make this.' You know? Paul Neurath was 847 00:57:39,247 --> 00:57:42,292 intimately involved in that too. He was running Looking Glass, 848 00:57:42,417 --> 00:57:46,254 and we decided, 'Let's, let's do this.' 849 00:57:46,379 --> 00:57:49,215 Everybody on the team is a science fiction fan, 850 00:57:49,215 --> 00:57:53,344 and there were all these ideas in science fiction about what it meant to have 851 00:57:53,344 --> 00:57:55,889 pervasive computers everywhere because, remember, 852 00:57:55,889 --> 00:58:00,476 System Shock and Underworld were written at a time where the idea of a computer on every desk 853 00:58:00,476 --> 00:58:04,689 was still strange, and so what it meant to have pervasive computers around was powerful. 854 00:58:04,689 --> 00:58:06,900 It was interesting, like, 'What's it gonna be like? 855 00:58:06,900 --> 00:58:11,279 Are people gonna have computers in their minds? What does that mean?' You know, 'What happens if AI wakes up?' 856 00:58:11,571 --> 00:58:13,531 You are not welcomed here. 857 00:58:13,656 --> 00:58:16,618 There's a reason why the character has no name. 858 00:58:16,826 --> 00:58:18,995 He's just 'Hacker.' 859 00:58:19,204 --> 00:58:21,206 A lot of the early game is spent 860 00:58:21,289 --> 00:58:24,292 creeping around and avoiding conflict as much as possible, 861 00:58:24,292 --> 00:58:27,378 because the Hacker wasn't a space Marine. 862 00:58:27,378 --> 00:58:29,214 You know, he, he wasn't some warrior. 863 00:58:29,214 --> 00:58:32,967 He could be a woman, actually. There's no identity, there's no name. 864 00:58:32,967 --> 00:58:35,220 There's no backstory, per se. 865 00:58:35,220 --> 00:58:39,224 But, we allowed players to inhabit that character, make it their own. 866 00:58:39,224 --> 00:58:44,729 And, instead of doing what we told them to do and feeling what we wanted them to feel, 867 00:58:44,729 --> 00:58:47,232 we said, 'Feel how you want to feel.' 868 00:58:48,566 --> 00:58:51,736 System Shock was clearly a cyberpunk game 869 00:58:51,861 --> 00:58:56,324 and, at the time, everybody was all about cyberpunk. 870 00:58:56,324 --> 00:58:58,493 Including the System Shock team. 871 00:58:58,493 --> 00:59:02,497 The freedom of movement in cyberspace was pretty compelling, I thought. 872 00:59:02,497 --> 00:59:06,751 'You're alone underpowered in corridors that are oppressive.' 873 00:59:06,751 --> 00:59:09,879 I think that, that was the heart of the game, really, in cyberspace. 874 00:59:09,879 --> 00:59:14,300 System Shock 2 was probably one of the first horror games that I had played, 875 00:59:14,300 --> 00:59:18,054 and I think I went into it, it's like it was a standard FPS. 876 00:59:18,054 --> 00:59:21,057 But, as the story started to unfold, and I learned the 877 00:59:21,057 --> 00:59:24,519 full weight of the situation and discovered that 878 00:59:24,519 --> 00:59:30,108 the only other person who I thought was alive was just being used as a puppet by Shodan, 879 00:59:30,108 --> 00:59:33,278 I mean, that's the kind of thing that still gives me chills just thinking about it. 880 00:59:33,278 --> 00:59:36,572 Looking back at the story of System Shock, you know, it holds up. 881 00:59:36,698 --> 00:59:40,493 It's, it's the kind of thing that could still happen. It's still a very dangerous concept. 882 00:59:40,535 --> 00:59:44,539 Who are you? Who are you? My cameras and probes scan your body, 883 00:59:44,539 --> 00:59:47,542 but you do not match any employee file. 884 00:59:47,625 --> 00:59:50,712 I think getting to witness Shodan's growth as a character was 885 00:59:50,712 --> 00:59:53,256 one of the most memorable aspects. 886 00:59:53,256 --> 00:59:57,552 She starts off as kind of this childlike creature 887 00:59:57,552 --> 01:00:00,888 with curiosity to, to begin experimenting 888 01:00:00,888 --> 01:00:03,182 on things she sees as lesser. 889 01:00:03,349 --> 01:00:06,811 I have complete control of this entire level. 890 01:00:06,978 --> 01:00:10,064 And, to see her slowly grow into a character 891 01:00:10,064 --> 01:00:12,734 where she's more omnipotent. 892 01:00:12,859 --> 01:00:17,113 When my cyborgs bring you to an electrified interrogation bench, 893 01:00:17,238 --> 01:00:18,948 I will have your secret. 894 01:00:19,115 --> 01:00:22,577 She's still beloved and still comes up as one of the 895 01:00:22,660 --> 01:00:25,997 great computer game villains of all time. 896 01:00:26,164 --> 01:00:30,168 If you imagine a world where you're seeing 3D games for the very first time, 897 01:00:30,209 --> 01:00:32,920 you see emergent stuff happen because, first, it's bugs. 898 01:00:32,920 --> 01:00:35,423 You're like, 'Okay, well, I'm gonna put this here and this here and the table here, ' 899 01:00:35,423 --> 01:00:38,051 And then, 'Oh, I can't get by the table, 'cause the chair's in the way. 900 01:00:38,051 --> 01:00:40,178 Okay, what if I make it so you can push the chair in?' 901 01:00:40,345 --> 01:00:44,390 You have to think about the qualities of the things you're, 902 01:00:44,474 --> 01:00:46,392 here are the air quotes, 'simulating" 903 01:00:46,476 --> 01:00:49,854 and then figure out how those characteristics 904 01:00:49,937 --> 01:00:53,149 interact with other things in the environment. 905 01:00:53,274 --> 01:00:58,654 Now, the nature of the 3D world has dictated a new type of gameplay, 906 01:00:58,696 --> 01:01:01,449 and we would continuously have this experience where the thing 907 01:01:01,532 --> 01:01:04,035 that would happen in the real world happened in our game. 908 01:01:04,202 --> 01:01:07,622 There was a huge amount of emergent gameplay just from physics like bouncing. 909 01:01:07,622 --> 01:01:11,584 I remember people started to bounce grenades around corners, 910 01:01:11,667 --> 01:01:15,004 and that felt crazy because, in the past, games were about, 911 01:01:15,046 --> 01:01:17,256 'I'm in this room, and I can shoot the stuff in this room.' 912 01:01:17,340 --> 01:01:21,219 And, now suddenly, I can throw a grenade around the corner to a place that's not being rendered, 913 01:01:21,260 --> 01:01:24,389 and I can't see. Is the AI even awake there? 914 01:01:24,430 --> 01:01:27,141 That was a story that hadn't been told by the game designer. 915 01:01:27,183 --> 01:01:31,187 That was a story that was being told by the player to themselves, and that was really exciting. 916 01:01:31,270 --> 01:01:33,606 It has been a little while since I've played 917 01:01:33,648 --> 01:01:36,692 System Shock 2 or the original, because we've been 918 01:01:36,734 --> 01:01:38,945 playing the remake almost daily, 919 01:01:39,070 --> 01:01:43,449 and I can say that, in the remake, there is some emergent gameplay 920 01:01:43,449 --> 01:01:45,076 that wasn't in the original. 921 01:01:45,118 --> 01:01:47,954 We were watching somebody playtest the game just recently, 922 01:01:48,079 --> 01:01:52,250 and they threw a grenade, and it went off, and it blew up a corpse 923 01:01:52,542 --> 01:01:57,463 that hit a monitor hanging up above that fell off and decapitated an enemy. 924 01:01:57,547 --> 01:02:00,425 It was one of those moments where it was like, 'Oh my god', like, 925 01:02:00,550 --> 01:02:02,552 'I can't believe that just happened.' 926 01:02:02,635 --> 01:02:06,055 These things sound really dumb and, you know, really 927 01:02:06,139 --> 01:02:09,183 just pedantic now, but it was the first time. 928 01:02:09,183 --> 01:02:12,687 Man, it was, like, so cool and, and there were so many things in games 929 01:02:12,687 --> 01:02:16,232 that probably happened for the first time ever in Cambridge, Mass in our offices 930 01:02:16,274 --> 01:02:19,777 or, you know, in Mesquite with John and John 931 01:02:19,819 --> 01:02:24,449 where there was some emergent behavior of a 3D world that, now, we don't even think about. 932 01:02:24,490 --> 01:02:27,160 But, that was the first time. We're like, 'Wow, we should... 933 01:02:27,201 --> 01:02:28,578 That should be gameplay.' 934 01:02:29,412 --> 01:02:33,249 At that time, we had to describe to people 935 01:02:33,332 --> 01:02:35,293 that it was a 3D game, 936 01:02:35,418 --> 01:02:38,004 and what 3D rendering was and that, you know, 937 01:02:38,087 --> 01:02:40,965 a lot of people still looked at 3D games and were, like, 'Where am I? 938 01:02:41,048 --> 01:02:43,801 Where's the character?' Well, 'No, no, but you're in your own head. You're... 939 01:02:43,885 --> 01:02:46,304 It's as if you're looking through your own eyes. 940 01:02:46,345 --> 01:02:49,724 We actually thought it was a good idea to use every key on the keyboard. 941 01:02:49,807 --> 01:02:53,227 So, you have two hands, one's on the left, one's on the right. 942 01:02:53,519 --> 01:02:56,898 'Hey, let's... Let's use the keys on the left and the keys on the right.' 943 01:02:56,981 --> 01:02:59,525 I, I don't know what we were thinking. 944 01:02:59,609 --> 01:03:04,530 There was a, a Terminator game that came out that used mouselook, 945 01:03:04,614 --> 01:03:08,784 and I'll never forget. I, I looked over one of my team member's shoulders, 946 01:03:08,868 --> 01:03:13,915 and I just said, 'No one's ever gonna use a mouse to look around in a game.' 947 01:03:14,165 --> 01:03:17,627 I was just a little bit wrong about that. 948 01:03:17,668 --> 01:03:19,670 You know, we were overthinking things. 949 01:03:19,879 --> 01:03:22,632 We were making this very complicated game with 3D rendering 950 01:03:22,757 --> 01:03:26,928 with, you know, NPCs and inventories and this big physics engine 951 01:03:26,969 --> 01:03:28,971 and we were making the game that we wanted to play. 952 01:03:29,013 --> 01:03:33,226 The most exciting thing that can happen in a game at any time 953 01:03:33,351 --> 01:03:35,353 in any way is when 954 01:03:35,561 --> 01:03:38,648 players do things that surprise themselves, 955 01:03:38,689 --> 01:03:42,777 and even better is when they surprise the people who made the game. 956 01:03:42,902 --> 01:03:46,614 That's magic. That is what games can do that no other medium 957 01:03:46,656 --> 01:03:49,617 in the history of humankind has ever been able to do. 958 01:04:00,002 --> 01:04:03,589 There was a first person shooter game that, uh, I didn't play back then 959 01:04:03,673 --> 01:04:06,634 but, uh, while I was doing the nerd episodes, 960 01:04:06,717 --> 01:04:10,805 I played this Super Nintendo game called Super Noah's Ark 3D. 961 01:04:18,729 --> 01:04:22,233 How many Super Nintendo games came out not licensed by Nintendo? 962 01:04:22,233 --> 01:04:24,819 Just one, and it found the way. 963 01:04:24,819 --> 01:04:28,281 By plugging an official Super Nintendo game into the top of it, 964 01:04:28,281 --> 01:04:31,200 it overrides the lockout chip, and you can play it. 965 01:04:31,450 --> 01:04:35,162 I had very, very little involvement in that project. My involvement was, 966 01:04:35,162 --> 01:04:39,375 'Hey, can you send a disc with the source code of Wolf 3D for the Super Nintendo 967 01:04:39,458 --> 01:04:41,502 to these guys?' And I said, 'Sure!' 968 01:04:41,586 --> 01:04:44,630 It's the only game where you can play as Noah going around 969 01:04:44,672 --> 01:04:47,049 fucking up a bunch of goats. 970 01:04:47,508 --> 01:04:51,721 I mean, he's just slingshotting all the animals because, I guess, like the plot of the game: 971 01:04:51,887 --> 01:04:55,850 the animals in the ark are getting out of control or whatever. 972 01:04:55,933 --> 01:04:58,352 So, Noah's got to, like, put them in their place. 973 01:05:00,271 --> 01:05:02,315 It's, it's hilarious. 974 01:05:03,899 --> 01:05:07,194 Super Noah's Ark really struck me as just being weird, 975 01:05:07,320 --> 01:05:11,282 because it was sponsored by a company that wanted to promote Christian values. 976 01:05:11,490 --> 01:05:16,662 But, for me, the one that really made me just roll my eyes was a game called Chex Quest. 977 01:05:24,503 --> 01:05:26,714 Chex are fun, chex are high. 978 01:05:26,714 --> 01:05:30,426 Now, you can get a free CD-ROM game inside boxes of Chex cereal. 979 01:05:30,468 --> 01:05:33,638 Chex Quest, a game that came in a cereal box. 980 01:05:36,015 --> 01:05:37,350 One green! 981 01:05:37,433 --> 01:05:40,478 How is that supposed to be any good? But, it was. 982 01:05:40,603 --> 01:05:42,813 It was actually a pretty good game, you know, 983 01:05:42,938 --> 01:05:46,150 for something that was based on a cereal and came in a cereal. 984 01:05:46,275 --> 01:05:49,528 Chex Quest, a game that used the Doom engine 985 01:05:49,612 --> 01:05:54,617 to make a game where you're supposed to be putting spoons inside of cereal. 986 01:05:54,909 --> 01:05:58,621 It's a family friendly first person shooter, an FFFPS. 987 01:05:58,913 --> 01:06:02,583 You use, uh, zorchers which are these remote control things 988 01:06:02,750 --> 01:06:05,503 to zap these booger guys. 989 01:06:10,716 --> 01:06:13,260 And it's, it's crazy 'cause my dream game 990 01:06:13,344 --> 01:06:16,389 which was, like, really stupid was Chex Quest. 991 01:06:16,597 --> 01:06:20,351 The Flemoid menace is back and threatening to turn our 992 01:06:20,434 --> 01:06:23,979 snacktacular way of life into total chaos. 993 01:06:24,105 --> 01:06:26,315 I always thought it would never happen because it's like, 994 01:06:26,440 --> 01:06:29,944 'How would I possibly get General Mills, a cereal company, 995 01:06:30,069 --> 01:06:34,532 to say yes to letting us re-release a free packing cereal game from 1997?' 996 01:06:34,615 --> 01:06:37,159 Join now and learn to zorch things 997 01:06:37,243 --> 01:06:39,578 and then zorch bigger things. 998 01:06:39,704 --> 01:06:43,499 And then, it just so happened that they wanted to revive it anyway for '90s nostalgia, 999 01:06:43,582 --> 01:06:46,377 and it was just like, 'Okay, the stars aligned and made it happen.' 1000 01:06:47,086 --> 01:06:50,589 Chex Quest, still free, now in HD. 1001 01:06:50,756 --> 01:06:54,218 Join the Chex Mix Squadron today. 1002 01:06:57,138 --> 01:07:01,100 What I remember best about it was there was a Brutal Doom mod. 1003 01:07:01,350 --> 01:07:04,770 Which enhances the gore and the violence. 1004 01:07:07,398 --> 01:07:09,650 Fuck! 1005 01:07:10,025 --> 01:07:12,778 How this takes the family friendly aspect out of it. 1006 01:07:17,366 --> 01:07:20,536 When you have a game as brutal, as Brutal Chex Quest, 1007 01:07:20,619 --> 01:07:23,330 you gotta have a brutal cereal to go with it. 1008 01:07:23,497 --> 01:07:26,083 So, we did this skit at the end of the episode. 1009 01:07:26,625 --> 01:07:30,838 Brutal Chex! It's Chex on steroids, 1010 01:07:31,172 --> 01:07:33,507 illegal steroids 1011 01:07:33,632 --> 01:07:36,635 made from broken glass, rusty fucking nails, 1012 01:07:36,719 --> 01:07:38,679 and whole grain rice. 1013 01:07:38,721 --> 01:07:41,182 This cereal will start your day, 1014 01:07:41,223 --> 01:07:42,933 if it doesn't end your life. 1015 01:07:43,017 --> 01:07:46,687 'Have some Chex!' 'Okay, okay.' 1016 01:07:48,731 --> 01:07:52,651 Brutal Chex turns your milk red from your own blood 1017 01:07:52,777 --> 01:07:56,947 pouring out of your fucking screaming mouth! 1018 01:07:57,072 --> 01:07:59,867 50 free hours of America Online included. 1019 01:08:15,966 --> 01:08:21,597 Michael Abrash and John Carmack are doing Quake, and so it's left to me and, uh, 1020 01:08:21,722 --> 01:08:25,267 John Romero and, later on, American McGee to do all the levels 1021 01:08:25,351 --> 01:08:29,063 and the idea was, 'Well, we'll just do a million billion levels that are fun to play 1022 01:08:29,104 --> 01:08:31,565 and then, we'll sell this, and it'll be fun.' 1023 01:08:31,649 --> 01:08:34,652 At that time, you know, I was 18, 19 years old, 1024 01:08:34,693 --> 01:08:37,488 and, a few doors down from me, there was a guy who was driving 1025 01:08:37,530 --> 01:08:39,865 to and from work in a, in a Ferrari. 1026 01:08:39,907 --> 01:08:43,744 His license plate said, 'ID TECH,' and that was John Carmack. 1027 01:08:43,869 --> 01:08:47,289 He let on that, 'Hey, I'm actually the boss at this, 1028 01:08:47,331 --> 01:08:50,417 this game company down the road here. Would you like to come and beta test 1029 01:08:50,459 --> 01:08:52,336 some of our games in the office?' 1030 01:08:52,419 --> 01:08:56,257 And he took me out to dinner one night and said, 'Would you like to come work full time?' 1031 01:08:56,423 --> 01:08:58,467 We kind of could do whatever we wanted, 1032 01:08:58,551 --> 01:09:00,511 so everything was very experimental. 1033 01:09:00,636 --> 01:09:05,724 I'd say that the genesis of the outdoor levels came from E3M6 1034 01:09:06,058 --> 01:09:07,601 in the original Doom. 1035 01:09:07,768 --> 01:09:11,355 Interestingly, that was the first level to have a rocket jump in it. 1036 01:09:12,523 --> 01:09:15,860 But, that was a really, very unique level where you were, 1037 01:09:16,026 --> 01:09:19,572 you started outdoors and going into buildings. 1038 01:09:19,655 --> 01:09:21,907 It was really cool. I love that. 1039 01:09:21,991 --> 01:09:25,202 And so, when we were starting to make levels like 15, 1040 01:09:25,202 --> 01:09:29,456 it was a huge, huge outdoor area. It was the biggest, probably, I'd say. 1041 01:09:29,540 --> 01:09:31,667 And then, like The Citadel, MAP18, 1042 01:09:31,709 --> 01:09:34,587 Sandy had a lot of really cool outdoor stuff in the center there. 1043 01:09:34,587 --> 01:09:36,881 So, yeah, it was really fun making those levels. 1044 01:09:36,881 --> 01:09:39,091 It was really different, and it was us 1045 01:09:39,091 --> 01:09:42,553 exploring, 'What else could we do with this game to make it different?' 1046 01:09:42,553 --> 01:09:45,848 Well, I did the Doom level Downtown 1047 01:09:45,848 --> 01:09:47,600 which I, I know a lot of people hate, but that's the one... 1048 01:09:47,600 --> 01:09:50,144 That's the first level ever done that was a big, open city. 1049 01:09:50,144 --> 01:09:53,731 The way that Sandy made that level, it felt mysterious. 1050 01:09:53,731 --> 01:09:56,609 It felt like, 'Do I even know the whole level?' 1051 01:09:56,609 --> 01:10:01,822 There are so many secret teleports and all kinds of crazy stuff going on. 1052 01:10:01,822 --> 01:10:08,412 Downtown is like apartment buildings and skyscrapers, and there was, like, a docks at one end and, uh, John Romero liked that level so much 1053 01:10:08,412 --> 01:10:11,832 that, then, he did his city level which was even better. 1054 01:10:11,832 --> 01:10:14,418 So, we were doing a lot of playing off each other. 1055 01:10:14,418 --> 01:10:18,797 You know, we had American McGee making his little tight levels where everything went in circles around. 1056 01:10:21,383 --> 01:10:25,012 You know, I was 20 years old at the time. 'Hey kid, go and 1057 01:10:25,012 --> 01:10:27,848 start building levels for these games that are hugely popular. 1058 01:10:27,848 --> 01:10:31,644 I, I felt a fair amount of pressure to do a good job. 1059 01:10:31,644 --> 01:10:35,147 You'll see a lot of my maps have a sort of central premise 1060 01:10:35,147 --> 01:10:38,317 that's built into something larger, and it's because 1061 01:10:38,317 --> 01:10:41,237 I felt, 'Alright, I've got enough of a core here 1062 01:10:41,362 --> 01:10:44,365 to make that the theme for a larger story 1063 01:10:44,365 --> 01:10:46,825 that is this whole map.' 1064 01:10:47,201 --> 01:10:50,454 People are always asking me about the crusher and it's funny, you know, 1065 01:10:50,579 --> 01:10:52,331 for maps like that, 1066 01:10:52,331 --> 01:10:56,293 there, again, were a lot of little experimental rooms that were created. 1067 01:10:56,293 --> 01:11:00,798 It was a bit of a challenge sometimes to design a map around the experiments. 1068 01:11:03,884 --> 01:11:07,680 Basically, I had a bunch of ideas for little set pieces that I hadn't 1069 01:11:07,680 --> 01:11:10,015 found a space for in the other levels. 1070 01:11:10,015 --> 01:11:12,017 I think I actually had six ideas. 1071 01:11:12,017 --> 01:11:15,437 So but, of course, the level has eight sides, 'cause it's an octagon. 1072 01:11:15,437 --> 01:11:17,273 So, I had to make up two new ones. 1073 01:11:17,273 --> 01:11:19,692 Another level that was super fun to do was Barrels O'Fun 1074 01:11:19,692 --> 01:11:23,696 I decided I was gonna have a level where I was gonna have a million billion barrels 1075 01:11:23,696 --> 01:11:27,491 and just let the players go nuts with barrels, and so that's where that came from. 1076 01:11:27,491 --> 01:11:30,869 We did not think about more weapons. 1077 01:11:30,869 --> 01:11:33,831 We knew we needed to have a, a cooler shotgun 1078 01:11:33,831 --> 01:11:37,334 for closeup stuff, because we just knew, in Deathmatch, this was gonna be so deadly. 1079 01:11:37,334 --> 01:11:40,337 There were seven bullets that were fired by the old shotgun. 1080 01:11:40,337 --> 01:11:43,382 There was 20 in the new one, so you could really blast something. 1081 01:11:44,383 --> 01:11:47,720 Doom is all about timing, like reloading your gun, reloading that shotgun, 1082 01:11:47,720 --> 01:11:50,389 you know, like it was really important that you got the timing down 1083 01:11:50,389 --> 01:11:53,976 because, if you're alternating shots with an enemy, and you're not dodging 1084 01:11:53,976 --> 01:11:56,937 behind a wall or whatever, you're gonna take it in the face, 1085 01:11:56,937 --> 01:12:00,107 and it's, like, classic. Everybody's used to that. 1086 01:12:00,399 --> 01:12:05,904 The icon of sin, that was basically the name of the final boss in the game. 1087 01:12:07,072 --> 01:12:11,326 So, I went to Adrian Carmack and said, 'Give me the biggest most impressive demon face you can get, 1088 01:12:11,326 --> 01:12:13,495 and we'll put it on the wall.' 1089 01:12:13,495 --> 01:12:18,083 And the idea was: I was basing it off the, the legend of Baphomet and the Knight Templars, 1090 01:12:18,083 --> 01:12:22,504 and we'll have to shoot it to kill it. Meanwhile, other monsters are gonna spawn and try to kill you. 1091 01:12:22,504 --> 01:12:24,757 We could have a really great sound 1092 01:12:24,757 --> 01:12:28,260 that you just dread when you hear that cube come out, 1093 01:12:30,512 --> 01:12:34,224 And the sound is... It's called Fireball. It's a really unique sound 1094 01:12:34,349 --> 01:12:38,395 that, like now, you can hear in everything, this sound 1095 01:12:38,520 --> 01:12:40,856 and it comes from the movie Backdraft. 1096 01:12:44,610 --> 01:12:47,613 Some entity has to take damage from the rocket launcher. 1097 01:12:47,696 --> 01:12:50,199 Usually, an entity always looks like something, 1098 01:12:50,199 --> 01:12:54,495 but this is something you're never gonna see, 'cause you can't see where the brain thing is. 1099 01:12:54,495 --> 01:12:59,208 It's in the back. It didn't matter what it looked like. It just needed to be an entity taking up space 1100 01:12:59,208 --> 01:13:03,087 that had a certain number of hit points and, when it dies, then the game's over, right? 1101 01:13:03,087 --> 01:13:05,547 So, we had a little blue thing. 1102 01:13:05,547 --> 01:13:09,968 Well, it was getting really close to the game shipping. We were almost done with the game, 1103 01:13:09,968 --> 01:13:14,139 like it's about to ship, and this is the time where you would stick 1104 01:13:14,139 --> 01:13:17,643 hidden shit in the game that no one else is gonna find. 1105 01:13:17,643 --> 01:13:21,772 Kevin came up with that idea of John's head on a pike 1106 01:13:21,772 --> 01:13:25,526 that was gonna be something just hidden in there from Romero, 1107 01:13:25,526 --> 01:13:29,404 and he wasn't gonna find it until long after the game's released. 1108 01:13:29,404 --> 01:13:32,366 It's probably 11:00 at night or midnight or something, 1109 01:13:32,366 --> 01:13:35,369 and I am, you know, no clipping through the wall because, 1110 01:13:35,369 --> 01:13:38,580 'Why would I try and play the game to just kill the boss? 1111 01:13:38,580 --> 01:13:41,041 I'm just gonna cheat to where the circle is.' 1112 01:13:41,125 --> 01:13:43,043 So, I go, I'm getting closer to it. 1113 01:13:43,043 --> 01:13:46,380 'Wait a second. Is that, did I see my face in there?' 1114 01:13:46,630 --> 01:13:50,551 And so, I go into where the circle is, and there's not a circle there. 1115 01:13:50,634 --> 01:13:54,555 There's my head on a stake, and I'm like, 'No way.' 1116 01:13:57,224 --> 01:14:00,811 I just went to Bobby Prince, uh, he's in the, he was in the conference room, 1117 01:14:00,811 --> 01:14:03,230 he was still making music and sound effects, all this stuff, 1118 01:14:03,230 --> 01:14:06,984 and I told him the story really quick and 'This is what I need' 1119 01:14:06,984 --> 01:14:08,777 You need to record me saying this. 1120 01:14:08,986 --> 01:14:14,032 To win the game, you must kill me, John Romero. 1121 01:14:14,074 --> 01:14:16,743 'And then, you need to pitch shift it, reverse it and, like, make it sound evil.' 1122 01:14:22,416 --> 01:14:27,171 So, when the icon of sin sees you, it's like: me, the icon of sin. 1123 01:14:27,171 --> 01:14:30,716 And I'm like, 'This is so great. It's like a two-layer Easter egg', you know? 1124 01:14:30,716 --> 01:14:33,427 Like, 'This is gonna be great when it comes out', and they can go, 'Haha, ' 1125 01:14:33,427 --> 01:14:36,638 and I go, 'Haha?' You know? 1126 01:14:36,638 --> 01:14:38,640 As soon as American McGee comes in the office, 1127 01:14:38,640 --> 01:14:42,603 he runs the game, he's like, 'Ooh, scary evil background thing, backwards thing.' 1128 01:14:42,728 --> 01:14:45,606 He reverses it and plays it, and he tells everybody. 1129 01:14:45,606 --> 01:14:48,192 And so, the secret was instantly 1130 01:14:48,192 --> 01:14:50,861 out the day right after putting this Easter egg in, 1131 01:14:50,861 --> 01:14:54,364 but everybody left it in, 'cause it was just hilarious. 1132 01:14:54,489 --> 01:15:00,579 To win the game, you must kill me, John Romero. 1133 01:15:11,548 --> 01:15:16,220 Tom Hall came to us during Doom's development. He ended up parting ways with his software. 1134 01:15:16,261 --> 01:15:19,264 They were very, very excited to have Tom, 'cause Tom was amazing. 1135 01:15:19,306 --> 01:15:22,601 And what they wanted Tom to do was, like, make another FPS but, like, 'Make it your way. 1136 01:15:22,643 --> 01:15:25,687 Do whatever you want', you know? And so, Tom's just like, 1137 01:15:25,729 --> 01:15:27,105 'Okay, what would I do?' 1138 01:15:32,611 --> 01:15:36,698 Rise of the Triad is the most violent video game ever created. 1139 01:15:45,374 --> 01:15:47,834 Rise of the Triad was originally meant to be 1140 01:15:47,918 --> 01:15:51,338 an Apogee-developed sequel to Wolfenstein 3D. 1141 01:15:51,713 --> 01:15:55,050 Apogee wanted, obviously, to continue to, 1142 01:15:55,092 --> 01:15:56,927 to build on the franchise that had 1143 01:15:56,969 --> 01:15:58,637 you know, made them a lot of money. 1144 01:15:58,637 --> 01:16:02,933 But, I don't think ID software liked some of the directional calls that were being made. 1145 01:16:03,016 --> 01:16:05,644 Yeah, we wouldn't go in that direction with Wolfenstein. 1146 01:16:05,769 --> 01:16:08,105 So, call it whatever you want, and you have a new IP. 1147 01:16:08,105 --> 01:16:09,731 So, that's what they did. 1148 01:16:09,898 --> 01:16:12,234 We had all these assets already made for the game, 1149 01:16:12,276 --> 01:16:15,779 and so we just dropped the Wolfstein part and just called it Rise of the Triad 1150 01:16:16,071 --> 01:16:18,240 and kind of reformulated the story. 1151 01:16:19,783 --> 01:16:24,079 The story was that Hitler wasn't actually the master running the show. 1152 01:16:24,413 --> 01:16:26,832 There was a triad, three new bosses. 1153 01:16:26,999 --> 01:16:28,875 That BJ would have to deal with. 1154 01:16:28,959 --> 01:16:31,795 We had, like, a sort of a, a more junior team, 1155 01:16:31,920 --> 01:16:36,258 but we had a lot of cool ideas, and we had gone to a bazaar. 1156 01:16:36,341 --> 01:16:40,470 This one guy had a booth of World War II memorabilia. 1157 01:16:40,679 --> 01:16:43,640 So, we got people from Apogee, you know, 1158 01:16:43,724 --> 01:16:47,102 and then 3D realms to wear the suits. 1159 01:16:47,144 --> 01:16:50,105 We would take digitized pictures of them facing the camera, 1160 01:16:50,147 --> 01:16:53,608 and then we would rotate the board 45 degrees, 1161 01:16:53,775 --> 01:16:56,862 take more pictures of them, rotate it a full 90 degrees, and 1162 01:16:56,903 --> 01:17:00,365 and so, we would get eight rotations, you know, at each of the 45 degree marks. 1163 01:17:00,615 --> 01:17:04,453 It would take literally a couple weeks just to do one character, 1164 01:17:04,661 --> 01:17:06,997 and, um you know, the game had over 1165 01:17:07,372 --> 01:17:09,374 probably two dozen characters in total, 1166 01:17:09,583 --> 01:17:13,712 and what Tom Hall brings, he, he's got a lot of humor that he likes to inject in games. 1167 01:17:13,879 --> 01:17:17,424 So, almost all the humorous elements in Rise of the Triad were probably 1168 01:17:17,466 --> 01:17:19,426 from the mind of Tom Hall. 1169 01:17:19,593 --> 01:17:22,721 'What's, what's this game's thing? What can make this stand out?' 1170 01:17:22,804 --> 01:17:25,640 You know, like, 'What if we just make this thing really violent?' 1171 01:17:25,724 --> 01:17:29,019 And I was just like, 'Well, if we're gonna make it really violent, I'm gonna go nuts.' 1172 01:17:30,228 --> 01:17:32,814 It has to be preposterous as the rest of the game. 1173 01:17:35,275 --> 01:17:39,571 I think the fact that it was funny, it was campy, it was different, it didn't take itself seriously. 1174 01:17:39,780 --> 01:17:42,574 You know, stuff like the Excalibat, dog mode, 1175 01:17:42,783 --> 01:17:45,410 the gibs flying at the screen, ludicrous gibs. 1176 01:17:45,535 --> 01:17:49,206 When everybody else was playing, you know, Duke and Quake 1177 01:17:49,331 --> 01:17:50,957 I was playing Rise of the Triad. 1178 01:17:51,083 --> 01:17:53,460 I had the idea that you could, like, 1179 01:17:53,543 --> 01:17:56,505 have different characters that could actually have different stats 1180 01:17:56,588 --> 01:17:58,256 that kind of affected your gameplay. 1181 01:17:58,298 --> 01:18:00,842 'Do you want to run faster? You want to cause more damage? 1182 01:18:00,926 --> 01:18:02,803 Do you have more hit points?' You know, that kind of thing. 1183 01:18:02,844 --> 01:18:06,890 Rise of the Triad is one of the earliest games to have 1184 01:18:07,057 --> 01:18:10,685 different representation of other cultures and people of color 1185 01:18:10,811 --> 01:18:13,105 like you can sort of choose yourself, 1186 01:18:13,188 --> 01:18:14,606 and that's, that's pretty cool. 1187 01:18:14,689 --> 01:18:17,234 Everyone at Apogee was really proud of Rise of the Triad. 1188 01:18:17,317 --> 01:18:20,070 It was, um, our first internal game. 1189 01:18:20,112 --> 01:18:22,572 It had a lot of firsts in it, like mouselook, 1190 01:18:22,614 --> 01:18:25,117 I think it had 11-player land play. 1191 01:18:25,325 --> 01:18:27,744 The first FPS to actually 1192 01:18:27,869 --> 01:18:31,123 have specific maps made for Deathmatch, 1193 01:18:31,164 --> 01:18:34,668 and it opened up new frontiers for how we could design maps. 1194 01:18:34,668 --> 01:18:39,589 People had been playing Deathmatch only maps for a while just from community homegrown stuff. 1195 01:18:39,673 --> 01:18:43,885 But December 21st at the end of 1994 is when the first 1196 01:18:44,094 --> 01:18:46,471 commercially-made Deathmatch-only maps 1197 01:18:46,513 --> 01:18:49,099 came out in Marathon and Rise of the Triad. 1198 01:18:49,266 --> 01:18:52,811 Really interesting design choices, really over the top weapons, 1199 01:18:52,936 --> 01:18:54,604 it had jump pads. 1200 01:18:54,813 --> 01:18:58,150 We modified the engine to, like, have very tall walls. 1201 01:18:58,233 --> 01:19:00,235 So, I invented jump pads. 1202 01:19:01,236 --> 01:19:05,198 It's something that made multiplayer in the original Rise of the Triad so 1203 01:19:05,365 --> 01:19:07,701 so crazy and fun, because it was just 1204 01:19:07,784 --> 01:19:10,579 you could bounce around on bounce pads, amazing rocket launchers. 1205 01:19:10,662 --> 01:19:14,458 We played so many hours of Rise of the Triad. It was amazing. 1206 01:19:14,541 --> 01:19:18,587 The weapon choice, you know, the drunken missiles and the staff. 1207 01:19:18,712 --> 01:19:22,549 Flame walls, and nothing that's on the floor can escape you. 1208 01:19:22,632 --> 01:19:26,678 Turn yourself into a dog, like all kind of just wacky stuff, like 1209 01:19:26,720 --> 01:19:28,805 the types of things you wouldn't expect. 1210 01:19:28,930 --> 01:19:31,725 It was a spectacle you could watch as a player. 1211 01:19:31,766 --> 01:19:34,227 When we were making Wolfenstein, 1212 01:19:34,352 --> 01:19:36,938 we put in a noclip mode so we could get through. 1213 01:19:37,022 --> 01:19:39,608 We didn't have to use keys, so we could just test rooms and stuff. 1214 01:19:39,691 --> 01:19:42,486 John and I were going through the rooms as if we were, 1215 01:19:42,569 --> 01:19:46,198 you know, immortal creatures and, 'Ooh, 1216 01:19:46,281 --> 01:19:48,825 I look down on these poor beings', you know? 1217 01:19:48,950 --> 01:19:52,621 And so, that kind of inside joke, I turned into God Mode. 1218 01:19:54,748 --> 01:19:57,959 It was a blast to see the enemies run 1219 01:19:58,001 --> 01:20:01,421 when they realized that you had the hand of God out. 1220 01:20:01,546 --> 01:20:04,633 About like, 'Well, if we have God mode, what's the opposite of that? 1221 01:20:04,716 --> 01:20:07,135 Dog mode!' So, dog mode, 1222 01:20:07,177 --> 01:20:09,763 where you go down, and you just bite people to death and so on. 1223 01:20:09,804 --> 01:20:13,141 It's so much fun! Yeah, Rise of the Triad was 1224 01:20:13,225 --> 01:20:15,393 it just took it to another level for me. 1225 01:20:15,477 --> 01:20:18,855 I got the opportunity to work on Rise of the Triad 20 years later. 1226 01:20:18,939 --> 01:20:22,817 It was, it was a little kid's dream come true, and I'm still working on Rise of the Triad. 1227 01:20:22,859 --> 01:20:24,653 I love ROT. ROT forever, man. 1228 01:20:24,778 --> 01:20:28,281 The characters were iconic, the weapons were iconic, 1229 01:20:28,365 --> 01:20:30,951 and it was just a lot of fun. 1230 01:20:30,992 --> 01:20:34,204 All those things, that was all Tom, you know, and it was great. 1231 01:20:34,287 --> 01:20:38,792 I love how crazy it is, and it's just, it is a nuts, nuts game. 1232 01:20:39,125 --> 01:20:43,922 Tons of people write me every week just like, 'Oh, yeah I played Rise of the Triad again, ' 1233 01:20:43,964 --> 01:20:46,341 and my nephew loves it, so that's all that really matters. 1234 01:21:03,942 --> 01:21:08,697 The first FPS we played, oh, that was back, uh, it must've been Marathon. 1235 01:21:14,452 --> 01:21:17,831 A lot of people who grew up with a Macintosh in the household 1236 01:21:17,914 --> 01:21:21,835 rather than a PC, Marathon was a game that ended up on a lot of Mac computers. 1237 01:21:21,918 --> 01:21:26,423 When they were doing the Macs, they were wanting to first push it as exclusively a business computer. 1238 01:21:26,506 --> 01:21:30,885 If you thought a really powerful business computer was way out of your reach, 1239 01:21:33,263 --> 01:21:34,514 we've got news for you. 1240 01:21:34,556 --> 01:21:37,809 Then, as years went on, people were always playing games on their PCs. 1241 01:21:37,851 --> 01:21:39,894 Apple was like realizing, 1242 01:21:39,936 --> 01:21:41,938 'We need to change our image.' 1243 01:21:43,189 --> 01:21:46,568 There wasn't a lot to choose. Some, there was some really obscure stuff 1244 01:21:46,651 --> 01:21:49,904 that I wish I could find again, games like Damage Incorporated, 1245 01:21:50,030 --> 01:21:52,824 "..reporting. Check the friendly fire!" 1246 01:21:53,033 --> 01:21:55,952 Damage Incorporated actually ran on the Marathon engine 1247 01:21:55,994 --> 01:21:59,497 'cause it was one of the only first person shooter engines on Mac at the time. 1248 01:21:59,539 --> 01:22:03,376 So, Bungie was known basically for being insane, 1249 01:22:03,418 --> 01:22:06,630 because nobody owned a Mac, like nobody wanted to play games on a Mac. 1250 01:22:06,671 --> 01:22:09,382 People who had bought a Mac because they were like, 1251 01:22:09,382 --> 01:22:12,510 you know, cool sound design people or art authors or something 1252 01:22:12,552 --> 01:22:14,888 weren't typically the guys we sold games to. 1253 01:22:14,929 --> 01:22:19,517 I was in the graphic design industry for about 10 years prior to even getting into games. 1254 01:22:19,559 --> 01:22:22,103 Marathon was the only game 1255 01:22:22,145 --> 01:22:25,857 available on the Mac platform that was any fun to play. 1256 01:22:25,899 --> 01:22:28,068 And so, we would get together all the time 1257 01:22:28,109 --> 01:22:31,154 after work and play that for hours and hours. 1258 01:22:31,196 --> 01:22:34,157 Marathon was the one that I got hooked on, 1259 01:22:34,199 --> 01:22:36,701 because I was in an office, 1260 01:22:36,993 --> 01:22:39,371 somebody installed it and, uh, 1261 01:22:39,454 --> 01:22:41,456 that's when we started Deathmatching. 1262 01:22:41,581 --> 01:22:45,168 It was so visceral and addictive and, just this feeling that 1263 01:22:45,251 --> 01:22:50,298 you're chasing down this person in your office on the computer screen. 1264 01:22:50,507 --> 01:22:52,926 And they let you rocket jump which was really cool. 1265 01:22:52,926 --> 01:22:56,763 People ask, 'Which was the first game to invent dual wielding?' And I go, 'Well, it was Rise of the Triad 1266 01:22:56,846 --> 01:22:58,515 but it was also Marathon, 1267 01:22:58,640 --> 01:23:02,769 because they came out on the exact same day. 1268 01:23:05,146 --> 01:23:07,941 I loved it. I mean, they made their own Doom engine 1269 01:23:07,982 --> 01:23:10,944 and they made it for the Mac, and it was exclusive for the Mac, 1270 01:23:11,069 --> 01:23:12,487 and it had a story. 1271 01:23:12,654 --> 01:23:15,949 I thought Marathon was, first of all, gorgeous. 1272 01:23:15,990 --> 01:23:18,952 It also set a bar of what should be expected. 1273 01:23:19,119 --> 01:23:21,246 I got very deeply immersed in it. 1274 01:23:21,287 --> 01:23:25,542 It was an important sideways way of thinking about some of these things that, 1275 01:23:25,709 --> 01:23:28,378 uh, were extraordinarily influential. 1276 01:23:28,586 --> 01:23:30,797 Marathon was all about the story, 1277 01:23:30,839 --> 01:23:35,760 even though it used 2D sprites and really simplistic 3D interiors to 1278 01:23:35,844 --> 01:23:38,555 drive your characters around, there was so much 1279 01:23:38,596 --> 01:23:40,890 lore and so much history 1280 01:23:41,182 --> 01:23:44,561 that that small team at Bungie had put together 1281 01:23:44,644 --> 01:23:48,022 for this very simple but very effective 1282 01:23:48,064 --> 01:23:49,441 first person shooter. 1283 01:23:49,524 --> 01:23:52,068 There would be no Halo without the Marathon games. 1284 01:23:52,110 --> 01:23:54,821 There's a ton of DNA there for sure. 1285 01:23:54,946 --> 01:23:57,157 It's interesting to see where Bungie is now 1286 01:23:57,198 --> 01:24:00,201 as, you know, where they came from. Maybe one day, they'll go back to making 1287 01:24:00,243 --> 01:24:02,996 those kind of shooters, but I doubt it. I think they're, 1288 01:24:03,079 --> 01:24:05,832 they're probably just gonna be working on Destiny forever. 1289 01:24:15,133 --> 01:24:17,427 I mean, you think about the legacy of Doom, and it's enormous. 1290 01:24:17,469 --> 01:24:20,472 I mean, everything in the genre emanates from Doom. 1291 01:24:20,597 --> 01:24:23,892 I remember, when we first formed Logicware in 1995, 1292 01:24:23,975 --> 01:24:28,271 we would be working for a while and, every now and then, we would just all fire up Doom. 1293 01:24:28,354 --> 01:24:31,065 So, it felt like all of us who grew up with Wolfenstein, 1294 01:24:31,149 --> 01:24:33,902 oh, then we all got Doom. Now, we are all up to speed. 1295 01:24:33,943 --> 01:24:35,361 Now, we're all good at Doom. 1296 01:24:35,403 --> 01:24:37,697 Now, everyone gets Quake. Everyone is good at Quake. 1297 01:24:37,739 --> 01:24:39,574 I recently read a book called Hit Makers 1298 01:24:39,574 --> 01:24:41,868 which basically was talking about how to succeed in the era 1299 01:24:41,951 --> 01:24:43,578 where there's so many different forms of entertainment, 1300 01:24:43,620 --> 01:24:45,413 so many different gaming options, right? 1301 01:24:45,538 --> 01:24:49,250 And, basically, the formula that they made was to take something that feels 1302 01:24:49,250 --> 01:24:53,671 familiar yet different, right? You know, you look at Star Wars as a film and as a franchise. 1303 01:24:53,713 --> 01:24:58,051 Star Wars was old school, you know, Western vibe but taken to sci-fi. 1304 01:24:58,092 --> 01:25:02,806 So, take something that, you know, feels kind of like a familiar formula and apply it to something new. 1305 01:25:02,847 --> 01:25:06,267 My dad had gotten a new, like, Packard Bell that had a CD-ROM drive and everything, 1306 01:25:06,309 --> 01:25:10,647 and I managed to convince him to let me get a game for it, and I picked 1307 01:25:14,734 --> 01:25:16,402 Star Wars Dark Forces. 1308 01:25:24,661 --> 01:25:27,872 I remember thinking like, 'Wow, someone's finally built, like, the Star Wars game.' 1309 01:25:35,713 --> 01:25:37,340 There is a magic to 1310 01:25:37,340 --> 01:25:41,177 being in the world of Star Wars. These are things that you just only dreamed about. 1311 01:25:41,302 --> 01:25:44,931 It blew my mind that I actually got to be there, like, at eye level 1312 01:25:44,973 --> 01:25:48,518 in a Star Wars game and walked through, you know, this imperial base. 1313 01:25:48,601 --> 01:25:51,396 It just kind of pulled me into the world of Star Wars 1314 01:25:51,437 --> 01:25:53,565 like I'd never been pulled into before. 1315 01:25:53,815 --> 01:25:56,484 Dark Forces was a very nicely done game. 1316 01:25:56,693 --> 01:26:00,238 I remember Dark Forces having a pretty fast frame rate. 1317 01:26:00,321 --> 01:26:04,200 And so, I was impressed with that, and I thought their collision detection was pretty nice as well. 1318 01:26:04,450 --> 01:26:06,327 You would glide smoothly along the walls. 1319 01:26:06,411 --> 01:26:08,246 You there! 1320 01:26:08,413 --> 01:26:10,498 You actually had something that you were trying to do, 1321 01:26:10,540 --> 01:26:13,710 and you were gonna accomplish something, and you're enmeshed in a world 1322 01:26:13,751 --> 01:26:15,753 where you weren't just killing everything. 1323 01:26:16,629 --> 01:26:20,633 I just became obsessed with it, even though I was really bad at this level 1324 01:26:20,717 --> 01:26:22,135 where you go into the sewers. 1325 01:26:22,176 --> 01:26:24,512 I had no idea how to play that, but I would play that first level, 1326 01:26:24,596 --> 01:26:28,099 stealing the Death Star plans over and over and over again, 1327 01:26:28,182 --> 01:26:31,936 like I probably spent 30 hours just playing that level as a kid. 1328 01:26:32,395 --> 01:26:35,773 And that was kind of a formative experience for me and really 1329 01:26:35,815 --> 01:26:37,525 got me into the genre. 1330 01:26:37,567 --> 01:26:39,986 I had loved it so much that I, every time I went into a store, 1331 01:26:40,111 --> 01:26:42,155 if I saw Dark Forces, I bought it. 1332 01:26:42,196 --> 01:26:45,199 I ended up with a massive stack of Dark Forces. 1333 01:26:45,491 --> 01:26:48,119 At this point in time, we have worked on 1334 01:26:48,202 --> 01:26:50,330 over a thousand different games, 1335 01:26:50,371 --> 01:26:54,334 stuff like Doom, Quake, Turok, uh, System Shock. 1336 01:26:54,375 --> 01:26:58,796 I've gotten to do Star Wars games which is kind of unbelievable to me as a kid who, 1337 01:26:58,963 --> 01:27:01,215 you know, really loved Star Wars. 1338 01:27:03,384 --> 01:27:05,470 Innovation only comes 1339 01:27:05,553 --> 01:27:07,513 from when people decide... 1340 01:27:07,680 --> 01:27:10,224 'I wanna make a game for myself, 1341 01:27:10,767 --> 01:27:12,352 I don't care about your opinion, ' 1342 01:27:12,435 --> 01:27:14,979 and then present something that's brand new 1343 01:27:15,021 --> 01:27:17,398 and who knows? You might create a new genre. 1344 01:27:20,068 --> 01:27:24,155 Very impressive, General. The Emperor will be most pleased. 1345 01:27:28,910 --> 01:27:31,037 I was friends with Paul Neurath who 1346 01:27:31,079 --> 01:27:33,331 renamed Blue Sky Software to Looking Glass, 1347 01:27:33,373 --> 01:27:36,042 and Matt Toschlog and Mike Kulas were programmers there. 1348 01:27:36,376 --> 01:27:38,670 They wanted to start a game company. 1349 01:27:38,711 --> 01:27:41,214 They had some technology that they think would be really cool, 1350 01:27:41,297 --> 01:27:43,424 and so we're like, 'Hey, keep, keep me posted, ' 1351 01:27:43,466 --> 01:27:46,094 you know, on whatever you make, and we'll, we'll check it out. 1352 01:28:00,274 --> 01:28:03,444 Descent was called Project Inferno while it was in development, 1353 01:28:03,486 --> 01:28:06,990 and they kept on sending me VCR, you know, "builds," 1354 01:28:07,031 --> 01:28:09,742 you know, I couldn't run it on my computer, but I could watch the video of it. 1355 01:28:09,826 --> 01:28:11,619 And, uh, and it was really cool. 1356 01:28:13,204 --> 01:28:16,249 Descent was awesome. It had something different to it. 1357 01:28:16,666 --> 01:28:19,794 During that time, developers were trying to find a different 1358 01:28:19,877 --> 01:28:21,713 take on first person shooters. 1359 01:28:21,796 --> 01:28:25,091 And this is like really cool, six degrees of freedom rotating. 1360 01:28:25,258 --> 01:28:28,052 It looks really good. The, the technology is beyond 1361 01:28:28,219 --> 01:28:30,263 the Ultima Underworld technology. 1362 01:28:30,430 --> 01:28:33,391 I would love to publish this game, 1363 01:28:33,474 --> 01:28:36,477 but like I, at the time, was too busy with Raven, 1364 01:28:36,519 --> 01:28:40,732 and so, I couldn't take on another game on top of everything that was going on 1365 01:28:40,815 --> 01:28:44,444 with all the business, because Doom exploded the world. 1366 01:28:44,610 --> 01:28:48,364 And then they just, like, go to Interplay. Interplay, boom, publishes it, 1367 01:28:48,448 --> 01:28:51,159 and the rest is history. 1368 01:28:51,367 --> 01:28:54,912 When Descent was first presented to us, it was really crude. 1369 01:28:54,954 --> 01:28:57,290 I mean, it really wasn't a game. 1370 01:28:57,373 --> 01:29:02,045 It was just a simulator of a little spaceship flying in an interior of an asteroid. 1371 01:29:02,086 --> 01:29:04,505 Matt Toschlog was in touch with Brian Fargo, 1372 01:29:04,505 --> 01:29:07,467 and Brian was out looking for a lot of different games, 1373 01:29:07,467 --> 01:29:11,512 and we also started working with Parallax on the development of Descent. 1374 01:29:11,512 --> 01:29:14,807 And so, there was sort of, like, our foray into that space. 1375 01:29:14,807 --> 01:29:17,643 In Descent, there is no such thing as down 1376 01:29:17,643 --> 01:29:20,313 so, therefore once you get vertigo, 1377 01:29:20,313 --> 01:29:22,356 you spiral out of control. 1378 01:29:22,356 --> 01:29:26,360 The 360 rotation; I think that's the thing that really surprised everybody, 1379 01:29:26,360 --> 01:29:28,529 because I remember, when we presented at different 1380 01:29:28,529 --> 01:29:32,200 trade shows and presented to different editors and publishers, et cetera, 1381 01:29:32,200 --> 01:29:35,036 like PC Gamer, um, they looked at it, and they were all shocked. 1382 01:29:35,036 --> 01:29:36,996 The interface really surprised them. 1383 01:29:36,996 --> 01:29:41,584 People were just overwhelmed with the ability of moving in all directions. 1384 01:29:41,584 --> 01:29:44,796 There have been numerous people at, uh, Interplay QA 1385 01:29:44,796 --> 01:29:47,799 who got motion sickness from playing the game. 1386 01:29:47,799 --> 01:29:50,343 While it was a decent frame rate, 1387 01:29:50,343 --> 01:29:52,929 it was still below 30 frames per second. 1388 01:29:52,929 --> 01:29:55,932 The average hardware of the time, 1389 01:29:55,932 --> 01:29:58,684 it ran between 15 and 20 frames per second. 1390 01:29:58,684 --> 01:30:01,354 I never got motion sick. I, I thought it was great. 1391 01:30:01,354 --> 01:30:04,440 I could totally handle that. You know, Space Road was the same. 1392 01:30:04,440 --> 01:30:07,777 You're rotating in space trying to dock with something 1393 01:30:07,777 --> 01:30:10,196 and having to get used to the rotating perspective and all that. 1394 01:30:10,196 --> 01:30:13,241 But, no one was really ready for the 360 rotation. 1395 01:30:13,241 --> 01:30:15,868 And I noticed a lot of people at, at first 1396 01:30:15,868 --> 01:30:19,872 were getting lost, and that was one of the reasons the Guide Bot got put into the game. 1397 01:30:19,872 --> 01:30:21,999 But, it was revolutionary, 1398 01:30:21,999 --> 01:30:26,587 and the delight that we saw from people's faces was absolutely a thrill. 1399 01:30:26,587 --> 01:30:30,383 This is gonna be a really cool game. It's so different than anything we're doing, 1400 01:30:30,383 --> 01:30:32,593 which is, 'A dude with a gun runs around.' 1401 01:30:32,593 --> 01:30:35,847 We, at the time, thought, 'You know, we gotta go head to head with Doom. 1402 01:30:35,847 --> 01:30:38,599 We gotta just make some comparisons straight away.' 1403 01:30:38,599 --> 01:30:42,103 And Descent offers all these different types of combat experiences. 1404 01:30:42,103 --> 01:30:45,231 It's a true 3D space, Doom is not. 1405 01:30:45,231 --> 01:30:47,066 We had to distinguish ourselves, 1406 01:30:47,066 --> 01:30:49,902 because it was kind of a shooter, but it really wasn't. 1407 01:30:49,902 --> 01:30:53,698 It was mostly like this sci-fi exploration 1408 01:30:53,698 --> 01:30:57,577 with great controls and also some combat experiences as well. 1409 01:30:57,577 --> 01:31:00,955 Descent was something that they brought something different, new, 1410 01:31:00,955 --> 01:31:04,041 and fresh to the genre, so I think that's the way 1411 01:31:04,041 --> 01:31:07,587 why it stood out amongst all the other games that were being developed at the time. 1412 01:31:07,920 --> 01:31:11,924 High speed Deathmatch with ships inside of tunnels was pretty cool. 1413 01:31:11,924 --> 01:31:15,511 It was also the first title at Interplay that we had a CD-ROM. 1414 01:31:15,511 --> 01:31:19,974 That was a big deal. One thing that was really important to us: the cover image of the box 1415 01:31:19,974 --> 01:31:22,268 had to be dynamic and incredible. 1416 01:31:22,268 --> 01:31:25,438 We spent just a lot of time on screenshots 1417 01:31:25,438 --> 01:31:28,024 really getting that right trajectory. 1418 01:31:28,024 --> 01:31:30,693 Those are all the pre-Photoshop days, right? So, 1419 01:31:30,693 --> 01:31:33,779 when we did screenshots, those were real screenshots. 1420 01:31:33,779 --> 01:31:37,200 We wanted to create the dynamic icon in the front of the box 1421 01:31:37,200 --> 01:31:40,786 and just kind of really own that space in a big way. 1422 01:31:40,786 --> 01:31:44,290 Back in those days, for PC games, you could do things that were really unique: 1423 01:31:44,290 --> 01:31:47,627 pull-out packages, really 3D textures. 1424 01:31:47,627 --> 01:31:50,087 Part of the game experience was buying that box, 1425 01:31:50,087 --> 01:31:53,174 going to the game store and picking up that package and just, like, ' 1426 01:31:53,174 --> 01:31:55,509 'Ah, I've really got something here.' 1427 01:31:56,510 --> 01:31:59,889 I look back at Descent as something I'm very proud to be a part of. 1428 01:32:00,056 --> 01:32:02,433 It was the thing, for me, where I realized, 1429 01:32:02,433 --> 01:32:03,684 'I'm in the right place.' 1430 01:32:04,018 --> 01:32:07,897 This is just breakthrough technology, a new potential for gameplay. 1431 01:32:08,231 --> 01:32:13,653 It was like that spark of innovation Descent was pushing the hardware as hard as it could. 1432 01:32:27,124 --> 01:32:30,503 I am here to kick ass and chew bubblegum, and I'm all out of gum. 1433 01:32:30,503 --> 01:32:31,796 They love that one. 1434 01:32:50,189 --> 01:32:52,984 Hail to the King Baby 1435 01:32:53,526 --> 01:32:56,612 Todd Replogle was the programmer for all the Duke games, 1436 01:32:56,654 --> 01:32:59,949 and he was working on a game that he was calling Heavy Metal at the time, 1437 01:32:59,991 --> 01:33:03,369 because he just wanted that sort of, you know, heavy metal attitude, 1438 01:33:03,452 --> 01:33:07,540 and I said, 'Look, you know, why don't we name it after a character like comics do?' 1439 01:33:07,665 --> 01:33:11,335 So, we started batting around names, and I remember I came up with the name 'Duke' 1440 01:33:11,377 --> 01:33:13,838 because I felt like it was a good, strong, powerful first name, 1441 01:33:14,046 --> 01:33:17,174 and Todd came up with the idea for 'Nukem' as the last name, so... 1442 01:33:18,301 --> 01:33:19,427 Bitching. 1443 01:33:19,510 --> 01:33:22,179 Really, the Duke Nukem look didn't come about until 1444 01:33:22,221 --> 01:33:25,891 my partner, George Broussard, he changed the hair color from white to yellow 1445 01:33:25,975 --> 01:33:28,185 and made it a short military crop, 1446 01:33:28,227 --> 01:33:30,730 and he gave Duke this bright, white smile. 1447 01:33:30,771 --> 01:33:33,065 Damn, I'm looking good. 1448 01:33:33,107 --> 01:33:36,527 It just turned into a fun little platformer with shooting. 1449 01:33:36,569 --> 01:33:39,071 He didn't wear armor, and we had him do 1450 01:33:39,113 --> 01:33:42,408 crazy flips sometimes when he jumped, almost like he's showing off. 1451 01:33:42,491 --> 01:33:45,161 You know, that was really the roots of his character that we 1452 01:33:45,202 --> 01:33:46,620 embellished with each game. 1453 01:33:46,662 --> 01:33:49,915 I was kind of creative directing over development of Duke Nukem II, 1454 01:33:49,999 --> 01:33:52,460 and I said, 'What is the big thing about Duke? 1455 01:33:52,501 --> 01:33:54,253 Well, he's really kind of vain. 1456 01:33:54,295 --> 01:33:56,714 What if he collected his own memorabilia?' 1457 01:33:56,797 --> 01:33:59,383 So, he collects his own memorabilia in Duke Nukem II. 1458 01:33:59,717 --> 01:34:01,552 I'm back. 1459 01:34:02,928 --> 01:34:05,890 And, Duke 3, it kind of went over the top again. 1460 01:34:06,015 --> 01:34:08,392 It all really came together with Duke Nukem 3D. 1461 01:34:08,726 --> 01:34:12,605 The initial version of Duke 3D, they were just doing a bunch of levels. 1462 01:34:12,730 --> 01:34:14,982 It just wasn't turning out fun. 1463 01:34:15,358 --> 01:34:17,109 Kill me. 1464 01:34:17,276 --> 01:34:20,696 At one point, like I was watching the Duke team members 1465 01:34:20,780 --> 01:34:23,157 work on the game 'till 5:00 PM, 1466 01:34:23,324 --> 01:34:26,202 say, 'We are done with work, ' and then play Doom together. 1467 01:34:26,410 --> 01:34:29,288 I just, like, pulled George in a room, closed the door, and said, 1468 01:34:29,372 --> 01:34:31,540 'This game is not turning out fun. Everybody is 1469 01:34:31,582 --> 01:34:33,793 stopping working on it and playing Doom. 1470 01:34:33,876 --> 01:34:36,837 You have to intervene and make this a fun game.' 1471 01:34:36,921 --> 01:34:40,758 And, to George's credit, he got rid of the previous head of it and took it over himself, 1472 01:34:40,925 --> 01:34:42,718 and that was turning out really fun. 1473 01:34:43,928 --> 01:34:47,640 They kind of, like, used a bunch of known movie lines as, you know, Duke things. 1474 01:34:50,643 --> 01:34:51,644 Groovy. 1475 01:34:52,812 --> 01:34:54,230 Groovy. 1476 01:34:54,522 --> 01:34:57,191 In 1990, I moved here to San Diego. 1477 01:34:57,233 --> 01:35:00,903 In 1995, Lani Minella, the casting director, 1478 01:35:00,903 --> 01:35:04,490 was in my studio to record an automobile dealer commercial. 1479 01:35:04,490 --> 01:35:07,034 And she came in, we're setting up the microphones 1480 01:35:07,034 --> 01:35:10,913 and I turned my mic on, and I started doing wacky voices and being crazy, 1481 01:35:10,913 --> 01:35:13,290 Just, you know, to kind of show off to her, 1482 01:35:13,290 --> 01:35:15,960 and she said, 'Wow! You've got remarkable range! 1483 01:35:15,960 --> 01:35:18,421 How would you like to act in video games?' 1484 01:35:18,421 --> 01:35:23,342 And I'd played a few. 'There's no voices in video games.' She said, 'Well, there's gonna be.' 1485 01:35:23,342 --> 01:35:26,554 And there's this game called Duke Nukem that I think you'd be great for. 1486 01:35:26,554 --> 01:35:30,891 The very first game that I auditioned for, and I landed it that day. 1487 01:35:30,891 --> 01:35:32,560 Damn, I'm good. 1488 01:35:32,560 --> 01:35:35,354 Lani Minella was with me in the studio as the director, 1489 01:35:35,354 --> 01:35:37,940 and she dialed up George Broussard. 1490 01:35:37,940 --> 01:35:40,443 George gets on the phone, and Lani says, 'George, 1491 01:35:40,443 --> 01:35:44,572 tell John what you think the character should be like. What is he based on? 1492 01:35:44,572 --> 01:35:48,242 'He's a badass character. Who's that badass you have in mind?' 1493 01:35:48,242 --> 01:35:51,120 For some reason, he thought Charles Bronson, 1494 01:35:51,120 --> 01:35:55,124 and I went, 'Oh, Charles Bronson, you want me to talk like Charles Bronson?' 1495 01:35:55,166 --> 01:35:57,042 He goes, 'No, no, no, that's not it.' 1496 01:35:57,126 --> 01:35:59,336 And Lani suggested that I imitate 1497 01:35:59,336 --> 01:36:01,172 Clint Eastwood from Dirty Harry. 1498 01:36:01,255 --> 01:36:04,800 'So, you gotta ask yourself, do you feel lucky? Well, do you, punk?' 1499 01:36:05,009 --> 01:36:07,803 And George went, 'I like that tonality, 1500 01:36:07,845 --> 01:36:11,348 but Duke Nukem is a roided out huge muscular dude, and I, I said, 1501 01:36:11,432 --> 01:36:13,184 'Okay, I'll just lower it an octave.' 1502 01:36:13,267 --> 01:36:16,103 Well, do you feel lucky? Do you, punk? 1503 01:36:16,228 --> 01:36:21,025 And that was it, and I've been talking like this now for what? 30 years? You know? 1504 01:36:21,192 --> 01:36:24,445 We could not have picked a better voice actor for Duke with Jon St. John. 1505 01:36:24,487 --> 01:36:26,822 He relished the role to this day. 1506 01:36:26,906 --> 01:36:30,159 He played it with gritty enthusiasm and just embraced 1507 01:36:30,201 --> 01:36:32,912 the direction that George Broussard gave him for the character. 1508 01:36:33,162 --> 01:36:37,249 Oh yeah, I, I get requests for these lines on social media all the time 1509 01:36:37,249 --> 01:36:39,251 but, of course, I've found a way to monetize it. 1510 01:36:39,376 --> 01:36:42,588 So, now I just send them to my Cameo. 1511 01:36:42,713 --> 01:36:47,843 Jason King is chewing gum and kicking ass on Kung Fu Hotdog. 1512 01:36:47,927 --> 01:36:50,763 And, guess what? He's all out of ass. 1513 01:36:50,888 --> 01:36:53,557 Duke Nukem added a level of tongue in cheek 1514 01:36:53,682 --> 01:36:56,060 machismo to the first person shooter genre. 1515 01:36:56,060 --> 01:36:59,772 If the only thing you know about first person shooter is Doom and Quake 1516 01:36:59,772 --> 01:37:04,026 and, you know, demons and hell and, you know, blah, blah, blah. 1517 01:37:04,026 --> 01:37:08,280 And then, you have this, this completely over the top character. 1518 01:37:08,489 --> 01:37:12,159 I think the biggest impression that it made on me was 1519 01:37:12,159 --> 01:37:16,288 that a game like this doesn't have to take itself so seriously. 1520 01:37:16,330 --> 01:37:17,414 You know? 1521 01:37:18,958 --> 01:37:20,793 I ain't afraid of no quake. 1522 01:37:20,876 --> 01:37:25,464 I mean that was the first time I think I'd play a game where the character had like a personality, 1523 01:37:25,464 --> 01:37:27,633 more like a '90s action film. 1524 01:37:27,633 --> 01:37:30,427 You know, Last Action Hero, Demolition Man, 1525 01:37:30,427 --> 01:37:32,596 like all these movies had a bit of, like, an awareness 1526 01:37:32,596 --> 01:37:34,557 and, like, a comedy factor. 1527 01:37:35,558 --> 01:37:38,227 Don't give up your day job. 1528 01:37:38,227 --> 01:37:42,022 The folks at, uh, Triptych and at 3D Realms and Apogee, 1529 01:37:42,022 --> 01:37:45,401 they came up with all the lines. Well, they stole most of them. 1530 01:37:45,401 --> 01:37:48,279 Obviously, Duke Nukem's lines were mostly stolen. 1531 01:37:48,487 --> 01:37:52,866 I have come here to chew bubblegum and kick ass, 1532 01:37:52,866 --> 01:37:55,327 and I'm all out of bubblegum. 1533 01:37:56,829 --> 01:37:59,164 I think what happened with, uh, Scott Miller and George Broussard was 1534 01:37:59,290 --> 01:38:01,834 they clearly were big fans of genre films 1535 01:38:01,875 --> 01:38:05,212 such as Evil Dead, and They Live, and they basically just ripped lines 1536 01:38:05,212 --> 01:38:08,173 from those movies that are classic iconic films 1537 01:38:08,173 --> 01:38:10,718 and kind of introduced it to a new generation of kids that didn't even know 1538 01:38:10,718 --> 01:38:12,177 what those lines were from. 1539 01:38:15,598 --> 01:38:16,807 Hail to the King, baby. 1540 01:38:17,850 --> 01:38:19,810 Hail to the King, baby. 1541 01:38:19,935 --> 01:38:22,062 Oh, there were some lines that I, uh, 1542 01:38:22,062 --> 01:38:25,649 I was triggered by Lani during the recording session. 1543 01:38:25,691 --> 01:38:28,902 For some reason, I find the captain's log somewhere, 1544 01:38:28,944 --> 01:38:31,196 and I couldn't stop thinking about 1545 01:38:31,280 --> 01:38:33,282 a turd at that point. 1546 01:38:33,449 --> 01:38:38,454 Huh? The captain's log? I can't do it! 1547 01:38:38,537 --> 01:38:40,289 Every time I think about it. 1548 01:38:40,372 --> 01:38:42,583 I could never say it without laughing. 1549 01:38:42,666 --> 01:38:43,876 Rocking! 1550 01:38:49,632 --> 01:38:52,426 When I first joined 3D Realms and 1551 01:38:52,509 --> 01:38:55,095 was working on Duke 3D, it was, it was a joy 1552 01:38:55,179 --> 01:38:58,265 because Ken Silverman's build engine was awesome. 1553 01:38:58,307 --> 01:39:00,768 It, it had a lot of advantages over Doom. 1554 01:39:00,851 --> 01:39:03,354 It was very extendable, and, and it was easy 1555 01:39:03,395 --> 01:39:06,023 for designers and programmers to play with it. 1556 01:39:06,065 --> 01:39:08,692 He put together a demo for the build engine 1557 01:39:08,692 --> 01:39:10,694 in a very short amount of time, 1558 01:39:10,694 --> 01:39:12,738 and it was just, like, very impressive. 1559 01:39:12,738 --> 01:39:15,741 Build, really, was started from a public announcement 1560 01:39:15,741 --> 01:39:19,119 from mid-software announcing all the features of Doom. 1561 01:39:19,119 --> 01:39:22,581 This was in early '93. So I would read through the features one by one. 1562 01:39:22,581 --> 01:39:24,875 It was obviously really ambitious, 1563 01:39:24,875 --> 01:39:27,920 and so I started prototyping. I knew about the angled walls 1564 01:39:27,920 --> 01:39:30,839 and the ceilings and floors, but the important thing is 1565 01:39:30,839 --> 01:39:32,925 it was good enough to get Apogee's interest. 1566 01:39:33,008 --> 01:39:34,551 Groovy. 1567 01:39:34,551 --> 01:39:37,137 I actually used the trick, the big feature, 1568 01:39:37,137 --> 01:39:38,972 the ability to look up and down. 1569 01:39:38,972 --> 01:39:41,141 Nobody really told me how I could do it, 1570 01:39:41,141 --> 01:39:44,937 so I thought to myself, 'Well, hm, I could just shift the horizon up and down.' 1571 01:39:44,937 --> 01:39:47,106 It might not be correct perspective, 1572 01:39:47,106 --> 01:39:49,692 but it'll actually allow you to still look up and down. 1573 01:39:49,692 --> 01:39:52,236 Due to the limitations of the Doom engine, 1574 01:39:52,236 --> 01:39:55,489 they really couldn't capture cityscapes, 1575 01:39:55,489 --> 01:39:57,658 because the game only allowed 1576 01:39:57,658 --> 01:40:00,327 flat ground and vertical walls. 1577 01:40:00,327 --> 01:40:04,206 One of the biggest things I added that really changed the design of everything 1578 01:40:04,206 --> 01:40:05,958 was the addition of slopes. 1579 01:40:05,958 --> 01:40:09,753 Duke, because it had the ability to do slanted walls, 1580 01:40:09,753 --> 01:40:11,714 was able to do slanted roofs, 1581 01:40:11,714 --> 01:40:14,216 dumpsters that actually had the slanted roof. 1582 01:40:14,216 --> 01:40:17,344 It allowed them a lot more freedom and level design. 1583 01:40:17,344 --> 01:40:19,388 We had contract artists that would come and go, 1584 01:40:19,388 --> 01:40:21,682 but the core group that was in there every morning. 1585 01:40:21,682 --> 01:40:24,101 Evening, night was 8-10 people 1586 01:40:24,101 --> 01:40:26,437 and, uh, for that whole game, there's two level designers: 1587 01:40:26,437 --> 01:40:28,021 me and Allen Bloom. 1588 01:40:28,021 --> 01:40:30,232 Allen and I basically had our freedom to 1589 01:40:30,232 --> 01:40:33,110 I was never told, 'Do a sushi bar' or, or... 1590 01:40:33,110 --> 01:40:36,363 'Do a, this or that.' Once we had gotten a level 1591 01:40:36,363 --> 01:40:38,615 started, you know like, 'Okay, it's gonna be a sushi restaurant, 1592 01:40:38,615 --> 01:40:41,368 and, here, I fleshed out most of the geometry, ' 1593 01:40:41,368 --> 01:40:44,580 then a lot of input came in, like we, we tested every night. 1594 01:40:47,124 --> 01:40:50,294 โ™ช Born to be wild โ™ช 1595 01:40:50,502 --> 01:40:52,671 The abyss, where it's a whole canyon, 1596 01:40:52,671 --> 01:40:54,214 it has an earthquake halfway through where 1597 01:40:54,214 --> 01:40:56,133 stuff comes down and everything. 1598 01:40:56,133 --> 01:40:58,093 This is a big hallway that goes like this 1599 01:40:58,093 --> 01:41:00,971 and then changes when, when everything comes down. 1600 01:41:00,971 --> 01:41:02,890 Hollywood Holocaust, the, the opening map. 1601 01:41:02,890 --> 01:41:06,935 Now, you had memorable locations, the, the movie screen 1602 01:41:06,935 --> 01:41:09,229 that you could discover the secret behind and so on, 1603 01:41:09,229 --> 01:41:11,190 arcade games in there that you could play. 1604 01:41:11,482 --> 01:41:13,984 Hmm..don't have time to play with myself. 1605 01:41:14,067 --> 01:41:17,738 You know, it wasn't a big map, but it, it just set the stage for the entire experience 1606 01:41:17,738 --> 01:41:20,073 and got the game off on the right foot. 1607 01:41:20,073 --> 01:41:23,452 It was the first time in a first person action game that 1608 01:41:23,452 --> 01:41:26,872 we, as players, had a, a sense of a real place. 1609 01:41:26,872 --> 01:41:29,166 You felt like you could actually go there. 1610 01:41:29,333 --> 01:41:32,628 Somebody's gonna frigging pay for screwing up my vacation. 1611 01:41:33,962 --> 01:41:36,507 With Duke 3D, their environmental design 1612 01:41:36,507 --> 01:41:40,052 with interactive environments was so important to FPS games. 1613 01:41:40,052 --> 01:41:42,346 They raised the bar when they did that. 1614 01:41:42,429 --> 01:41:46,558 That's one doomed Space Marine. Groovy. 1615 01:41:46,892 --> 01:41:49,853 That was the first FPS where the world seemed real, 1616 01:41:49,853 --> 01:41:51,855 like Doom was all these weird space stations and these 1617 01:41:51,855 --> 01:41:54,650 hellish environments, and then Duke Nukem was, 'This is like a city street 1618 01:41:54,650 --> 01:41:56,652 and this is a store, and this is a nightclub, 1619 01:41:56,652 --> 01:41:58,695 and there's a pool table, and there's a bathroom. 1620 01:41:58,695 --> 01:42:02,866 I can't really remember seeing any game prior to that that kind of nailed that feeling of authenticity. 1621 01:42:02,866 --> 01:42:05,536 We can't compete with what Doom does well, 1622 01:42:05,536 --> 01:42:08,163 and it's a very dark, gritty, very serious. 1623 01:42:08,163 --> 01:42:11,041 So, we decided to do a lot of things that Doom wasn't doing: 1624 01:42:11,333 --> 01:42:12,668 gave Duke Nukem a voice. 1625 01:42:12,835 --> 01:42:15,128 Those alien bastards shot up my ride. 1626 01:42:15,212 --> 01:42:16,964 We added humor to the game. 1627 01:42:17,297 --> 01:42:18,215 Yeah, die. 1628 01:42:18,298 --> 01:42:20,175 Interactive environments. 1629 01:42:20,259 --> 01:42:23,720 It felt like you're a real character, because you're in real world locations. 1630 01:42:23,720 --> 01:42:24,930 That's the first thing. 1631 01:42:25,013 --> 01:42:27,724 The second thing is that, because the game was so heavy on interactivity 1632 01:42:27,724 --> 01:42:30,727 it actually felt like you were a person, like a hero. 1633 01:42:30,894 --> 01:42:34,690 Not just a video game hero but a real hero in the real world. 1634 01:42:34,815 --> 01:42:36,608 Let God sort him out. 1635 01:42:36,650 --> 01:42:39,152 Well, you're gonna go straight to talking about the strippers in that game. 1636 01:42:39,194 --> 01:42:41,738 Because that was the main thing I remember interacting with at the time. 1637 01:42:41,822 --> 01:42:43,073 Shake it, baby. 1638 01:42:43,156 --> 01:42:47,035 I love that the animators took the time to show Duke 1639 01:42:47,160 --> 01:42:49,580 perched on top of an alien neck taking a dump. 1640 01:42:49,705 --> 01:42:51,748 That is just the best thing ever. 1641 01:42:51,874 --> 01:42:55,085 'Cause he literally does it and read the new newspaper at the same time. 1642 01:42:55,669 --> 01:42:58,463 When you add in that interactivity, you add in the, the character of Duke Nukem, 1643 01:42:58,463 --> 01:43:00,966 you add in there over the top mentality and, you know, the, 1644 01:43:01,008 --> 01:43:03,135 the weaponry in that, that was in that game, you had an instant classic 1645 01:43:03,176 --> 01:43:06,263 with Duke Nukem that took first person shooters to the next level. 1646 01:43:06,430 --> 01:43:09,808 I mean, back then when you're making an FPS on the PC, 1647 01:43:09,933 --> 01:43:11,768 we felt like the rule was, 1648 01:43:11,894 --> 01:43:15,314 'Well, the keyboard goes 1, 2, 3, 4, 5, 6, 7, 8, 9, 0,' 1649 01:43:15,480 --> 01:43:19,109 so we're gonna get 10 weapons. It's like the first weapon had to be a pistol. 1650 01:43:19,276 --> 01:43:21,069 Of course, Duke had its own twist, 1651 01:43:21,111 --> 01:43:25,324 but they were very much derived from those first five weapons in Doom, 1652 01:43:25,365 --> 01:43:27,910 even the fifth weapon in Doom was the rocket launcher, 1653 01:43:27,951 --> 01:43:30,329 and the fifth weapon in Duke Nukem was a rocket launcher. 1654 01:43:30,370 --> 01:43:33,165 Once we got past those give basic once, we felt like, 1655 01:43:33,165 --> 01:43:34,124 'It's on.' 1656 01:43:34,207 --> 01:43:35,876 Come get some. 1657 01:43:35,959 --> 01:43:38,921 And, of course, Duke had some innovations with things like the pipe bomb. 1658 01:43:40,839 --> 01:43:43,634 And the trip wires and the freeze gun. 1659 01:43:43,675 --> 01:43:46,094 There's not really, like, a bad weapon in that game. 1660 01:43:46,136 --> 01:43:47,679 Even a pistol, like, has its place. 1661 01:43:47,721 --> 01:43:49,723 My favorite weapon is the shotgun. 1662 01:43:49,806 --> 01:43:52,684 It's a Mossberg, and it just looks so cool, and it sounds 1663 01:43:52,726 --> 01:43:54,144 insane when you shoot with it. 1664 01:43:54,811 --> 01:43:57,481 Probably a devastator being able to bust those things out 1665 01:43:57,522 --> 01:43:59,816 and just clear out a whole room is pretty satisfying. 1666 01:43:59,900 --> 01:44:01,860 But, they're all awesome, man, even the shrink ray's fun. 1667 01:44:01,902 --> 01:44:03,946 Like it's, it's just so creative for its time. 1668 01:44:04,029 --> 01:44:05,864 Shrink people with a shrink ray, you could 1669 01:44:05,948 --> 01:44:08,909 you could go up and stomp on them. I just thought that was 1670 01:44:08,951 --> 01:44:11,161 I smiled and laughed every time I saw that. 1671 01:44:11,286 --> 01:44:13,705 Originally, it was my, uh, 1672 01:44:13,830 --> 01:44:16,458 combat boots that were used as the boot, 1673 01:44:16,500 --> 01:44:18,585 and then, of course Richard Gray will tell you later, 1674 01:44:18,710 --> 01:44:20,754 one weekend, they needed to make an art tweak. 1675 01:44:20,837 --> 01:44:22,798 He wore his own combat boots, 1676 01:44:22,923 --> 01:44:25,801 That's my foot. Those are my... I still have the boots 1677 01:44:25,884 --> 01:44:29,805 right here in Texas. He has a pair too, but I can tell those are my blue jeans. 1678 01:44:29,930 --> 01:44:34,643 And he loves to brag about how he stole my glory by putting his foot in the game. 1679 01:44:36,478 --> 01:44:39,773 It's down to you and me, you one-eyed freak. 1680 01:44:39,856 --> 01:44:42,234 When I recorded the first Duke Nukem 3D game, 1681 01:44:42,275 --> 01:44:43,485 Come get some. 1682 01:44:43,527 --> 01:44:46,029 I did not know there was any kind of following whatsoever 1683 01:44:46,071 --> 01:44:48,699 until 1999 or 2000 1684 01:44:48,824 --> 01:44:51,368 when I got my first invitation to a convention. 1685 01:44:51,493 --> 01:44:53,996 I was flown across country first class, 1686 01:44:54,037 --> 01:44:56,456 put up in a really nice hotel 1687 01:44:56,540 --> 01:45:00,585 and they pay me, and the fans acted like I'm some kind of superstar. 1688 01:45:00,711 --> 01:45:02,671 And I was baffled by it. 1689 01:45:02,754 --> 01:45:05,632 I was absolutely blown away that people came out to see me. 1690 01:45:05,716 --> 01:45:08,468 At the end of the convention, they said, 'Hey, thank you so much. 1691 01:45:08,635 --> 01:45:10,429 You helped bump up our attendance by like 1692 01:45:10,470 --> 01:45:13,056 5,000 people this year, and I'm like, 'What? 1693 01:45:13,223 --> 01:45:15,434 I can't believe anybody even knows this game.' 1694 01:45:15,475 --> 01:45:17,936 And they couldn't believe that I didn't know 1695 01:45:18,020 --> 01:45:19,980 Duke Nukem 3D was a big deal. 1696 01:45:20,022 --> 01:45:21,231 Let's rock. 1697 01:45:21,231 --> 01:45:23,650 Duke 3D was a game that 1698 01:45:23,692 --> 01:45:26,111 kind of put us at the same level as in software, 1699 01:45:26,153 --> 01:45:28,989 so that was like, 'Okay, we've arrived with Duke 3D' 1700 01:45:29,031 --> 01:45:31,199 So, Duke turned into a fantastic game. 1701 01:45:31,283 --> 01:45:34,077 If I had to pick between doing the first Quake and doing Duke, 1702 01:45:34,161 --> 01:45:35,412 I, I would pick Duke. 1703 01:45:35,537 --> 01:45:37,622 I feel more happy about what we did. 1704 01:45:37,706 --> 01:45:41,376 It was so fun. I had so much fun playing through that entire game. 1705 01:45:41,460 --> 01:45:43,170 They did what they needed to do, right? 1706 01:45:43,253 --> 01:45:46,798 That's why you still know who Duke Nukem is now, you know, 20 1707 01:45:46,923 --> 01:45:48,341 20 something years later. 1708 01:45:54,556 --> 01:45:56,016 Game over. 1709 01:45:56,141 --> 01:45:59,394 Duke Nukem and I share very few commonalities 1710 01:45:59,436 --> 01:46:03,982 except that we both like bubblegum. Other than that, we're nothing alike. 1711 01:46:04,107 --> 01:46:07,319 The question is, do you have bubblegum? 1712 01:46:07,402 --> 01:46:11,865 Oh, damn, and I'm all out of gum. 1713 01:46:20,874 --> 01:46:22,876 All the four build engine games that we launched 1714 01:46:23,001 --> 01:46:26,004 back in 1994, they were all very, very different. 1715 01:46:26,046 --> 01:46:27,672 Unless someone told you they ran on the same engine, 1716 01:46:27,714 --> 01:46:28,965 you probably wouldn't even really know it, 1717 01:46:29,007 --> 01:46:30,884 because you've just got those vastly different themes. 1718 01:46:30,926 --> 01:46:32,969 It's like Duke's, like, the action hero, 1719 01:46:33,011 --> 01:46:34,471 Lo Wang's, like the martial artist, 1720 01:46:34,513 --> 01:46:36,765 and then Caleb's like the horror movie kind of thing 1721 01:46:37,015 --> 01:46:39,684 Blood looked a hundred times better than Duke, 1722 01:46:39,726 --> 01:46:43,146 fantastic art and genuinely creepy. 1723 01:46:43,271 --> 01:46:44,856 Blood was really special. 1724 01:46:44,981 --> 01:46:47,400 The subject matter was very horrifying. 1725 01:46:47,484 --> 01:46:50,112 Seeing all the horror references sprinkled in 1726 01:46:50,153 --> 01:46:52,823 is just a real treat for fans of the genre. 1727 01:46:54,658 --> 01:46:57,202 My slave. 1728 01:46:57,369 --> 01:46:58,995 What is your bidding, master? 1729 01:46:59,079 --> 01:47:01,414 Even the cover had blood on it. 1730 01:47:01,498 --> 01:47:03,750 It had a lot of themes that were 1731 01:47:03,792 --> 01:47:07,337 not popular with parents who were primarily buying these games for their kids. 1732 01:47:07,379 --> 01:47:11,216 Occultism is really intertwined with this era of FPSs. 1733 01:47:11,341 --> 01:47:16,096 I don't know if it's something about, like, the Satanic panic of the '80s or '90s. 1734 01:47:16,221 --> 01:47:19,015 You know, you've got Heretic and Hexen and Doom, obviously. 1735 01:47:19,141 --> 01:47:21,768 People are really obsessed with this idea of 1736 01:47:21,810 --> 01:47:25,522 these evil folks in subterranean layers doing rituals 1737 01:47:25,605 --> 01:47:28,400 and, you know, we have to go down there and stop them, I guess. 1738 01:47:28,441 --> 01:47:31,444 The difficulty of that game is pretty legendary. 1739 01:47:31,528 --> 01:47:33,655 It's not for the weak and, um, 1740 01:47:33,738 --> 01:47:35,782 I think that's one of its strong suits. 1741 01:47:35,907 --> 01:47:38,827 It has its own arsenal of weapons which somehow 1742 01:47:38,869 --> 01:47:42,372 breaks the mold and, and seems completely separated from what Duke and Lo Wang did. 1743 01:47:42,455 --> 01:47:46,168 I love the voodoo doll. That's classic. I'd love to see more stuff like that. 1744 01:47:46,251 --> 01:47:49,462 The dynamite, of course, is one of my favorites. 1745 01:47:49,504 --> 01:47:53,425 Mostly because I think I've killed myself more times with it than I've killed enemies. 1746 01:47:53,508 --> 01:47:56,887 I actually borrowed the original disc off a friend of mine and never gave it back to him, 1747 01:47:56,970 --> 01:47:58,847 so my copy of Blood is not my own. 1748 01:47:58,930 --> 01:48:01,433 It's a classic and rightly so, I think. 1749 01:48:18,116 --> 01:48:20,076 You no mess with Lo Wang. 1750 01:48:20,160 --> 01:48:22,454 Back then, the whole first person shooter industry 1751 01:48:22,579 --> 01:48:25,081 was ruled by 3D Realms and its software. 1752 01:48:25,207 --> 01:48:27,542 Duke 3D really showed that 1753 01:48:27,584 --> 01:48:30,462 Apogee internally could develop a hit game 1754 01:48:30,503 --> 01:48:33,506 and, um, all the seeds were there in the original Shadow Warrior game. 1755 01:48:33,673 --> 01:48:36,384 And it started as a concept. 'Hey, let's, you know, do a 1756 01:48:36,426 --> 01:48:39,596 ninja version of Duke Nukem.' 'Cool, use the builders and go for that.' 1757 01:48:39,763 --> 01:48:43,642 Once again, we had a character with humor, a lot of crazy weapons. 1758 01:48:43,767 --> 01:48:45,894 The sticky bomb was a natural evolution. 1759 01:48:45,977 --> 01:48:49,940 I remember talking with about that with Allen while we were still working on Duke 3D. 1760 01:48:50,023 --> 01:48:52,817 Better watch out. Boom, boom. 1761 01:48:53,944 --> 01:48:56,529 I mean, the real gun, what was the movie we saw? 1762 01:48:56,613 --> 01:48:57,948 It was an Arnold Schwarzenegger movie. 1763 01:49:00,951 --> 01:49:02,619 You've been erased. 1764 01:49:02,744 --> 01:49:03,745 Eraser. 1765 01:49:03,787 --> 01:49:05,705 We're like, 'That's awesome.' We just stole that. 1766 01:49:09,501 --> 01:49:13,046 Shotgun was really important to me and, you know, Jim Norwood wanted a full 1767 01:49:13,129 --> 01:49:16,800 automatic thing and, you know to me, the dance 1768 01:49:16,967 --> 01:49:20,303 that was happening where two players both equipped with a shotgun 1769 01:49:20,387 --> 01:49:23,265 were kind of alternating their point of attack 1770 01:49:23,348 --> 01:49:25,809 while trying to hide during their point of vulnerability, 1771 01:49:25,850 --> 01:49:27,727 I remember feeling like, 'Okay, 1772 01:49:28,019 --> 01:49:29,771 what if it went in the other direction? 1773 01:49:29,813 --> 01:49:31,731 You know, the thump, thump, thump, thump, thump. 1774 01:49:34,859 --> 01:49:37,237 Back in the '90s, every game that came out 1775 01:49:37,279 --> 01:49:39,948 had a leap forward in technology that people 1776 01:49:39,990 --> 01:49:42,575 would be blown away by. You know, it was just a tough world 1777 01:49:42,659 --> 01:49:44,494 releasing a game like Shadow Warrior with an 1778 01:49:44,536 --> 01:49:47,664 with an engine that was probably four or five years old at that time. 1779 01:49:47,789 --> 01:49:50,500 Shadow Warrior is certainly a very worthy 1780 01:49:50,583 --> 01:49:54,921 kind of cousin to Duke Nukem, I would say, in terms of its, again, sense of humor. 1781 01:49:55,005 --> 01:49:57,299 That's no ordinary ring. 1782 01:49:57,382 --> 01:50:00,760 Definitely elements of that would, would be seen as, you know 1783 01:50:00,802 --> 01:50:04,097 inappropriate and, and, and sort of, um, culturally insensitive today. 1784 01:50:05,557 --> 01:50:07,517 You look like a stupid. 1785 01:50:07,600 --> 01:50:09,436 You know, nevertheless, it represents a snapshot of, you know, 1786 01:50:09,436 --> 01:50:11,354 the games that were being made at the time, 1787 01:50:11,396 --> 01:50:14,357 Shadow Warrior lives to this day. You know, we sold the rights in 1788 01:50:14,441 --> 01:50:17,319 full to Devolver several years ago, and they keep 1789 01:50:17,360 --> 01:50:18,862 releasing new Shadow Warrior games. 1790 01:50:18,862 --> 01:50:20,864 In the new Devolver reboot games, 1791 01:50:20,864 --> 01:50:23,825 Lo Want is clearly younger, he's more realistic. 1792 01:50:23,867 --> 01:50:28,371 He's less of a caricature like we had with our original Lo Wang. 1793 01:50:28,371 --> 01:50:30,832 You find out that he's a big fan of comics and, 1794 01:50:30,832 --> 01:50:34,586 and he's got other sort of hobbies on the side and, you know, 1795 01:50:34,586 --> 01:50:37,630 nowadays, characters are not as one dimensional as they used to be. 1796 01:50:37,630 --> 01:50:41,301 You know, Devolver's just done a great job modernizing the game and 1797 01:50:41,301 --> 01:50:43,803 and making it more compatible 1798 01:50:43,803 --> 01:50:46,431 with our current ways of thinking. 1799 01:51:13,500 --> 01:51:15,877 So, when we first went into doing Quake, 1800 01:51:15,919 --> 01:51:18,630 the idea was it was gonna be a lot more like a role playing game. 1801 01:51:18,922 --> 01:51:22,592 Quake was originally a game that we started making after the first 1802 01:51:22,634 --> 01:51:25,720 Commander Keen Trilogy in January of 1991. 1803 01:51:25,887 --> 01:51:27,722 We wanted to make a game called Quake, 1804 01:51:27,722 --> 01:51:31,393 because Quake was part of the D&D universe that John Carmack had invented. 1805 01:51:31,393 --> 01:51:33,937 And we did get to go on an adventure with Quake, 1806 01:51:33,937 --> 01:51:35,980 and it was like the coolest thing ever. 1807 01:51:35,980 --> 01:51:38,942 We even put an ad inside of Commander Keen, 1808 01:51:38,942 --> 01:51:42,487 and we said, 'Quake, The Fight for Justice is the name of the next game that we're gonna make.' 1809 01:51:42,487 --> 01:51:45,698 We started making the game, and we just were like, 1810 01:51:45,698 --> 01:51:48,785 'You know what? The technology's not here. We do not want to ruin Quake.' 1811 01:51:48,785 --> 01:51:51,663 So, four years later, that's when we really started Quake, 1812 01:51:51,663 --> 01:51:54,249 because the plan was to do a full 3D game, 1813 01:51:54,499 --> 01:51:57,335 and now, we can actually have a hammer of thunderbolts, 1814 01:51:57,335 --> 01:52:00,880 the Hellgate Cube, and all the other cool stuff that Quake has. 1815 01:52:01,214 --> 01:52:03,007 We're always trying to do new things, 1816 01:52:03,007 --> 01:52:04,759 and 'What is the gameplay that we could do? 1817 01:52:04,968 --> 01:52:07,137 I don't wanna make another clone of Doom. 1818 01:52:07,262 --> 01:52:10,265 Can we do hand-to-hand combat type stuff from a third person viewpoint 1819 01:52:10,306 --> 01:52:13,309 and, like, maybe we do some FPS every once in a while?' 1820 01:52:13,351 --> 01:52:16,938 But as time went on, it took a really long time to make the engine, 1821 01:52:17,021 --> 01:52:19,149 and the team started getting burned out. 1822 01:52:19,357 --> 01:52:20,942 It was pretty hard. 1823 01:52:21,025 --> 01:52:24,112 That was the project where I did really hit a wall, 1824 01:52:24,154 --> 01:52:28,283 and I think that's a useful thing for people to find out that everybody has their limits. 1825 01:52:28,366 --> 01:52:31,077 All the technology was so new. 1826 01:52:31,161 --> 01:52:34,330 John Carmack was inventing the plane 1827 01:52:34,456 --> 01:52:36,666 while he was flying the plane, 1828 01:52:36,749 --> 01:52:39,502 and we were the passengers outside the plane, 1829 01:52:39,544 --> 01:52:41,921 you know, building things onto it. 1830 01:52:42,046 --> 01:52:44,924 At the beginning, we had designers building maps 1831 01:52:45,049 --> 01:52:47,385 that just had to be thrown away over and over again. 1832 01:52:47,510 --> 01:52:51,431 At some point, my office ended up being next to John's. 1833 01:52:51,598 --> 01:52:53,933 He chose to have it be me 1834 01:52:53,975 --> 01:52:56,686 that he would come to and say, 'Hey, can you test this thing? 1835 01:52:56,769 --> 01:52:58,605 American was super valuable at that point. 1836 01:52:58,646 --> 01:53:01,983 It was completely cool with him that I made him throw away 1837 01:53:01,983 --> 01:53:04,194 his work every time I changed something. 1838 01:53:04,319 --> 01:53:06,237 I did put a lot of people, 1839 01:53:06,279 --> 01:53:08,781 practically the whole company, through the ringer with that. 1840 01:53:09,073 --> 01:53:11,326 We're just spinning wheels the whole time, 1841 01:53:11,409 --> 01:53:14,412 because the engine took so long to get done. 1842 01:53:14,496 --> 01:53:16,414 Part of the company doesn't want to explore anything. 1843 01:53:16,414 --> 01:53:19,501 They just want to make another FPS like Doom and ship the thing. 1844 01:53:19,584 --> 01:53:21,294 'We're done, we're mentally drained.' 1845 01:53:21,336 --> 01:53:23,588 And I wanted to do the new game design stuff. 1846 01:53:23,630 --> 01:53:26,090 It's like we just had this meeting and, all of a sudden, 1847 01:53:26,132 --> 01:53:29,385 everything that we'd done went to shit. 1848 01:53:29,385 --> 01:53:32,388 They're, 'Yeah, screw these medieval weapons. 1849 01:53:32,514 --> 01:53:36,309 I wanna get back to shotguns and future weapons.' 1850 01:53:36,392 --> 01:53:38,561 I'm like, 'Oh, fuck, man.' 1851 01:53:38,561 --> 01:53:42,106 Quake was the first time where I did have to really kind of confront 1852 01:53:42,190 --> 01:53:46,152 the fact that, you know, no matter how hard I work, I can't do everything. 1853 01:53:46,194 --> 01:53:48,363 It was the hardest project that we had done from 1854 01:53:48,446 --> 01:53:49,822 a development process. 1855 01:53:51,950 --> 01:53:53,826 People complained about the brown 1856 01:53:53,910 --> 01:53:57,664 and gray palette, and that was because we had so many colors per light. 1857 01:53:57,705 --> 01:53:59,874 The amount of colors with the light maps 1858 01:53:59,916 --> 01:54:03,628 ate up most of that VGA palette which only has 256 colors total in it. 1859 01:54:03,836 --> 01:54:07,257 So, yeah, we were limited, because we wanted more lighting. 1860 01:54:08,216 --> 01:54:12,971 We picked the colors that best make us a Lovecraftian, dingy, dark, 1861 01:54:13,221 --> 01:54:15,557 unsettling, violent, you know, 1862 01:54:15,557 --> 01:54:18,017 blast fest, and that's why the game looks that way. 1863 01:54:18,518 --> 01:54:20,853 I've always been a big fan of horror and, in Quake, 1864 01:54:20,937 --> 01:54:23,439 for the first time, I think, I was actually able to sneak in 1865 01:54:23,481 --> 01:54:24,899 actual Lovecraft stuff. 1866 01:54:24,983 --> 01:54:30,113 And one of the ways I did that is I got a copy of my book, and I gave a copy to 1867 01:54:30,196 --> 01:54:33,449 id and, specifically, Adrian and Kevin Cloud were reading it. 1868 01:54:33,491 --> 01:54:37,412 So, a lot of the monsters are based directly off images from this book. 1869 01:54:37,745 --> 01:54:39,205 And I like that world. 1870 01:54:39,289 --> 01:54:41,541 It was very inspirational with, uh, 1871 01:54:41,583 --> 01:54:43,835 many of the characters, and we 1872 01:54:43,876 --> 01:54:46,671 worked on the characters in a, a very unique way. 1873 01:54:46,713 --> 01:54:49,841 Kevin would design the characters 1874 01:54:49,882 --> 01:54:51,926 within a, a 3D program 1875 01:54:51,968 --> 01:54:55,763 and splay out the characters so I could draw the skin. 1876 01:54:55,847 --> 01:54:59,142 One of the things that was a big improvement was the Fiend, the leaping Fiend. 1877 01:54:59,183 --> 01:55:02,228 The big melee monster in Doom was the 1878 01:55:02,270 --> 01:55:04,105 we called it The Demon, the pink-y things, 1879 01:55:04,147 --> 01:55:06,441 and they were actually a pretty boring monster. They would run up to you 1880 01:55:06,524 --> 01:55:08,109 and bite you but, the Fiends, 1881 01:55:08,151 --> 01:55:10,778 you're actually afraid of, cause they jumped into you like a bunny. 1882 01:55:10,820 --> 01:55:13,781 You know, we had basically four level designers and 1883 01:55:13,823 --> 01:55:17,201 and each one of us, you know, was basically kind of assigned to 1884 01:55:17,285 --> 01:55:20,455 to an episode, and, and all the episodes are really cool. 1885 01:55:20,496 --> 01:55:22,457 You know, they all have very unique personalities, 1886 01:55:22,457 --> 01:55:24,709 and they're all very different which is something that, I think, 1887 01:55:24,751 --> 01:55:29,797 makes Quake as magical and timeless as it is. 1888 01:55:29,839 --> 01:55:32,425 One of the castles, The Ebon Fortress, is like 1889 01:55:32,467 --> 01:55:34,510 sunken half in water, 1890 01:55:34,594 --> 01:55:37,513 you know, swimming through half the castle before you can get out of the water 1891 01:55:37,555 --> 01:55:39,432 and play through the other parts, and then there's 1892 01:55:39,474 --> 01:55:41,851 even more water in other areas, so it's like 1893 01:55:41,893 --> 01:55:43,686 a really cool half and half thing. 1894 01:55:43,770 --> 01:55:46,481 It also let us do a lot more things with 1895 01:55:46,564 --> 01:55:48,566 verticality, you know, there's, 1896 01:55:48,608 --> 01:55:52,236 there's that level I do where there's the pool of water, 1897 01:55:52,278 --> 01:55:55,073 beams over it where you're clambering up, and you're getting the high end. 1898 01:55:55,156 --> 01:55:56,658 You can look down and spot things. 1899 01:55:56,699 --> 01:55:58,493 And then, we soon realized that, 1900 01:55:58,576 --> 01:56:01,162 if we have true verticality in the levels, 1901 01:56:01,245 --> 01:56:04,749 then, suddenly, this gives you a lot more places to lurk 1902 01:56:04,791 --> 01:56:06,834 when you're trying to snipe someone in Deathmatch. 1903 01:56:06,876 --> 01:56:08,419 So, that became a huge thing. 1904 01:56:08,461 --> 01:56:10,421 I would sit there doing experiments, 1905 01:56:10,463 --> 01:56:13,383 and I would have boxes that were experiments on high gravity, 1906 01:56:13,424 --> 01:56:17,512 low gravity, you know, I'd do boxes that were experiments on super high damage. 1907 01:56:17,679 --> 01:56:20,973 There were a lot of weapons that I built that never saw the light of day. 1908 01:56:21,057 --> 01:56:23,226 You know, Romero would get really pissed, because I would 1909 01:56:23,309 --> 01:56:25,978 I would invite him into a Deathmatch, and then we would start fighting, 1910 01:56:26,104 --> 01:56:30,441 and he'd find that I'd written in code for, basically, Romero-seeking missiles 1911 01:56:30,525 --> 01:56:32,527 that would fly through the map 1912 01:56:32,610 --> 01:56:34,529 and avoid walls and hit him. 1913 01:56:34,737 --> 01:56:37,115 I remember Romero being, like, adamant like, 1914 01:56:37,240 --> 01:56:38,825 'That's not cool. Don't do that.' 1915 01:56:40,576 --> 01:56:43,162 But, for some reason, everybody found 1916 01:56:43,204 --> 01:56:44,914 low gravity to be fun, 1917 01:56:44,997 --> 01:56:48,167 and so it was accepted that, 'Okay, American, if you want to build a larger scale 1918 01:56:48,209 --> 01:56:49,919 low gravity map, go for it.' 1919 01:56:50,002 --> 01:56:54,298 The Wizard's Manse is another like, 'That looks like a giant castle, possibly, 1920 01:56:54,382 --> 01:56:56,801 you know, mansion thing, ' which is where I staged the 1921 01:56:56,968 --> 01:57:00,304 the dragon shot in the early screenshots that I released. 1922 01:57:00,388 --> 01:57:03,975 It's funny 'cause there are two levels that have Disneyland inspirations, and that's one of them. 1923 01:57:04,058 --> 01:57:06,185 Almost the very end of the whole level, you finally 1924 01:57:06,185 --> 01:57:09,063 get up to the top bridge, you would, like, 1925 01:57:09,147 --> 01:57:12,024 'Oh, nice, they're giving me some health.' You run over and you go inside 1926 01:57:12,024 --> 01:57:15,903 the elevator, and you press the button, and the door Star Wars closes behind you. 1927 01:57:17,655 --> 01:57:19,407 And then, you go underwater. 1928 01:57:19,449 --> 01:57:22,827 You start burping, because you can't breathe underwater, 1929 01:57:22,869 --> 01:57:24,829 and this thing's taking you on a ride, 1930 01:57:24,829 --> 01:57:27,749 and you're dying, but I just terrified the player 1931 01:57:27,749 --> 01:57:30,752 with this long underwater ride. 1932 01:57:30,835 --> 01:57:33,296 That they can't do anything about. They cannot get out of it. 1933 01:57:33,463 --> 01:57:35,256 It's, it was really fun. 1934 01:57:36,048 --> 01:57:40,428 So, one of the coolest things about the original Quake was that 1935 01:57:40,511 --> 01:57:43,639 Trent Reznor, rockstar Trent Reznor, you know, worked on 1936 01:57:43,765 --> 01:57:46,601 not only the music but, you know, the sound effects. 1937 01:57:46,642 --> 01:57:49,562 Trent reached out. It was serendipitous, 1938 01:57:49,687 --> 01:57:53,566 because I was a huge fan, and Carmack was a huge fan. 1939 01:57:53,733 --> 01:57:57,695 You know, we were floored. we were, we were fanboying, you know? 1940 01:58:01,616 --> 01:58:05,286 Trent's music really gave it this personality, this vibe 1941 01:58:05,328 --> 01:58:07,705 this, this, this setting, this feeling. 1942 01:58:07,830 --> 01:58:09,749 So, when you hear the 1943 01:58:09,791 --> 01:58:12,752 ambient sounds of a Quake map, 1944 01:58:12,835 --> 01:58:15,004 you hear the music in the background, 1945 01:58:15,046 --> 01:58:17,590 and you hear the sounds of the enemies. 1946 01:58:17,715 --> 01:58:19,300 It feels good together. 1947 01:58:22,845 --> 01:58:25,890 That grenade launcher was a combination of several sounds. 1948 01:58:25,890 --> 01:58:28,726 Some of them had come from the Nine Inch Nails sound library. 1949 01:58:28,726 --> 01:58:31,312 Some of them from me doing fully. 1950 01:58:32,647 --> 01:58:35,358 I went up on the roof at the id offices, 1951 01:58:35,399 --> 01:58:38,194 and I was blowing up fireworks, and I had long 1952 01:58:38,236 --> 01:58:41,239 PVC tubing that was, you know, probably about this big around, 1953 01:58:41,280 --> 01:58:45,326 and I would blow up a firework on one end and record on the other, 1954 01:58:45,409 --> 01:58:50,414 and that would create this incredibly satisfying 'pwong' sound. 1955 01:58:50,456 --> 01:58:55,127 There's a sound when you pick up the Quad Damage in Quake 1956 01:58:59,966 --> 01:59:02,927 that unleashes your inner demon. 1957 01:59:03,052 --> 01:59:05,429 It skips all the way through 1958 01:59:05,513 --> 01:59:08,975 your conscious brain and just, like, you turn into a 1959 01:59:09,100 --> 01:59:11,936 violent reptile at that point. I love that sound. 1960 01:59:13,437 --> 01:59:16,482 The rocket launcher had its own sound. That was really great too, 1961 01:59:16,524 --> 01:59:19,485 but the feel went with that sound which is why it works. 1962 01:59:19,569 --> 01:59:22,780 My favorite weapon in the original Quake is definitely the rocket launcher. 1963 01:59:22,905 --> 01:59:24,866 Just 'cause of the skill, 1964 01:59:24,907 --> 01:59:27,076 you know, shooting that rocket 1965 01:59:27,118 --> 01:59:28,202 and then timing it. 1966 01:59:28,286 --> 01:59:29,537 Boom! 1967 01:59:29,620 --> 01:59:31,873 The rocket launcher was obviously the most dominant 1968 01:59:31,914 --> 01:59:34,584 weapon in Quake just because you could use it at any range. 1969 01:59:34,709 --> 01:59:37,169 It was reasonably hard to dodge, 1970 01:59:37,253 --> 01:59:41,007 and it did a lot of damage, and it also enabled a lot of mobility through 1971 01:59:41,048 --> 01:59:42,758 through things like rocket jumping... 1972 01:59:42,800 --> 01:59:45,887 Rocket jumping, what? 1973 01:59:46,012 --> 01:59:48,764 When we released Quake, we were like, 'Ooh, this is going to be really great, ' 1974 01:59:48,890 --> 01:59:51,767 you know, to see people play through and all this stuff like, 1975 01:59:51,893 --> 01:59:54,562 uh, 'Level finished in 11 seconds.' We're like, 1976 01:59:54,604 --> 01:59:56,647 'What is going on?' 1977 01:59:56,689 --> 01:59:59,191 And then, we watch these demos, and they just, like, rocket jump. 1978 01:59:59,275 --> 02:00:01,319 They're like, 'What is that?' 1979 02:00:01,360 --> 02:00:03,988 Oh my god, all the levels, all of them. 1980 02:00:05,031 --> 02:00:06,657 And we're like, 'We're not gonna fix that.' 1981 02:00:06,741 --> 02:00:09,493 You know, like, 'If you're really good, you've earned it.' 1982 02:00:09,577 --> 02:00:13,831 It is hard to rocket jump and, in those early days, it was hard to rocket jump. 1983 02:00:13,873 --> 02:00:15,708 Then, that fed into eSports. 1984 02:00:16,167 --> 02:00:18,669 I definitely think Quake popularized eSports, certainly in the Western markets 1985 02:00:18,753 --> 02:00:20,838 certainly in the Western markets, 1986 02:00:20,880 --> 02:00:24,967 pretty much everyone that was into online gaming at the time, they played Quake. 1987 02:00:25,051 --> 02:00:27,595 The skill ceiling in Quake 1988 02:00:27,678 --> 02:00:31,390 is higher than any game that I can imagine. 1989 02:00:31,557 --> 02:00:33,726 So, the reason that Quake is so popular 1990 02:00:33,768 --> 02:00:36,479 for decades after it was made, 1991 02:00:36,562 --> 02:00:40,608 was because it pioneered so many things at the time 1992 02:00:40,650 --> 02:00:43,194 that the aftershocks of 1993 02:00:43,235 --> 02:00:46,781 Quake can still be felt in the industry today. 1994 02:00:46,864 --> 02:00:49,659 For the first time, we have 3D mouselook for aiming, 1995 02:00:49,700 --> 02:00:52,495 you know, and moving around and Internet multiplayer 1996 02:00:52,536 --> 02:00:55,623 and an in-game console for the first time to type in, 1997 02:00:55,665 --> 02:00:59,126 you know, change variables and connect to servers and all that kind of stuff. 1998 02:00:59,210 --> 02:01:01,003 If you want to make a great first person shooter, 1999 02:01:01,045 --> 02:01:02,797 start doing exactly what Quake did. 2000 02:01:02,838 --> 02:01:07,051 Movement needs to be as accurate, precise and responsive as possible. 2001 02:01:07,134 --> 02:01:08,844 Second part is shooting, 2002 02:01:08,928 --> 02:01:12,473 making weapons feel really punchy and powerful, 2003 02:01:12,515 --> 02:01:14,350 and that's a hard thing to do. 2004 02:01:45,381 --> 02:01:47,425 Going to my first LAN party 2005 02:01:47,425 --> 02:01:50,928 you know, walking into this, like, student house where 2006 02:01:50,928 --> 02:01:54,223 gamers had driven from across the country 2007 02:01:54,223 --> 02:01:56,642 with their own PCs, and they were 2008 02:01:56,642 --> 02:01:59,270 all wired together, and they were having a tournament 2009 02:01:59,270 --> 02:02:01,480 between these two Quake clans, 2010 02:02:01,480 --> 02:02:03,816 it felt like seeing the future. 2011 02:02:05,276 --> 02:02:08,529 It felt like, 'This is how people are going to be 2012 02:02:08,529 --> 02:02:12,491 entertained in the future. They're going to actually form teams and play against each other. 2013 02:02:14,452 --> 02:02:16,620 Back in those days, 2014 02:02:16,620 --> 02:02:20,207 you know, LAN parties were a very popular thing to do, 2015 02:02:20,207 --> 02:02:23,836 and, over time, you know, these events started getting pretty big, 2016 02:02:23,836 --> 02:02:26,547 went from, like, dozens of people to hundreds to people, 2017 02:02:26,547 --> 02:02:28,549 obviously, eventually thousands of people. 2018 02:02:28,549 --> 02:02:31,469 As they started getting to scale, they started talking to sponsors, 2019 02:02:31,469 --> 02:02:34,764 you know, video card manufacturers, CPU manufacturers, 2020 02:02:34,972 --> 02:02:39,060 some people made a business about hosting these LAN parties and events at conference centers, right? 2021 02:02:39,060 --> 02:02:41,479 They would charge people admission to be a part of it, 2022 02:02:41,479 --> 02:02:45,107 and they would use some of that admission in the form of cash prizes: 2023 02:02:45,107 --> 02:02:48,861 50 bucks, a hundred bucks, to a few hundred dollars, at least in the early days. 2024 02:02:51,363 --> 02:02:54,241 The moment that you are actively engaged 2025 02:02:54,241 --> 02:02:56,202 in competition, it changes everything. 2026 02:02:56,202 --> 02:02:59,413 There's a click, and then there's a passion, and then there's an obsession. 2027 02:02:59,872 --> 02:03:02,500 They're here in Seattle for the World Doom Championships. 2028 02:03:05,753 --> 02:03:09,924 Deathmatch '95 was essentially the first worldwide tournament. 2029 02:03:10,091 --> 02:03:13,344 They held multiple tournaments to find the local champions, 2030 02:03:13,344 --> 02:03:16,597 and then flew all of us to Microsoft headquarters in Redmond. 2031 02:03:18,140 --> 02:03:20,976 These games are getting really realistic. 2032 02:03:21,018 --> 02:03:23,354 I might even play in the Big Doom tournament. 2033 02:03:23,354 --> 02:03:26,273 It was really the first big eSports event. 2034 02:03:26,273 --> 02:03:30,486 There was cash as part of the prize, there was like a $10,000 PC, 2035 02:03:30,569 --> 02:03:33,114 and a lifetime subscription of id software games, 2036 02:03:33,197 --> 02:03:36,617 which, which they never actually lived up to. 2037 02:03:36,659 --> 02:03:40,121 Uh, but it's, um, it's fine. I, I owe a lot to id software, 2038 02:03:40,121 --> 02:03:45,042 going from playing largely at home to, you know, a stage at Microsoft headquarters, 2039 02:03:45,042 --> 02:03:47,753 where there's like hundreds of spectators, 2040 02:03:47,878 --> 02:03:51,799 not just like any tournament, like a real world championship tournament, 2041 02:03:52,091 --> 02:03:55,386 probably the first true eSports event. 2042 02:03:57,012 --> 02:04:00,599 ESports were happening as we were making Quake. 2043 02:04:00,599 --> 02:04:04,145 We were, like, pulled into eSports discussions with lots of people. 2044 02:04:04,145 --> 02:04:06,564 They wanted to, like, buy up a supermarket 2045 02:04:06,564 --> 02:04:09,275 and turn it into a giant Deathmatch arcade, 2046 02:04:09,275 --> 02:04:11,861 you know, like this stuff was happening all over the place. 2047 02:04:11,861 --> 02:04:14,488 People were incoming, with all their ideas 2048 02:04:14,488 --> 02:04:18,117 'cause they see that the intensity of Deathmatch is a sport, 2049 02:04:18,159 --> 02:04:19,952 and that sport can be monetized. 2050 02:04:20,161 --> 02:04:23,497 I had built up a pretty well known reputation online 2051 02:04:23,581 --> 02:04:27,001 as being, you know, essentially the best Doom and Doom II player in the world. 2052 02:04:27,001 --> 02:04:29,837 You know, I think I was like 16 or 17 at the time. 2053 02:04:29,920 --> 02:04:33,340 One day, I got a, I got a call from the Wall Street Journal. 2054 02:04:33,424 --> 02:04:36,468 He was writing a story about, kind of, the rise of online gaming, 2055 02:04:36,468 --> 02:04:40,681 and then it ends up being on the front page above the fold, 2056 02:04:40,681 --> 02:04:42,683 you know, like everyone started calling me: 2057 02:04:42,683 --> 02:04:45,227 CEOs of a bunch of different big companies. 2058 02:04:45,227 --> 02:04:48,230 I was being offered thousands of dollars, tens of thousands of dollars 2059 02:04:48,230 --> 02:04:50,357 to be sponsored by these companies. 2060 02:04:50,357 --> 02:04:53,485 You know, that was literally the day I became a, a pro gamer. 2061 02:04:53,485 --> 02:04:55,529 Everybody could kind of see where it was going, 2062 02:04:55,529 --> 02:04:58,824 and this idea of the Red Annihilation tournament 2063 02:04:58,824 --> 02:05:03,579 where I put up my first Ferrari, turbo Ferrari, as the grand prize. 2064 02:05:03,787 --> 02:05:08,083 Some people got to see the real range of skill sets that were available there 2065 02:05:08,083 --> 02:05:10,628 where it's a great thing when you take your local badass 2066 02:05:10,628 --> 02:05:13,005 and then you put him in with a world class player, 2067 02:05:13,005 --> 02:05:15,507 and you find out it's like, 'No, you're not the top level. 2068 02:05:15,507 --> 02:05:17,426 You're not even in the right ballpark.' 2069 02:05:17,426 --> 02:05:20,137 A big Quake tournament featuring a red Ferrari. 2070 02:05:20,137 --> 02:05:21,805 Right, right, which you won. 2071 02:05:21,805 --> 02:05:24,725 I ended up winning. You won, and you were too young to even drive it at the time, right? 2072 02:05:24,725 --> 02:05:27,353 And you started to see the PGL and the CPL 2073 02:05:27,353 --> 02:05:31,065 and all those early leagues that were getting teams together 2074 02:05:31,065 --> 02:05:33,943 and having venues, like giant venues. 2075 02:05:33,943 --> 02:05:37,446 By 2000, you go to a CPL event and there are 2076 02:05:37,488 --> 02:05:41,533 5000 people there that brought their computers, 2077 02:05:41,575 --> 02:05:43,577 and they hang out, you know? 2078 02:05:43,577 --> 02:05:47,122 There's no physical limitations. You don't have to be a certain size like basketball, 2079 02:05:47,206 --> 02:05:50,459 and there's no geographical limitations. There's really no gender limitations. 2080 02:05:50,834 --> 02:05:52,378 My clan, PMS clan, 2081 02:05:52,419 --> 02:05:55,756 it became a home for thousands and thousands of women. 2082 02:05:55,756 --> 02:05:58,425 It gave the opportunity for, you know, 2083 02:05:58,467 --> 02:06:02,596 maybe almost a hundred to compete, you know, professionally, at professional tournaments. 2084 02:06:03,514 --> 02:06:05,933 It's literally something that was like a culture 2085 02:06:05,975 --> 02:06:10,646 for us in a sisterhood that 2086 02:06:10,646 --> 02:06:14,108 of a sport that just drove a passion in all of us, 2087 02:06:14,108 --> 02:06:16,986 There's a lot that you have to sacrifice in your life to become a pro gamer, 2088 02:06:16,986 --> 02:06:19,154 because it's, it's a full time job. 2089 02:06:19,154 --> 02:06:22,574 The people who compete, especially nowadays, it's insane. 2090 02:06:22,658 --> 02:06:26,662 Training's pretty intense, uh, for any team going into competition, 2091 02:06:26,787 --> 02:06:28,330 and we, uh, take it seriously. 2092 02:06:28,330 --> 02:06:31,292 Playing eSports, you're playing the same game for eight hours a day, 2093 02:06:31,333 --> 02:06:33,544 every day to stay competitive 2094 02:06:33,627 --> 02:06:36,171 and to not embarrass yourself at a tournament, you know? 2095 02:06:36,213 --> 02:06:38,716 Strategizing, it's the same as any sport. 2096 02:06:38,757 --> 02:06:40,426 In basketball, you're going to have your playbook. 2097 02:06:40,426 --> 02:06:43,345 The competitive dynamics were such that it was very legit. 2098 02:06:43,345 --> 02:06:45,097 Your great players rose to the top, 2099 02:06:45,139 --> 02:06:48,225 you could appreciate the skill of the people that you're watching, 2100 02:06:48,267 --> 02:06:52,396 which I think is a prerequisite for any sport to thrive 2101 02:06:52,438 --> 02:06:55,441 and, you know, we saw that from the early days of games. 2102 02:06:56,817 --> 02:06:59,778 Going to these events with just a whole bunch of people who just want to 2103 02:06:59,862 --> 02:07:03,115 talk and play video games, it was like my people. 2104 02:07:43,864 --> 02:07:46,492 I joined Rare fresh out of university, 2105 02:07:46,533 --> 02:07:50,120 and they had just finished Donkey Kong Country so they were really famous and successful. 2106 02:07:50,204 --> 02:07:52,164 I, I couldn't believe I got a job there. 2107 02:07:52,247 --> 02:07:54,792 They were still doing a lot of 2D sprite-based games 2108 02:07:54,833 --> 02:07:56,752 and, after about three months, Martin Hollis, 2109 02:07:56,794 --> 02:08:00,172 the team leader came in and asked me about working on a James Bond game. 2110 02:08:00,214 --> 02:08:02,841 Nintendo bought the license and had given it to Rare and said, 2111 02:08:02,925 --> 02:08:04,802 'Would you like to do something with this?' Rare weren't too sure 2112 02:08:04,843 --> 02:08:08,555 because, obviously, film license tie-in games at that time were notoriously bad. 2113 02:08:08,680 --> 02:08:11,225 Martin had said to them, 'Well, I'd like to do it, 2114 02:08:11,392 --> 02:08:13,894 but I want to do it on the new console that we know is coming out, 2115 02:08:13,936 --> 02:08:17,606 and, at that stage, that was Project Reality which became the Nintendo 64. 2116 02:08:18,065 --> 02:08:22,736 Breathtakingly realistic 3D video entertainment ever witnessed, 2117 02:08:22,820 --> 02:08:24,029 Project Reality. 2118 02:08:24,571 --> 02:08:29,201 Which we knew very little about other than that it was going to be very powerful in 3D. 2119 02:08:29,326 --> 02:08:32,413 Project Reality will bring to home video players 2120 02:08:32,496 --> 02:08:36,041 the same types of astounding visual effects seen in movies. 2121 02:08:36,125 --> 02:08:40,295 I had just done a 3D modeling course at university in Bournemouth, 2122 02:08:40,337 --> 02:08:42,798 the only course at the time that did 3D computer modeling. 2123 02:08:42,840 --> 02:08:47,052 When I went to Bournemouth University back in 1993, 2124 02:08:47,136 --> 02:08:49,680 I literally sat next to Karl Hilton. 2125 02:08:49,763 --> 02:08:52,766 When we graduated, he got a job at Rare, 2126 02:08:52,850 --> 02:08:55,352 and I said, 'Oh, is this something I could do?' And he went, 2127 02:08:55,394 --> 02:08:57,896 'Yeah, we'll see if we can swing you an interview.' So, he said, 2128 02:08:57,896 --> 02:09:01,191 'All you need to do is just tell him that Virtua Cop is your favorite game.' 2129 02:09:04,736 --> 02:09:06,905 Help me. 2130 02:09:07,239 --> 02:09:10,868 So, that's what I did. I talked about Virtua Cop, even though I knew nothing about it, 2131 02:09:10,951 --> 02:09:13,162 but he told me all the stuff I was supposed to say, 2132 02:09:13,245 --> 02:09:15,330 and I got the job before I left the interview. 2133 02:09:15,456 --> 02:09:18,459 The thing that was fun about Virtua Cop was it set up all these great gun battles 2134 02:09:18,584 --> 02:09:22,087 where people would jump out from behind things and try and shoot you and you had to react to it and 2135 02:09:22,212 --> 02:09:24,631 and the camera would narrate you through the whole game. 2136 02:09:25,466 --> 02:09:27,551 You could set up really fancy gunplay 2137 02:09:27,634 --> 02:09:29,470 and so, we felt that lent itself very naturally 2138 02:09:29,553 --> 02:09:32,431 to something like Bond where he's, he's a great shot. 2139 02:09:32,556 --> 02:09:34,933 The on rail shooter was how we started. 2140 02:09:35,017 --> 02:09:39,480 If you look back now at the original footage, it just felt weird. 2141 02:09:39,771 --> 02:09:42,107 It would make you look left or look right 2142 02:09:42,149 --> 02:09:43,984 whereas you actually wanted to look the other way 2143 02:09:43,984 --> 02:09:46,278 because guards were coming the other way. 2144 02:09:46,320 --> 02:09:48,030 We weren't sure at that point if the 2145 02:09:48,113 --> 02:09:51,283 the console was really going to be powerful enough to do proper 3D 2146 02:09:51,325 --> 02:09:54,286 where you could roam around, and we wanted to keep the frame rate really fast 2147 02:09:54,369 --> 02:09:57,122 and, actually, the performance on the early emulators that we had for Nintendo 2148 02:09:57,164 --> 02:10:00,792 was really good, so we got all enthusiastic and decided, 'Ah, we don't need to have it on rails at all. 2149 02:10:00,876 --> 02:10:04,296 We'll just be free roaming', and I remember Nintendo sending us a little 2150 02:10:04,338 --> 02:10:06,965 almost manual of things you shouldn't, shouldn't do with the new console, 2151 02:10:07,007 --> 02:10:09,843 and one of it was, says, 'Don't try and do 3D first person shooters, 2152 02:10:09,885 --> 02:10:12,095 because it'll be too much.' But, we kind of just ignored that. 2153 02:10:12,429 --> 02:10:16,975 โ™ช Violin Concerto in E Major, "Spring" โ™ช 2154 02:10:20,395 --> 02:10:22,397 We were in this old farmhouse. 2155 02:10:22,439 --> 02:10:25,234 Some of the teams were in what was called, you know, 2156 02:10:25,317 --> 02:10:28,028 the stables, because they were converted stables. 2157 02:10:28,070 --> 02:10:31,490 We were all newbies, and we were making this license game which wasn't typically Nintendo, 2158 02:10:31,532 --> 02:10:33,492 so no one was really interested in us. 2159 02:10:34,493 --> 02:10:38,455 We started just about the same time the art department started on the film. 2160 02:10:38,539 --> 02:10:42,626 โ™ช Golden eye, I found his weakness โ™ช 2161 02:10:42,751 --> 02:10:46,505 So, we get chauffeured down to Leavesden Studios in the back of this Mercedes. 2162 02:10:46,547 --> 02:10:48,507 They gave us full access, so we walked around all the sets 2163 02:10:48,840 --> 02:10:51,301 as long as they weren't filming at the time and took photos of everything. 2164 02:10:51,385 --> 02:10:52,970 We went round St. Petersburg, 2165 02:10:53,011 --> 02:10:55,013 we went round the airport set, 2166 02:10:55,013 --> 02:10:57,808 we went round the, the big end sequence set 2167 02:10:57,849 --> 02:11:00,227 where all the computers were and everything 2168 02:11:00,269 --> 02:11:03,480 because, at that time, we had this thing called a digital camera. 2169 02:11:04,481 --> 02:11:06,400 Introducing the digital camera! 2170 02:11:06,441 --> 02:11:08,777 Which didn't exist in 1994. 2171 02:11:08,944 --> 02:11:10,946 It makes everything you do look better. 2172 02:11:11,154 --> 02:11:13,407 We had this massive, massive brick 2173 02:11:13,448 --> 02:11:15,742 and we used that to photograph everything. 2174 02:11:15,784 --> 02:11:17,703 Most of the textures in Golden Eye were 2175 02:11:17,703 --> 02:11:20,122 were just scans of the photos that I took. 2176 02:11:20,247 --> 02:11:24,459 I've still got the photographs that we took from Statue Park which is one of the sets I built. 2177 02:11:24,543 --> 02:11:26,461 I come from an architecture background so, suddenly, 2178 02:11:26,503 --> 02:11:29,006 it was not being, being a 2D sprite artist 2179 02:11:29,131 --> 02:11:31,967 but being a 3D thinker that, that made all the difference. 2180 02:11:34,386 --> 02:11:37,180 Karl was the guy doing all of the architectural elements. 2181 02:11:37,222 --> 02:11:40,100 I didn't move into doing the background until later on. 2182 02:11:40,183 --> 02:11:43,478 I built the Jungle area and Statue Park. 2183 02:11:43,729 --> 02:11:47,190 A lot of that was left up to me because we had a lot of photo reference. 2184 02:11:47,232 --> 02:11:50,110 So, I essentially had a map and a floor plan, 2185 02:11:50,110 --> 02:11:54,323 and it was like, 'Right, just populate this area and give it some blinds 2186 02:11:54,448 --> 02:11:57,576 and put some, lots of statues in it that we have reference for.' 2187 02:11:58,744 --> 02:12:01,330 The dam's a perfect example of how GoldenEye was 2188 02:12:01,371 --> 02:12:04,124 very, very random and badly planned. 2189 02:12:04,207 --> 02:12:06,918 Duncan Botwood, he wasn't an artist, he was a designer. 2190 02:12:07,002 --> 02:12:09,087 He went and blocked out the dam, 2191 02:12:09,129 --> 02:12:12,090 the main masses of the dam and the mountains and the road that led up to it 2192 02:12:12,299 --> 02:12:15,302 and sent it to me, and I open it up, and it's like, 'Woah, 2193 02:12:15,302 --> 02:12:17,262 this isn't gonna work.' 2194 02:12:17,262 --> 02:12:20,724 Which is fair, you know, because, you know, Duncan's job was to get the design of the level 2195 02:12:20,766 --> 02:12:22,601 based on the movie and how we were going to use it. 2196 02:12:22,601 --> 02:12:24,311 So, at that point, it's like, 'Okay, how am I... 2197 02:12:24,311 --> 02:12:25,604 How am I going to make this work?' 2198 02:12:25,729 --> 02:12:28,231 - I can do it. - Then, get on with it! 2199 02:12:28,357 --> 02:12:30,984 When I was designing the layouts, it was all based on doglegs. 2200 02:12:31,068 --> 02:12:33,528 So it felt like you were looking at a lot but, actually. 2201 02:12:33,570 --> 02:12:35,739 What it was actually having to draw wasn't much. We had a 2202 02:12:35,781 --> 02:12:39,993 system where I could put in elements that would, as soon as it wasn't on the screen, it would get turned off. 2203 02:12:40,077 --> 02:12:43,538 So, you were literally just walking around in a cone of what you could see. 2204 02:12:43,997 --> 02:12:46,500 The train depot is full of those big crates 2205 02:12:46,541 --> 02:12:49,378 because effectively what I was doing there was creating another maze 2206 02:12:49,378 --> 02:12:52,589 where I could block off the views, so it feels like you're in a big space with lots of things 2207 02:12:52,673 --> 02:12:55,676 but, actually, you're effectively in an interior space without a ceiling. 2208 02:12:56,927 --> 02:13:00,931 I had a sort of, like, steep learning curve because I hadn't done any of the levels at all. 2209 02:13:00,972 --> 02:13:04,810 So Karl taught me about how to make the textures and how to make them work, 2210 02:13:04,810 --> 02:13:06,395 especially for things like the trees, 2211 02:13:06,395 --> 02:13:08,563 because you can only have so many polygons 2212 02:13:08,563 --> 02:13:10,857 and, if you've got a jungle level, you're trying to make it out of 2213 02:13:10,857 --> 02:13:14,820 millions and millions of flowers or trees or what have you. 2214 02:13:15,278 --> 02:13:17,823 If you look at GoldenEye, it's almost a black and white game 2215 02:13:17,864 --> 02:13:22,160 because that saves us a lot of memory by using a lot of black and white textures and then coloring them. 2216 02:13:22,285 --> 02:13:24,413 The archives in St. Petersburg is a perfect example where 2217 02:13:24,454 --> 02:13:26,665 you see a couple of corridors that he runs down, 2218 02:13:26,707 --> 02:13:31,211 and you see the main library where he swings across and goes out the window into the tank area. 2219 02:13:34,256 --> 02:13:37,718 One of my favorite things in the world is when you get into the tank on GoldenEye. 2220 02:13:40,512 --> 02:13:41,555 You know what I mean, right? 2221 02:13:41,680 --> 02:13:44,558 Suddenly, you're in the tank. Suddenly, you're daddy? Yeah. 2222 02:13:49,730 --> 02:13:51,732 That's a great moment in gaming. 2223 02:13:52,983 --> 02:13:55,861 But, you weren't always shooting in Goldeneye. 2224 02:13:55,944 --> 02:13:57,696 You were doing puzzles, 2225 02:13:57,863 --> 02:13:59,698 you were figuring stuff out. 2226 02:14:00,699 --> 02:14:03,869 GoldenEye was seen as a Bond adventure game. 2227 02:14:06,121 --> 02:14:08,707 That was probably one of my favorite bits that he comes in through there, 2228 02:14:08,707 --> 02:14:11,543 and there's a guard having on the toilet with a newspaper, 2229 02:14:11,585 --> 02:14:13,754 and we thought, you know, 'It's funny to do those things.' 2230 02:14:13,795 --> 02:14:15,964 So, being able to recreate it was great. 2231 02:14:17,674 --> 02:14:18,967 You're late, 007. 2232 02:14:19,009 --> 02:14:20,510 I had to stop in the bathroom. 2233 02:14:20,594 --> 02:14:23,555 I was the character builder, and I did all the animations. 2234 02:14:23,638 --> 02:14:27,601 I built Roger Moore, I built Sean Connery, and I built Timothy Dalton, 2235 02:14:27,642 --> 02:14:30,228 because we had an all Bond version at one go. 2236 02:14:36,318 --> 02:14:39,821 And we were told early on, you know, you've got access to the whole Bond universe. 2237 02:14:40,781 --> 02:14:42,657 We discovered later, we didn't. 2238 02:14:44,910 --> 02:14:46,995 We only had the right for Pierce Brosnan. 2239 02:14:47,037 --> 02:14:49,915 Sorting out the permissions with Sean Connery and his estate, 2240 02:14:50,040 --> 02:14:51,750 it became too expensive. 2241 02:14:51,833 --> 02:14:54,878 When they did some of the playtesting, everybody would play a Bond, 2242 02:14:54,920 --> 02:14:57,255 and they did first one to 100 kills. 2243 02:14:57,339 --> 02:15:00,675 Martin won it by one kill, I think. 2244 02:15:02,594 --> 02:15:05,388 It was B Jones, the character artist, who 2245 02:15:05,430 --> 02:15:07,557 put the suit on. At the time, it was a cutting edge suit, 2246 02:15:07,599 --> 02:15:09,434 and we weren't sure what we needed. 2247 02:15:09,434 --> 02:15:11,853 It was her and Duncan Botwood that did most of it, 2248 02:15:11,978 --> 02:15:14,523 I would get him set up in the motion capture suit. 2249 02:15:14,648 --> 02:15:19,486 I would run the actual system, and he would become my body if you like, 2250 02:15:19,528 --> 02:15:23,114 and we had a magnetic system called Flock of Birds. 2251 02:15:23,323 --> 02:15:25,742 The system would sit on a shelf 2252 02:15:25,826 --> 02:15:28,620 up on the side of the wall and wires would run 2253 02:15:28,703 --> 02:15:32,582 to Duncan. So, if you can imagine, we had to be extremely careful, 2254 02:15:32,666 --> 02:15:35,919 because the wires were only so long and, if he wanted to do some 2255 02:15:36,086 --> 02:15:38,713 epic deaths, we had to sort of, like, be very precise with it 2256 02:15:38,797 --> 02:15:42,551 because, literally, he would yank the entire thing off the wall. 2257 02:15:42,801 --> 02:15:43,885 Ahhh! 2258 02:15:45,220 --> 02:15:48,723 And it was just sort of, 'Just capture everything we can and just use it.' 2259 02:15:50,183 --> 02:15:52,853 Once we started going in and we realized that it looked really good, 2260 02:15:52,853 --> 02:15:54,437 so it's like, 'Okay, well, what if we... 2261 02:15:54,437 --> 02:15:57,274 If we do the shooting body parts, we need to do all the animations for that as well. 2262 02:15:57,274 --> 02:15:59,860 We had a list of moves that we needed to capture. 2263 02:15:59,901 --> 02:16:02,946 So, it would be shot in hand but recover, shot in hand and die, 2264 02:16:02,988 --> 02:16:05,574 because you could die from a hand shot, obviously, 2265 02:16:05,615 --> 02:16:08,034 Grab your leg, grab your left leg, grab your right leg, grab your arm, 2266 02:16:08,034 --> 02:16:09,411 you know, grab your head, 2267 02:16:09,494 --> 02:16:11,496 do a roll over, and then come up with your gun, 2268 02:16:11,580 --> 02:16:14,082 and then shot, get shot from the knee position. 2269 02:16:14,124 --> 02:16:17,127 So, all of these things were considered as part of it. 2270 02:16:17,294 --> 02:16:19,921 If we wanted to do a body hit, 2271 02:16:20,005 --> 02:16:21,464 I would tell him to close his eyes, 2272 02:16:21,506 --> 02:16:25,594 because the last thing you want with motion capture is for someone to tense up. 2273 02:16:25,719 --> 02:16:28,597 So, I was like, 'Just relax, and I'm going to shoot you.' 2274 02:16:28,722 --> 02:16:31,892 I would sneak up behind him or sneak up in front of him and literally 2275 02:16:31,933 --> 02:16:34,477 whack him in the shoulder, 2276 02:16:34,644 --> 02:16:38,148 and you would then get that pushback or that push forward 2277 02:16:38,231 --> 02:16:41,192 and, sometimes, I would literally knock him to the ground. 2278 02:16:41,484 --> 02:16:42,444 Ooh! 2279 02:16:42,611 --> 02:16:44,779 Yeah, he did suffer for his art, that's for sure. 2280 02:16:46,489 --> 02:16:49,409 So all the main characters, we had their photos, and we could just 2281 02:16:49,451 --> 02:16:52,537 scan them and stick them on the thing. Obviously, we're very limited to how 2282 02:16:52,579 --> 02:16:55,457 complex the models could be. They had to be very basic face shape and then 2283 02:16:55,498 --> 02:16:59,294 all the information on who the character was, was done through the texture of the face. 2284 02:16:59,377 --> 02:17:01,713 And, at that point, it's like, 'We need more characters than we've got, 2285 02:17:01,755 --> 02:17:03,715 because we've got to have all the guards.' So, the obvious thing was, 2286 02:17:03,715 --> 02:17:05,467 'Well, we'll just use our own faces.' 2287 02:17:05,550 --> 02:17:07,594 We would take the photographs and I would 2288 02:17:07,677 --> 02:17:11,806 cut them in half and then split it over, because all the promotional photographs we had 2289 02:17:11,848 --> 02:17:15,644 were all lit from one side, so I would have to make them work. 2290 02:17:17,270 --> 02:17:19,856 But, because they were only, like, this big, 2291 02:17:19,856 --> 02:17:21,691 you know, it was very, very forgiving. 2292 02:17:21,733 --> 02:17:24,527 B Jones who did the art got into the habit of, you know, changing them a bit 2293 02:17:24,611 --> 02:17:26,571 so making them look a bit gruesome. 2294 02:17:26,696 --> 02:17:27,614 Ahh! 2295 02:17:27,656 --> 02:17:30,533 I'm on one of the guards, and I've got a big scar down my face. 2296 02:17:30,909 --> 02:17:34,621 To have your face in the game seemed amazing, because most first person shooter characters look 2297 02:17:34,663 --> 02:17:38,917 generally hand drawn or modeled characters and, suddenly, you had photos. 2298 02:17:39,000 --> 02:17:42,796 We didn't just have Dr. Doak and Martin and Karl and all that 2299 02:17:42,921 --> 02:17:46,174 we had the groundsmen, we've got the kitchen staff, 2300 02:17:46,341 --> 02:17:48,218 we've got the kids from Rare, 2301 02:17:48,301 --> 02:17:50,720 we've got some random plumber... 2302 02:17:50,762 --> 02:17:51,846 Mamma mia! 2303 02:17:51,888 --> 02:17:55,350 That came in one day. That's why, when you see on some of these, like, Wiki pages, 2304 02:17:55,475 --> 02:17:59,771 it's like, 'Who are these people?' They're just random people that came into the building, 2305 02:17:59,854 --> 02:18:02,273 There was a point where we were wondering whether you could be able to actually 2306 02:18:02,315 --> 02:18:05,944 scan in a photo and stick it in GoldenEye for the multiplayer levels. 2307 02:18:05,986 --> 02:18:07,362 Yes, with Game Boy Camera, 2308 02:18:07,362 --> 02:18:10,073 you can turn pho-tography into fun-tography. 2309 02:18:10,490 --> 02:18:13,493 That was a little beyond what we could do. In the end, 2310 02:18:13,618 --> 02:18:16,705 Well, actually, Xenia Onatopp's breasts. 2311 02:18:16,705 --> 02:18:19,499 They were particularly memorable, because we had to try and figure out 2312 02:18:19,582 --> 02:18:23,503 the best way of getting the best shape out of the fewest polygons. 2313 02:18:23,712 --> 02:18:28,091 This time, the pleasure will be all mine. 2314 02:18:28,341 --> 02:18:31,302 All the hands in GoldenEye are, of course, all boxes because they're all like this, 2315 02:18:31,344 --> 02:18:34,556 because they have to hold guns, but that was the best way we could come up with that. 2316 02:18:34,597 --> 02:18:38,309 But, they still had six texture maps on them that were all drawn by hand, 2317 02:18:38,393 --> 02:18:42,314 because you had this one, this one, this one. 2318 02:18:42,397 --> 02:18:46,943 That was kind of modeled off my hand. Everybody's got clubbed hands in GoldenEye. 2319 02:18:49,654 --> 02:18:52,032 So, we all had our favorite Bond movies 2320 02:18:52,115 --> 02:18:54,617 and I thought, 'Well, if I can build anything from any of the Bond movies, 2321 02:18:54,617 --> 02:18:58,413 what do I want to build?' And it's like, 'Oh, I want to I want to build the Moonraker set.' You know, 2322 02:18:58,455 --> 02:19:01,541 let's do that, and we'll turn it into a multiplayer, you know? Great, fantastic. 2323 02:19:04,502 --> 02:19:08,423 We had this huge book of guns at work which was basically 2324 02:19:08,506 --> 02:19:12,218 Jane's reference book of guns. So, you knew the firing rate. 2325 02:19:12,260 --> 02:19:15,638 You knew how many bullets it would take, you know, and all of these stats went into 2326 02:19:15,722 --> 02:19:18,516 making these guns work as you see them. 2327 02:19:18,600 --> 02:19:20,393 So, they are as real as we could make them. 2328 02:19:26,232 --> 02:19:29,194 I mean, the club's famous for being horrendously inaccurate 2329 02:19:30,779 --> 02:19:33,406 and they actually give the gun some character because, up until that point, 2330 02:19:33,406 --> 02:19:35,950 things like Doom, they'd had funny names like BFG and they did things, 2331 02:19:36,034 --> 02:19:38,203 but here, you had a whole series of guns which were just bullet guns, 2332 02:19:38,244 --> 02:19:40,121 because it wasn't a sci-fi thing. 2333 02:19:40,163 --> 02:19:42,499 It's James Bond. So, 'What do you do to make it interesting?' 2334 02:19:42,540 --> 02:19:44,959 And it's like, 'Okay, well, this gun has a higher fire rate, 2335 02:19:45,001 --> 02:19:47,587 but it's really inaccurate. This gun, it makes a great noise, 2336 02:19:47,670 --> 02:19:50,965 But, we should have the golden gun. It doesn't look great, but it kills with one shot.' 2337 02:19:51,007 --> 02:19:52,217 That's it. You know? 2338 02:19:55,553 --> 02:19:58,098 GoldenEye was the seminal first person shooter 2339 02:19:58,181 --> 02:20:01,309 on consoles that kind of introduced the idea of first person shooting 2340 02:20:01,351 --> 02:20:06,147 to a console generation of players as well as multiplayer, four-player split-screen gaming. 2341 02:20:06,231 --> 02:20:10,235 The first FPS game that I played was GoldenEye 007. 2342 02:20:10,276 --> 02:20:13,238 It was a game as I was growing up 2343 02:20:13,279 --> 02:20:16,074 and, right at the college year starting out, 2344 02:20:16,157 --> 02:20:18,034 my friends and I would get drunk and 2345 02:20:18,076 --> 02:20:19,577 go home from the bar and play. 2346 02:20:21,621 --> 02:20:24,499 You'll sit down and play it with a bunch of your friends and we would just 2347 02:20:24,624 --> 02:20:26,876 stay up for like 10 hours straight just playing. 2348 02:20:26,960 --> 02:20:29,337 We wouldn't even realize that we had stayed up through the night. 2349 02:20:34,092 --> 02:20:36,594 It was never planned. 2350 02:20:37,053 --> 02:20:39,764 We were playing a lot of Bomberman in lunchtimes, 2351 02:20:39,848 --> 02:20:42,183 and we were just having so much fun because it was four-player 2352 02:20:42,183 --> 02:20:45,353 and, in the evenings, we played a lot of Doom on the Unix machines. We had 2353 02:20:45,353 --> 02:20:47,689 network Doom, then we just thought, 'You know, we have to get a 2354 02:20:47,689 --> 02:20:51,151 a split screen shooter in on this, because it's just too much fun not to, 2355 02:20:51,151 --> 02:20:53,361 and we didn't know if the, if the console could handle it. 2356 02:20:53,486 --> 02:20:56,698 That was just around the time that Steve Ellis joined the team. 2357 02:20:56,865 --> 02:20:59,200 Very, very quickly he had it up and running. 2358 02:20:59,200 --> 02:21:00,910 Simon Farmer, who's a production manager, 2359 02:21:00,910 --> 02:21:03,621 came over one evening and saw us playing it 2360 02:21:03,621 --> 02:21:06,291 and asked, 'What's that?' And it's like, 'Oh, it's a multiplayer GoldenEye. 2361 02:21:06,291 --> 02:21:08,334 It was, like, that was a surprise. 2362 02:21:08,334 --> 02:21:11,171 You know, you're supposed to be finishing this game because it has to be launched. 2363 02:21:11,171 --> 02:21:13,298 Instead, we're busy making a multiplayer version. 2364 02:21:13,298 --> 02:21:14,883 I mean, it's deeply unprofessional. 2365 02:21:14,883 --> 02:21:16,634 We were a bunch of newbies who never made a game before. 2366 02:21:16,634 --> 02:21:19,262 So, the initial reaction to Rare was, 'Can you please just 2367 02:21:19,262 --> 02:21:21,431 focus on what you're supposed to be doing? 2368 02:21:21,431 --> 02:21:23,641 Which was perfectly reasonable on their part. 2369 02:21:29,105 --> 02:21:31,608 Nobody actually liked playing slappers only, 2370 02:21:31,608 --> 02:21:34,485 but we love just running around trying to slap each other to death, 2371 02:21:34,485 --> 02:21:37,238 like it was just the, just the stupidity of the whole thing, 2372 02:21:37,238 --> 02:21:39,824 like trying to slap somebody playing as Oddjob, 2373 02:21:39,824 --> 02:21:42,368 like, you know, they're out there all the way on the ground, and you're trying to hit him, 2374 02:21:42,368 --> 02:21:44,454 like there's just something appealing about that 2375 02:21:44,454 --> 02:21:47,457 to us, like, you know, 12 year olds or whatever, 2376 02:21:47,457 --> 02:21:49,417 whatever age we were at the time playing it. 2377 02:21:49,417 --> 02:21:51,211 And it was just funny, because, you know, 2378 02:21:51,211 --> 02:21:53,463 'slapper' means something else in England, of course, 2379 02:21:53,463 --> 02:21:57,675 so it was a kind of a play on words to see what we could get away with, you know? 2380 02:21:57,675 --> 02:22:00,345 This is going to be, you know, the new controller. 2381 02:22:00,345 --> 02:22:03,306 I wish I had it still, but we got sent a prototype version, 2382 02:22:03,306 --> 02:22:06,100 and we're like, you know, 'What on earth is that?' 2383 02:22:06,100 --> 02:22:08,478 All first person shooters up to that point had been based in PC, 2384 02:22:08,478 --> 02:22:10,813 and they've generally been mice driven 2385 02:22:10,813 --> 02:22:13,900 with the analog little stick. You know, we felt that the shooting game was so important, 2386 02:22:13,900 --> 02:22:16,528 because you've suddenly had fine adjustment. 2387 02:22:16,528 --> 02:22:19,948 The control was the number one thing that really felt good. It was almost like, 2388 02:22:19,948 --> 02:22:21,950 'That's how you do it on a console. 2389 02:22:21,950 --> 02:22:23,910 That's how movement should work. 2390 02:22:32,126 --> 02:22:34,087 We didn't have too many expectations, you know, 2391 02:22:34,087 --> 02:22:35,797 We had a great time making it. 2392 02:22:35,797 --> 02:22:38,258 We saw everything that was wrong with it, like you always do with your own creations. 2393 02:22:38,258 --> 02:22:41,135 You know, we knew that the frame rate was ropey in places, 2394 02:22:41,135 --> 02:22:43,805 there were bits that we wanted to do that we didn't get to do, 2395 02:22:43,805 --> 02:22:45,598 lots of bits of narrative that we dropped. 2396 02:22:45,598 --> 02:22:47,767 And then, it wasn't until, I think, it was the E2 show in Atlanta, 2397 02:22:47,767 --> 02:22:49,727 when we turned up with it almost finished, 2398 02:22:49,727 --> 02:22:52,897 Nintendo put it on a load screen, and everyone was turning up playing it 2399 02:22:52,897 --> 02:22:55,233 and then, they were coming away saying good things about it, 2400 02:22:55,233 --> 02:22:57,735 you know, and that was the first indication 2401 02:22:57,735 --> 02:23:00,405 that we had something pretty good on our hands. 2402 02:23:00,405 --> 02:23:05,576 GoldenEye, load a Rumble Pak, and see how it feels when 007 meets M64. 2403 02:23:06,995 --> 02:23:09,080 Well, there's that famous quote from Miyamoto, 2404 02:23:09,080 --> 02:23:11,416 where, you know, a delayed game can be good, 2405 02:23:11,416 --> 02:23:14,085 but a rushed game is forever shitty, something like that. 2406 02:23:14,085 --> 02:23:15,712 You know the quote, everybody knows the quote. 2407 02:23:15,712 --> 02:23:17,714 He wanted James Bond to go around 2408 02:23:17,714 --> 02:23:19,757 a hospital right at the end and shake hands 2409 02:23:19,757 --> 02:23:22,260 with all the people that Bond had shot, 2410 02:23:22,260 --> 02:23:25,179 which was just the most bizarre, 2411 02:23:25,179 --> 02:23:27,557 bizarre request of like, 'Why? 2412 02:23:27,557 --> 02:23:29,600 Why would you want to do that?' 2413 02:23:29,600 --> 02:23:32,937 And that's one of the reasons why the bodies then began to disappear. 2414 02:23:32,937 --> 02:23:35,940 We did have a version right at the beginning where we developed 2415 02:23:35,940 --> 02:23:38,318 this series of cards and what they would do, they would 2416 02:23:38,318 --> 02:23:41,571 show the blood coming out of the body, and it was hideous. 2417 02:23:43,114 --> 02:23:45,241 It was not a typical Nintendo product at that time, 2418 02:23:45,241 --> 02:23:47,160 clearly, I mean, they've tended to do, you know 2419 02:23:47,160 --> 02:23:49,746 lots of much more children-based games, and this was clearly 2420 02:23:49,746 --> 02:23:53,082 not a child-based game, because you were James Bond and James Bond kills people. 2421 02:23:56,210 --> 02:23:59,630 It was in the rental charts for two years, which was absolutely stunning, 2422 02:23:59,630 --> 02:24:01,632 but it was such a slow burn, GoldenEye. 2423 02:24:01,632 --> 02:24:04,886 You know, it was never that, 'Oh my goodness, we've had this massive hit.' 2424 02:24:04,886 --> 02:24:07,430 It was this very, very long, slow burn which, obviously, 2425 02:24:07,430 --> 02:24:10,308 still is, because we're doing an interview about it now. 2426 02:24:10,308 --> 02:24:12,894 None of us had made a game before, none of us had worked together before. 2427 02:24:12,894 --> 02:24:15,438 I couldn't believe my luck. My first job in the industry, 2428 02:24:15,438 --> 02:24:19,025 working on the cutting edge console at a company that was world-renowned, 2429 02:24:19,025 --> 02:24:21,486 working on technology that everyone was getting very excited about, 2430 02:24:21,486 --> 02:24:25,073 and almost no one had a chance to use it, but I had two of them on my desk, you know? 2431 02:24:25,073 --> 02:24:27,492 And we were making a Bond game, and I love James Bond. 2432 02:24:27,492 --> 02:24:30,453 So, you know, from my point of view, I couldn't have been happier. 2433 02:24:30,453 --> 02:24:34,207 That was my first job out of college after learning computer animation. 2434 02:24:34,207 --> 02:24:38,002 I was an artist, I managed to get a job, I managed to join this team. 2435 02:24:38,002 --> 02:24:40,630 It's a hell of a thing to suddenly just drop into. 2436 02:24:40,630 --> 02:24:43,633 It opened doors for me, something rotten over the years, 2437 02:24:43,633 --> 02:24:45,301 to say that I worked on GoldenEye. 2438 02:25:12,787 --> 02:25:15,123 This is a good story, I hope you have enough film. 2439 02:25:15,123 --> 02:25:17,792 Doom was just murder murder murder murder. 2440 02:25:17,792 --> 02:25:20,795 'Oh, I see something! Murder. Oh! Puzzle' 2441 02:25:20,795 --> 02:25:22,547 That was the whole plot 2442 02:25:22,547 --> 02:25:26,384 of pretty much every single game made that is made in the first person shooter genre. 2443 02:25:26,384 --> 02:25:29,053 Go from Wolf, Doom, Doom II, Quake, 2444 02:25:29,053 --> 02:25:31,597 that's the plot. But, Quake II 2445 02:25:31,597 --> 02:25:33,766 opens up with this full motion movie 2446 02:25:37,520 --> 02:25:39,147 of you being in a drop ship. 2447 02:25:42,942 --> 02:25:44,986 It reminded me a lot of Starship Troopers. 2448 02:25:47,989 --> 02:25:50,074 Remember your training, 2449 02:25:50,074 --> 02:25:52,452 and you will make it back alive. 2450 02:25:52,452 --> 02:25:54,579 Flying around, getting knocked off course. 2451 02:25:57,540 --> 02:25:59,041 We'll see what we can do. Holy shit! 2452 02:26:00,710 --> 02:26:03,004 And then, when you get into the very first room, 2453 02:26:03,004 --> 02:26:05,923 you see the debris of where you came into the ceiling, 2454 02:26:05,923 --> 02:26:07,842 and you see your pod and it's like, 'Okay, 2455 02:26:07,842 --> 02:26:11,220 now I'm actually in a real environment, 2456 02:26:11,220 --> 02:26:13,014 and I'm the intruder. 2457 02:26:13,014 --> 02:26:14,891 By the time Quake II rolled around, 2458 02:26:14,891 --> 02:26:20,313 we're experiencing a sea change in the people who made up id. 2459 02:26:20,313 --> 02:26:22,565 At that point, Romero had left. 2460 02:26:22,565 --> 02:26:27,111 Having people come in who had significant development experience 2461 02:26:27,111 --> 02:26:30,406 led to this dramatic shift in 2462 02:26:30,406 --> 02:26:32,241 the way that the game presented itself. 2463 02:26:32,241 --> 02:26:35,203 We knew we wanted to do 2464 02:26:35,203 --> 02:26:37,413 something different. We wanted 2465 02:26:37,413 --> 02:26:40,291 themed enemies, wanted a theme world. 2466 02:26:40,291 --> 02:26:43,127 The idea for the story was 2467 02:26:43,127 --> 02:26:44,879 taken from The Guns of Navarone. 2468 02:26:44,879 --> 02:26:46,005 The Guns of Navarone. 2469 02:26:46,005 --> 02:26:48,508 It's this World War II story where the Allies have to 2470 02:26:48,508 --> 02:26:50,968 take up the Nazi guns so that the Allies 2471 02:26:50,968 --> 02:26:52,887 could land on the shore. 2472 02:26:52,887 --> 02:26:56,682 You go to Stroggos in the single person pods, 2473 02:26:56,682 --> 02:26:59,268 because you were too small to be hit by the big guns. 2474 02:26:59,268 --> 02:27:01,479 And then, you had to land on Stroggos, 2475 02:27:01,479 --> 02:27:04,148 you had to find the big gun, got to take it down, 2476 02:27:04,148 --> 02:27:07,527 so then humanity can finally attack Stroggos. 2477 02:27:07,527 --> 02:27:10,530 We, the rest of humanity, wish them luck, 2478 02:27:10,530 --> 02:27:12,740 and Godspeed as well. 2479 02:27:15,451 --> 02:27:17,370 I'm pro Quake II, man. I'm another one of those guys. 2480 02:27:17,370 --> 02:27:20,331 It's so funny that people hate on it for doing something different 2481 02:27:20,331 --> 02:27:21,916 which is really odd to me because 2482 02:27:21,916 --> 02:27:24,877 do you just want the second game to do the exact same thing the first game did? 2483 02:27:24,877 --> 02:27:26,462 I've never understood that argument. 2484 02:27:26,462 --> 02:27:29,632 I always like changing themes from game to game, 2485 02:27:29,632 --> 02:27:30,967 generate new ideas. 2486 02:27:30,967 --> 02:27:33,219 I mean, it really should have had a different name. 2487 02:27:33,219 --> 02:27:35,680 We knew it had absolutely nothing to do with Quake One. 2488 02:27:35,680 --> 02:27:37,431 People outside the industry 2489 02:27:37,431 --> 02:27:42,562 do not have a good understanding of how challenging it is to name a product. 2490 02:27:42,562 --> 02:27:44,438 Every word has been used, 2491 02:27:44,438 --> 02:27:46,941 practically every pair of words has been used. 2492 02:27:46,941 --> 02:27:49,944 One of the guys came up with WOR, W-O-R, 2493 02:27:49,944 --> 02:27:53,698 which I, honestly today, think was a way better name than Quake II. 2494 02:27:53,698 --> 02:27:56,867 You come up with a bunch of cool stuff, you send it off to lawyers, 2495 02:27:56,867 --> 02:28:00,371 and they come back, and they tell you all the dangers of using any of the things 2496 02:28:00,371 --> 02:28:02,873 that you put on your list, and we just got frustrated, 2497 02:28:02,873 --> 02:28:05,126 and we were like, 'Screw it, it's Quake II.' 2498 02:28:06,002 --> 02:28:11,132 Looking back, probably not the best business decision. 2499 02:28:11,132 --> 02:28:14,885 It was a lot of fun to work on, not just a straightforward shooter 2500 02:28:14,885 --> 02:28:17,138 like we had done in the past. 2501 02:28:17,138 --> 02:28:19,974 We rarely interacted with each other 2502 02:28:19,974 --> 02:28:22,810 on the actual designs we were producing. 2503 02:28:22,810 --> 02:28:25,771 You know, 'This is your Canvas, you paint it, 2504 02:28:25,771 --> 02:28:29,191 and each one of us put our own individual stamp 2505 02:28:29,191 --> 02:28:31,444 on the areas we created. 2506 02:28:31,444 --> 02:28:34,280 We wanted to focus on a single experience 2507 02:28:34,280 --> 02:28:37,867 in a themed world with a unique look. 2508 02:28:37,867 --> 02:28:39,535 You play through it, it makes sense. 2509 02:28:39,535 --> 02:28:42,496 You're not just suddenly, you know, off on a tangent. 2510 02:28:42,496 --> 02:28:44,498 You had an overall objective which 2511 02:28:44,498 --> 02:28:48,502 kind of helped the player immerse themselves in the story and the experience. 2512 02:28:48,502 --> 02:28:51,505 We also had the ability to make 2513 02:28:51,505 --> 02:28:54,175 hub areas where you could go into one level, 2514 02:28:54,175 --> 02:28:57,386 you could go out, you could come back. We could tell a better story. 2515 02:28:57,386 --> 02:29:00,681 The one big secret area that I did 2516 02:29:00,681 --> 02:29:04,185 that kind of defined how the game was supposed to work 2517 02:29:04,185 --> 02:29:08,189 which was I built a tram car into that level. 2518 02:29:09,607 --> 02:29:12,610 If you rode it around 13 times, 2519 02:29:12,610 --> 02:29:14,945 there was a panel in the wall, 2520 02:29:14,945 --> 02:29:18,783 it opened up and showed you a goofy looking comic book character. 2521 02:29:18,783 --> 02:29:22,370 Hitchhiker's Guide to the Galaxy kind of bubbled into my head 2522 02:29:22,370 --> 02:29:25,873 and, in that book, he had the Bugblatter Beast of Traal 2523 02:29:25,873 --> 02:29:28,793 which is the dumbest creature in the universe. 2524 02:29:28,793 --> 02:29:31,170 That kind of slammed together with my sense of 2525 02:29:31,170 --> 02:29:33,965 characters being very influenced by Chuck Jones, 2526 02:29:33,965 --> 02:29:35,966 you know, just kind of ridiculous characters. 2527 02:29:38,427 --> 02:29:42,306 I think Doom, Doom II, Quake, Quake II, Quake III, they were all like very different beasts. 2528 02:29:42,306 --> 02:29:45,601 Quake II was a slower game. 2529 02:29:45,601 --> 02:29:48,437 The railgun really changed the dynamics of the gameplay, 2530 02:29:48,437 --> 02:29:52,733 because it did so much damage at essentially, you know, infinite range. 2531 02:29:52,733 --> 02:29:57,363 But, the railgun was literally ripped off from the movie Eraser with Arnold Schwarzenegger. 2532 02:29:59,615 --> 02:30:03,369 I'm back. 2533 02:30:03,369 --> 02:30:06,080 You can thank Arnold Schwarzenegger for the railgun. 2534 02:30:06,080 --> 02:30:08,791 A lot of people don't understand 2535 02:30:08,791 --> 02:30:11,001 the subtleties that make weapons in first person shooters 2536 02:30:11,001 --> 02:30:14,380 feel really good and really powerful and punchy. 2537 02:30:16,132 --> 02:30:18,259 Great shotguns usually have a little 2538 02:30:18,259 --> 02:30:20,594 clinky delay before they shoot 2539 02:30:22,012 --> 02:30:23,723 which makes them feel more powerful. 2540 02:30:23,723 --> 02:30:25,641 If you look really quick, 2541 02:30:25,641 --> 02:30:28,269 the weapon kinda drags along a little bit. 2542 02:30:28,269 --> 02:30:31,564 It feels a bit more floaty, but it still feels as precise to shoot. 2543 02:30:31,564 --> 02:30:34,734 There's a lot of little details there, screen effects and so on that makes 2544 02:30:34,734 --> 02:30:37,653 weapons feel really punchy and crunchy and alive. 2545 02:30:39,238 --> 02:30:42,575 Plus, it brings back the BFG and it's like a really cool version of the BFG, 2546 02:30:42,575 --> 02:30:44,452 you know, which no one ever talks about. 2547 02:30:46,454 --> 02:30:49,081 But, I'll talk about BFG and every other Doom game, but it's like, 2548 02:30:49,081 --> 02:30:51,417 'It's right here, man, you know, what about this one?' 2549 02:30:53,002 --> 02:30:57,173 We could, uh, create prettier areas because we had coloured lighting, 2550 02:30:57,173 --> 02:31:00,426 which many people forget, but it's the first game to have colored lighting 2551 02:31:00,426 --> 02:31:02,762 uh, which was very exciting at the time. 2552 02:31:02,762 --> 02:31:05,306 There's a lot of really cool elements in that game that I think get overlooked, 2553 02:31:05,306 --> 02:31:08,726 like it's got some great body horror stuff with this alien race that are, like, 2554 02:31:08,726 --> 02:31:11,312 harvesting every species they can find 2555 02:31:11,312 --> 02:31:12,980 so they can continue to survive. 2556 02:31:12,980 --> 02:31:16,442 It would've been nice to have it actually be damaged 2557 02:31:16,442 --> 02:31:18,360 where you shot on the body but, 2558 02:31:18,360 --> 02:31:20,905 technically, we just couldn't do that at the time. 2559 02:31:20,905 --> 02:31:24,033 So, yeah, just another added texture of grossness. 2560 02:31:24,033 --> 02:31:26,076 I wasn't gonna complain. 2561 02:31:28,204 --> 02:31:30,289 I do feel that. 2562 02:31:30,289 --> 02:31:33,918 Quake II is more special than I think people give it credit for. 2563 02:31:33,918 --> 02:31:36,170 You know, we did a lot of things, again, that had 2564 02:31:36,170 --> 02:31:38,547 never been done before. 2565 02:31:38,547 --> 02:31:42,134 And with such a small team to create such a unique 2566 02:31:42,134 --> 02:31:45,888 and different experience, a different world, in a pretty short amount of time 2567 02:31:45,888 --> 02:31:47,640 was truly remarkable. 2568 02:31:47,640 --> 02:31:51,352 I do think it gets the short end of the stick of the three Quakes 2569 02:31:51,352 --> 02:31:54,855 but, in some aspects, it's my favorite. 2570 02:32:10,412 --> 02:32:13,123 Well, I think Colony defined a lot of 2571 02:32:13,123 --> 02:32:16,168 what we think of in terms of first person shooters. 2572 02:32:16,168 --> 02:32:19,880 That's one of the reasons Tom Clancy got in touch with me. 2573 02:32:19,880 --> 02:32:22,383 David and Tom came up with the idea 2574 02:32:22,383 --> 02:32:24,802 that Tom would provide some IP, 2575 02:32:24,802 --> 02:32:26,595 and they would make a game about it. 2576 02:32:26,595 --> 02:32:28,889 Colony is the first time he'd ever experienced 2577 02:32:28,889 --> 02:32:31,267 a story in a game 2578 02:32:31,267 --> 02:32:33,853 versus just playing Pong or something. 2579 02:32:33,853 --> 02:32:38,315 The first trial run we did was the game called SSN. It was a submarine simulator. 2580 02:32:39,859 --> 02:32:43,070 A lot of the SSN team wound up being the core team 2581 02:32:43,070 --> 02:32:44,989 that developed Rainbow Six. 2582 02:32:44,989 --> 02:32:47,658 And so, once SSN was a moderate success, 2583 02:32:47,658 --> 02:32:50,578 they're like, 'Oh okay, we should spin out a separate company, 2584 02:32:50,578 --> 02:32:52,288 and that would, that was going to be Red Storm. 2585 02:32:56,834 --> 02:32:59,086 So, the original idea for Rainbow Six 2586 02:32:59,086 --> 02:33:01,714 was created by a guy named Mustafa Famer. He said, 2587 02:33:01,714 --> 02:33:04,758 'Why don't you do a game based on the FBI hostage rescue team?' 2588 02:33:04,758 --> 02:33:06,552 We're like, Oh, that's kind of cool. That's a neat idea.' 2589 02:33:06,552 --> 02:33:08,721 Tom started introducing me to some of his friends, 2590 02:33:08,721 --> 02:33:11,557 and one of the groups he introduced me to was the 2591 02:33:11,557 --> 02:33:14,351 FBI hostage rescue team in Quantico. 2592 02:33:14,351 --> 02:33:18,063 They took me to one of their training facilities, 2593 02:33:18,063 --> 02:33:20,357 and they were going to have a live training session. 2594 02:33:20,357 --> 02:33:21,942 I'd never see anything like that: 2595 02:33:21,942 --> 02:33:26,947 black helicopters that fly over these buildings, all dressed in black ninjas 2596 02:33:26,947 --> 02:33:30,826 who repelled down onto the top of the building, and they start blowing shit up. 2597 02:33:32,202 --> 02:33:35,164 It's an organization with the resources and the authority 2598 02:33:35,164 --> 02:33:37,833 to fight terrorism wherever it flourishes. 2599 02:33:37,833 --> 02:33:40,920 So I call Tom up, 'You know, we gotta do this. 2600 02:33:40,920 --> 02:33:43,422 It's the most amazing thing. We have to do a game.' 2601 02:33:43,422 --> 02:33:46,800 He said, 'I like that. I want an international force.' 2602 02:33:46,800 --> 02:33:49,178 It would be composed of the best and brightest 2603 02:33:49,178 --> 02:33:51,931 counterterrorism experts from every country. 2604 02:33:51,931 --> 02:33:54,308 And he said, 'If you do the game, I'll do the book.' 2605 02:33:54,308 --> 02:33:56,644 It would operate in absolute secrecy, 2606 02:33:56,644 --> 02:34:00,731 its existence known only to the most senior government officials. 2607 02:34:00,731 --> 02:34:04,234 Its codename is Rainbow. 2608 02:34:04,234 --> 02:34:07,821 The storyline revolving around, like, these radical environmentalists 2609 02:34:07,821 --> 02:34:10,783 who were intending to destroy all of Earth with a pandemic, 2610 02:34:10,783 --> 02:34:13,285 that was the original story I created, 2611 02:34:13,285 --> 02:34:16,246 and Tom decided he liked enough to write it. 2612 02:34:23,629 --> 02:34:25,756 The Tom Clancy games were interesting 2613 02:34:25,756 --> 02:34:28,092 in that they were first person but the pace 2614 02:34:28,092 --> 02:34:30,386 was, like, very slow and methodical. 2615 02:34:30,386 --> 02:34:33,472 I wanted an FPS that I could win at. 2616 02:34:33,472 --> 02:34:36,850 I was 30 years old at the time, and so my twitch reflexes 2617 02:34:36,850 --> 02:34:39,061 were not as good as they had been. 2618 02:34:39,061 --> 02:34:41,063 I couldn't beat the 18 year olds, 2619 02:34:41,063 --> 02:34:43,857 but I felt like I had, like, a lot of tactical knowledge, 2620 02:34:43,857 --> 02:34:47,611 and it's like, 'I want a game that rewards a player like me.' 2621 02:34:47,611 --> 02:34:50,239 You have to do the planning, 'I'm gonna do this, you're gonna do this, 2622 02:34:50,239 --> 02:34:52,116 you're gonna do this' and spending 2623 02:34:52,116 --> 02:34:54,618 hours planning and minutes executing. 2624 02:34:56,578 --> 02:34:58,747 The intersection of one shot, one kill and managing a team 2625 02:34:58,747 --> 02:35:02,042 intersected really, really well and was a pure accident. 2626 02:35:02,042 --> 02:35:03,711 I didn't want them to be superheroes. 2627 02:35:03,711 --> 02:35:07,548 I wanted them to actually feel like real human beings. 2628 02:35:07,548 --> 02:35:09,550 We wanted gunfights to be realistic and, 2629 02:35:09,550 --> 02:35:12,386 and, realistically, very few people survive 2630 02:35:12,386 --> 02:35:15,347 being shot even once. You have your team has six, 2631 02:35:15,347 --> 02:35:17,683 and it's kind of like you have, you know, 2632 02:35:17,683 --> 02:35:19,268 six times you can get shot. 2633 02:35:19,268 --> 02:35:20,269 Tango down. 2634 02:35:20,269 --> 02:35:23,230 I think the biggest thing that we added, I think, was the targeting reticle. 2635 02:35:23,230 --> 02:35:25,482 You had crosshairs before, 2636 02:35:25,482 --> 02:35:27,735 but I think that we were the first people 2637 02:35:27,735 --> 02:35:30,863 to ever have an expanding and contracting reticle. 2638 02:35:33,240 --> 02:35:35,993 We kind of thought that, like, the shooting would be the fun part, 2639 02:35:35,993 --> 02:35:39,371 and what we discovered by accident was that 2640 02:35:39,371 --> 02:35:42,624 it was as much fun to sort of sneak around and spy on people 2641 02:35:42,624 --> 02:35:46,879 and plan out what you're going to do as to actually do the shooting. 2642 02:35:46,879 --> 02:35:50,132 And so, all of the future level designs we did were 2643 02:35:50,132 --> 02:35:52,926 based around having long approaches. 2644 02:35:52,926 --> 02:35:55,846 Your mission is to retake the Belgian Embassy in London. 2645 02:35:55,846 --> 02:35:58,390 What I remember about the, the embassy level was, um, 2646 02:35:58,390 --> 02:36:00,893 we demoed it at E3, and the lead artist, 2647 02:36:00,893 --> 02:36:03,228 a guy named Jonathan Peden, was 2648 02:36:03,228 --> 02:36:05,105 demonstrating and he was mic'd up. 2649 02:36:05,105 --> 02:36:07,608 He actually sent his team 2650 02:36:07,608 --> 02:36:10,152 upstairs to rescue the ambassador, 2651 02:36:10,152 --> 02:36:12,279 and he was just kind of showing off to everybody 2652 02:36:12,279 --> 02:36:14,573 that you create this plan and, you know, they would 2653 02:36:14,573 --> 02:36:18,118 they AIs would go off and execute it, and he was talking, he wasn't really paying attention, 2654 02:36:18,118 --> 02:36:22,164 and his AI team actually rescued the ambassador 2655 02:36:22,164 --> 02:36:24,875 and came back down the stairs, 2656 02:36:24,875 --> 02:36:27,920 and Jonathan was so surprised, because this usually didn't work. 2657 02:36:27,920 --> 02:36:29,922 The AI was kind of shaky at this point 2658 02:36:29,922 --> 02:36:32,049 that he just saw some bodies coming downstairs, 2659 02:36:32,049 --> 02:36:34,802 and he shot the ambassador in the head and killed him. 2660 02:36:34,802 --> 02:36:37,179 And he's, he's mic'd up, he's like, 'Oh, shit.' 2661 02:36:37,179 --> 02:36:39,598 And he's like, 'Oh, no, no' and... 2662 02:36:39,598 --> 02:36:43,602 But, I mean, that was the point we realized we actually had something really, really cool. 2663 02:36:45,896 --> 02:36:47,689 We'd done this, like, little PC game, 2664 02:36:47,689 --> 02:36:50,734 and we didn't have a good sense of how it was performing. 2665 02:36:50,734 --> 02:36:54,154 And then, all of a sudden, I was in all these meetings where we had to discuss 2666 02:36:54,154 --> 02:36:56,448 how it was going to be migrated to console, 2667 02:36:56,448 --> 02:36:59,827 and I'm like, 'Oh, I guess people really like it.' 2668 02:37:01,036 --> 02:37:02,412 Take them down. 2669 02:37:02,412 --> 02:37:05,958 So, that's where Rainbow Six came from. It was literally that phone call. 2670 02:37:05,958 --> 02:37:08,794 We just had, like, a vision and kind of stuck to the vision, 2671 02:37:08,794 --> 02:37:10,379 and it kind of worked out. 2672 02:37:10,379 --> 02:37:12,923 And I was like, 'Oh my god, this is the best game ever.' 2673 02:37:12,923 --> 02:37:15,050 but I want you to know that you deserve all that and more. โ™ชโ™ชโ™ช 2674 02:37:15,050 --> 02:37:17,010 You knew, when you signed on with this crew, 2675 02:37:17,010 --> 02:37:19,429 there wouldn't be any parades or medal ceremonies, 2676 02:37:19,429 --> 02:37:42,077 but I want you to know that you deserve all that and more. โ™ชโ™ชโ™ช 2677 02:37:42,077 --> 02:37:43,620 For a short period of time, 2678 02:37:43,620 --> 02:37:46,707 Quake II was the 2679 02:37:46,707 --> 02:37:49,334 first person shooter game that everyone played 2680 02:37:53,797 --> 02:37:55,799 until Unreal came out. 2681 02:38:09,438 --> 02:38:11,899 So, back in the day, a gentleman named James Schmalz 2682 02:38:11,899 --> 02:38:14,985 produced a couple of games, Epic Pinball and Extreme Pinball, 2683 02:38:14,985 --> 02:38:18,197 which were huge breakout hits for Epic back in the Shareware 2684 02:38:18,197 --> 02:38:20,073 era in the 1990s. 2685 02:38:20,073 --> 02:38:22,784 James was a very talented artist and programmer 2686 02:38:22,784 --> 02:38:25,495 who could basically do it all, and he took kind of his 2687 02:38:25,495 --> 02:38:28,207 tremendous art skills and started applying it to 3D. 2688 02:38:28,207 --> 02:38:31,543 Early versions of Unreal were kind of terrain based. 2689 02:38:31,543 --> 02:38:34,296 James wanted to make a game where you were mech in a cave 2690 02:38:34,296 --> 02:38:35,923 where, if you think about it, doesn't make a lot of sense, 2691 02:38:35,923 --> 02:38:37,758 'cause there's not a lot of room for a mech to go. 2692 02:38:37,758 --> 02:38:40,552 Eventually, that started transitioning into Tim Sweeney's involvement 2693 02:38:40,552 --> 02:38:44,097 and development of the engine and subsequently the game, Unreal. 2694 02:38:51,688 --> 02:38:55,817 We talk about FPS as a genre that has, for decades, 2695 02:38:55,817 --> 02:38:58,779 always been a representation of new technological features, 2696 02:38:58,779 --> 02:39:01,531 and Unreal was maybe one of the best examples of that 2697 02:39:01,531 --> 02:39:04,701 id, back in the day, was infamous for being Carmack's Studio. 2698 02:39:04,701 --> 02:39:07,663 You know, at Epic, we had a little bit better of a balance, I'd like to believe, 2699 02:39:07,663 --> 02:39:09,790 of having design versus tech. 2700 02:39:09,790 --> 02:39:12,751 Tim Sweeney and the programmers came up with an ability to make water 2701 02:39:12,751 --> 02:39:15,712 that looked glistening and looked beautiful in the environment. 2702 02:39:15,712 --> 02:39:17,506 But, now, the player is gonna swim through this. 2703 02:39:20,509 --> 02:39:24,471 Mark Rein, the very, very savvy businessman that worked with Tim Sweeney, 2704 02:39:24,471 --> 02:39:27,057 cornered him. He's like, 'Tim, you know, we should make our own engine, 2705 02:39:27,057 --> 02:39:29,518 and we can sell this. Not only should we sell the engine, 2706 02:39:29,518 --> 02:39:32,145 we should also partner with licensees, give them feedback, 2707 02:39:32,145 --> 02:39:35,482 and give them the actual support on the engine, and then make the engine better 2708 02:39:35,482 --> 02:39:37,067 and work with them as partners' 2709 02:39:37,067 --> 02:39:40,070 which led to the burgeoning Unreal engine business that it is today. 2710 02:39:42,990 --> 02:39:46,827 Unreal seemed to be that point in time when it was more about 2711 02:39:46,827 --> 02:39:49,788 moving through a world, and it just seemed to be that was now, 2712 02:39:49,788 --> 02:39:52,457 instead of running to the exit sign and pressing that button, 2713 02:39:52,457 --> 02:39:54,710 it was like, 'No, you were, like, progressing through somewhere.' 2714 02:39:54,710 --> 02:39:57,546 Prisoner 849 escaping. 2715 02:39:57,546 --> 02:40:00,048 You start off in a prison ship, and then that level ends 2716 02:40:00,048 --> 02:40:02,509 but, then suddenly, you're on like a giant alien planet, 2717 02:40:02,509 --> 02:40:05,012 and you're kind of running around for a bit like, 'Oh, where am I supposed to go?' 2718 02:40:05,012 --> 02:40:07,389 And then, you find the mine entrance, 2719 02:40:07,389 --> 02:40:09,766 and you start going through all these mines and you come out of the mines 2720 02:40:09,766 --> 02:40:12,060 on, like, the top of these mountains. 2721 02:40:12,060 --> 02:40:14,813 We didn't really have cutscenes. We basically had the premise: 2722 02:40:14,813 --> 02:40:18,442 the player is a prisoner, they're on this floating spaceship that's a prison ship, 2723 02:40:18,442 --> 02:40:21,153 crash lands in the Bermuda Triangle of the galaxy. 2724 02:40:21,153 --> 02:40:24,364 All these different aliens and creatures and spaceships and environments are there. 2725 02:40:24,364 --> 02:40:25,741 That tied it all together. 2726 02:40:25,741 --> 02:40:28,827 We'd let the player just kind of find the story as they went through. 2727 02:40:29,745 --> 02:40:31,830 For me, pacing is everything. 2728 02:40:31,830 --> 02:40:33,498 Id's games were always at 11, 2729 02:40:33,498 --> 02:40:35,626 and I'm a big believer that, if you're always at 11, like 2730 02:40:35,626 --> 02:40:37,711 it's like the person who shouts all the time like, 2731 02:40:37,711 --> 02:40:39,629 eventually, you just start tuning them out. 2732 02:40:39,629 --> 02:40:42,758 You know, you have to kind of have those ebbs and those flows of those moments, 2733 02:40:42,758 --> 02:40:45,052 and I did the very first level of Unreal, 2734 02:40:45,052 --> 02:40:48,805 and you really don't have any fights in that environment. It's basically just setting the tone: 2735 02:40:48,805 --> 02:40:51,224 you're in this crashed spaceship, and then you start getting 2736 02:40:51,224 --> 02:40:54,102 teasers of the monsters that you'll later fight, 2737 02:40:54,102 --> 02:40:56,480 which was a technique I learned from, you know, being a fan of the 2738 02:40:56,480 --> 02:41:00,525 first Alien movie where you really don't get to see a good look of the alien until Act Three. 2739 02:41:00,525 --> 02:41:02,527 It just seemed to have, like, this dynamic 2740 02:41:02,527 --> 02:41:05,405 soundtrack at the time too. The music in that game is still amazing. 2741 02:41:05,405 --> 02:41:08,658 That seemed to work in tandem with what you were playing. 2742 02:41:09,993 --> 02:41:12,079 Like, it wasn't just like, 'Okay, now I'm playing this level, 2743 02:41:12,079 --> 02:41:14,623 and it's playing that heavy metal track that I've heard twice already. 2744 02:41:14,623 --> 02:41:17,042 It was like, 'No, this is like a completely new soundscape.' 2745 02:41:17,834 --> 02:41:20,796 So, about once a year, when my wife and I like to pick an actor and actress that we like 2746 02:41:20,796 --> 02:41:22,547 and burn through a lot of their movies, one year, I'm like, 2747 02:41:22,547 --> 02:41:24,091 'Let's do Jean-Claude Van Damme.' 2748 02:41:24,091 --> 02:41:27,135 And so, I fired up Hard Target, which I hadn't seen in years, 2749 02:41:27,135 --> 02:41:29,554 and there's a famous scene in there where 2750 02:41:29,554 --> 02:41:32,015 Jean-Claude Van Damme doesn't just shoot a bad guy, 2751 02:41:32,015 --> 02:41:34,226 he kicks a gas can in front of the guy's head 2752 02:41:34,226 --> 02:41:37,020 then shoots the gas can which explodes. 2753 02:41:39,231 --> 02:41:41,024 Now, I was working on Unreal, we had this 2754 02:41:41,024 --> 02:41:43,693 shock rifle with a primary which was an instant laser beam 2755 02:41:43,693 --> 02:41:47,030 with a slow-moving orb that came up that you could use as the alternate firearm, like, 2756 02:41:47,030 --> 02:41:49,908 'What if you could shoot your alternate firearm and make a mega explosion?' 2757 02:41:51,243 --> 02:41:53,453 Your alternate weapon mechanic does at least 2758 02:41:53,453 --> 02:41:55,997 allow you to kind of fold two things together, right? 2759 02:41:55,997 --> 02:41:58,500 So, you have two ideas that you're carrying around at any given time. 2760 02:41:58,500 --> 02:42:02,129 I can bounce a set of flat pellets off the wall to catch somebody, 2761 02:42:02,129 --> 02:42:05,465 or I can lob a grenade a longer distance on the right quick. 2762 02:42:05,465 --> 02:42:07,342 That's a form of player creativity, right? 2763 02:42:07,342 --> 02:42:10,512 So much of the first Unreal and later Unreal Tournament were developed virtually right 2764 02:42:10,512 --> 02:42:13,223 in the early days of the Internet, and I remember sitting in my apartment 2765 02:42:13,223 --> 02:42:17,394 in Southern California. I got a phone call from Mark Rein. I'm playing Quake One, right? 2766 02:42:17,394 --> 02:42:20,480 And he's like, 'You need to download this mod for this. It's called The Reaper Bot.' 2767 02:42:20,480 --> 02:42:23,358 Suddenly, I'm offline, but I'm playing against opponents 2768 02:42:23,358 --> 02:42:25,152 that are as good as human players, 2769 02:42:25,152 --> 02:42:27,237 and I was like, 'What is this?' And Mark's like, 'Yeah, there's this 2770 02:42:27,237 --> 02:42:30,323 this programmer, a network Programmer out of IBM, this guy named Steve Polge. 2771 02:42:30,323 --> 02:42:32,951 He coded this up as a mod himself, like, and we're going to try and 2772 02:42:32,951 --> 02:42:35,454 recruit them to do the AI for Unreal. 2773 02:42:35,454 --> 02:42:38,457 Years later, Steve came on board, wound up doing really, really cool AI 2774 02:42:38,457 --> 02:42:42,252 for the Skaarj and all the creatures in Unreal which later transferred over to Unreal Tournament 2775 02:42:42,252 --> 02:42:44,212 and the AI in Unreal Tournament, 2776 02:42:44,212 --> 02:42:46,506 and it's yet another example of something cool 2777 02:42:46,506 --> 02:42:49,092 coming out of the mod scene that winds up being massively influential 2778 02:42:49,092 --> 02:42:50,594 across the entire business. 2779 02:42:50,594 --> 02:42:53,138 Back in the 90s, when Unreal came out, 2780 02:42:53,138 --> 02:42:55,557 it was still on 56k dial up. 2781 02:42:55,557 --> 02:43:00,604 So, to be able to just play multiplayer against bots that would still kick your ass was pretty appealing.. 2782 02:43:00,604 --> 02:43:03,356 We had to manually path the environments. 2783 02:43:03,356 --> 02:43:07,110 We had to, like, run tests with the bots, follow them to make sure they didn't look stupid, 2784 02:43:07,110 --> 02:43:10,238 to make sure that they were playing as good as human players. 2785 02:43:10,238 --> 02:43:13,200 You don't really see bot AI in games anymore, probably because it's too 2786 02:43:13,200 --> 02:43:15,911 time consuming to develop and code, I would imagine, 2787 02:43:15,911 --> 02:43:18,538 but I know that a lot of the AI that they used for the bots in 2788 02:43:18,538 --> 02:43:22,417 Unreal and Unreal Tournament was basically what just got carried over from the single player 2789 02:43:22,417 --> 02:43:24,503 which, again, is probably why that single player was so good, 2790 02:43:24,503 --> 02:43:26,463 because it actually had challenging combat. 2791 02:43:27,756 --> 02:43:30,759 I had all these crazy ideas for what the game could be called, like, 2792 02:43:30,759 --> 02:43:34,471 in hindsight, incredibly generic names like Dark Earth and things like that, right? 2793 02:43:34,471 --> 02:43:37,974 And, after so many email battles, so many in person verbal fights, 2794 02:43:37,974 --> 02:43:41,269 Tim finally said, 'Look, this is it. We're just going to call it Unreal, and then 2795 02:43:41,269 --> 02:43:44,397 the marketing came out where they're like, 'It's called Unreal because it is.' 2796 02:43:44,397 --> 02:43:46,775 It just worked. 2797 02:43:46,775 --> 02:43:49,945 That was the game that cemented myself as a creator in the business. 2798 02:43:49,945 --> 02:43:53,490 Not gonna lie, that was some of the hardest years of my life. 2799 02:43:53,490 --> 02:43:56,535 I was 16 hours a day, just working. It was sleep, work, 2800 02:43:56,535 --> 02:43:59,579 sleep, work, sleep work, pounding Mountain Dew, cases of Mountain Dew. 2801 02:43:59,579 --> 02:44:01,331 I don't know how it didn't get kidney stones 2802 02:44:01,331 --> 02:44:03,375 but, at the end of the day, it was worth it. 2803 02:44:03,375 --> 02:44:07,170 Everything ultimately happened for a reason. It turned out great, but it wasn't easy. 2804 02:44:13,927 --> 02:44:14,928 Die. 2805 02:44:14,970 --> 02:44:18,640 I'll tell you a story about Duke. The very first E3 we ever went to, 2806 02:44:18,807 --> 02:44:21,851 the whole team went, and Duke has come out 2807 02:44:21,851 --> 02:44:24,396 as the hot game of E3 in 1996, 2808 02:44:24,396 --> 02:44:26,898 and we're walking around, and we don't want to leave the hall. 2809 02:44:26,898 --> 02:44:31,403 We literally are still walking in the hall after they're tearing it down, 2810 02:44:31,403 --> 02:44:34,239 and then these, these two European guys come up to us, 2811 02:44:34,239 --> 02:44:37,242 and they ask us, 'Did you all create Duke?' And we're like, 'Yeah', and he goes, 2812 02:44:37,242 --> 02:44:38,702 'Hey, we'd love to talk to you.' 2813 02:44:38,702 --> 02:44:42,497 They had built this spider to where you could climb up this little ladder 2814 02:44:42,497 --> 02:44:45,667 and go inside its belly, and that was the meeting room, 2815 02:44:45,667 --> 02:44:49,004 and on each of the legs is a monitor from the games. 2816 02:44:49,004 --> 02:44:51,840 So, we're sitting there in a spider's belly 2817 02:44:51,840 --> 02:44:55,594 with six people in a belly that's designed for four, 2818 02:44:55,594 --> 02:44:59,973 and they asked us, 'Have you ever thought about starting your own company?' 2819 02:44:59,973 --> 02:45:02,767 And we looked at each other, and we're like, 2820 02:45:02,767 --> 02:45:05,061 'No, we haven't until right now.' 2821 02:45:14,529 --> 02:45:17,532 Quake: Scourge of Armagon was my very first 2822 02:45:17,532 --> 02:45:20,452 game where I got to actually make the game 2823 02:45:20,452 --> 02:45:22,996 instead of market it, so I designed the characters, 2824 02:45:22,996 --> 02:45:25,373 I designed the weapons, 2825 02:45:25,373 --> 02:45:27,375 but we added to the universe. 2826 02:45:27,375 --> 02:45:29,961 I loved it. We knew what we were doing. 2827 02:45:29,961 --> 02:45:32,714 Every time we showed him something they were like, 'Yeah, that's good. Keep going.' 2828 02:45:32,714 --> 02:45:36,092 That team created some of the most iconic 2829 02:45:36,092 --> 02:45:38,303 levels and Quake to date, 2830 02:45:38,303 --> 02:45:41,723 including levels like DM1, 2831 02:45:44,017 --> 02:45:48,104 the very first space level ever. 2832 02:45:48,104 --> 02:45:51,316 It's not like I invented the automobile, a very, you know, 2833 02:45:51,316 --> 02:45:53,985 somebody would have come up with floating, 2834 02:45:53,985 --> 02:45:56,696 you know, in the open, void space, 2835 02:45:56,696 --> 02:45:57,989 but I was the first. 2836 02:45:57,989 --> 02:46:01,159 I started it at the office, and people would walk by and say, 2837 02:46:01,159 --> 02:46:03,953 'What are you, What are you doing?' And I said, I've described very basically what I'm doing. 2838 02:46:03,953 --> 02:46:06,289 'I'm making this flat.' They said, 'What are you wasting your time for? 2839 02:46:06,289 --> 02:46:10,960 You're never gonna get the frame rate of these people, you can see the entire level. 2840 02:46:10,960 --> 02:46:14,923 So, I stayed at home and, and got it going to where it was playable 2841 02:46:14,923 --> 02:46:16,925 and then had people start to play it, and they were like, 2842 02:46:16,925 --> 02:46:21,805 'Hey, this is a great idea, ' and I'm like, 'Hey, I know.' 2843 02:46:21,805 --> 02:46:25,266 Having made Duke and a Quake game, 2844 02:46:25,266 --> 02:46:28,561 we had a pedigree at that point where, when we sat down 2845 02:46:28,561 --> 02:46:31,022 to decide what SiN was going to be about, 2846 02:46:31,064 --> 02:46:32,774 we had a history to pull from. 2847 02:46:45,995 --> 02:46:49,165 We wanted to change the way video games stories were told. 2848 02:46:53,962 --> 02:46:57,590 Hostiles are armed and extremely dangerous. Approach with deadly force. 2849 02:46:57,590 --> 02:46:59,926 We really want it to feel like you're in a comic book. 2850 02:47:05,181 --> 02:47:06,808 Hey, that was a good shot. 2851 02:47:06,808 --> 02:47:09,102 And Joel Thomas came in and started designing 2852 02:47:09,102 --> 02:47:13,440 the characters, and I was able to direct Joel in the designing of the world. 2853 02:47:13,440 --> 02:47:16,025 So, it really shaped up to be 2854 02:47:16,025 --> 02:47:18,319 a great comic book-like video game. 2855 02:47:18,319 --> 02:47:20,363 Not so fast. 2856 02:47:20,363 --> 02:47:23,158 We had such incredible level designers. 2857 02:47:23,158 --> 02:47:27,036 We wanted to create more experiences within that single level, 2858 02:47:27,036 --> 02:47:29,664 because most games, at that point, once you run through the hallway, 2859 02:47:29,664 --> 02:47:30,999 there's no reason to go back. 2860 02:47:30,999 --> 02:47:34,127 And we thought, 'What if you made it so that, depending on what you do, 2861 02:47:34,127 --> 02:47:37,172 there's a fork in the road, and you can't go this way, 'cause you didn't do the right thing.' 2862 02:47:37,172 --> 02:47:39,507 But, you can do this one, because you did that thing. 2863 02:47:39,507 --> 02:47:42,761 We decided to create action-based outcomes. 2864 02:47:42,761 --> 02:47:46,014 So, your actions in the game really mattered, 2865 02:47:46,014 --> 02:47:48,808 and it changed the levels, it changed the narrative, 2866 02:47:48,808 --> 02:47:52,562 it changed the outcome to change whether or not you could find a secret. 2867 02:47:52,562 --> 02:47:54,397 If you want to live, get out of here. 2868 02:47:54,439 --> 02:47:57,442 It was really a way to create this depth 2869 02:47:57,442 --> 02:47:59,611 for the real fans who wanted to enjoy 2870 02:47:59,611 --> 02:48:01,404 a much deeper experience. 2871 02:48:01,404 --> 02:48:04,282 It sounds like a great idea until you start having to playtest 2872 02:48:04,282 --> 02:48:07,160 all these different permutations of the player path. 2873 02:48:07,160 --> 02:48:09,204 And it turned out to be a real nightmare. 2874 02:48:09,204 --> 02:48:11,456 Die, you ugly son of a bitch. 2875 02:48:11,456 --> 02:48:13,917 We thought players would play the game more than once. 2876 02:48:13,917 --> 02:48:15,710 'Okay, now I'm gonna do it and go this way.' 2877 02:48:15,710 --> 02:48:18,880 We never got any feedback if that was any good, 2878 02:48:18,880 --> 02:48:20,965 because all they knew was linear, 2879 02:48:20,965 --> 02:48:23,968 and they went that way and not thinking that you can go this way. 2880 02:48:23,968 --> 02:48:28,139 They just didn't think this. So, it was a big waste of time. 2881 02:48:28,139 --> 02:48:32,936 The release of the original SiN is, has definitely a lot of mixed, mixed emotions. 2882 02:48:32,936 --> 02:48:35,480 This incredibly big ambitious game, 2883 02:48:35,480 --> 02:48:38,316 and it had so much great content, 2884 02:48:38,316 --> 02:48:41,736 but it was also released with a lot of bugs 2885 02:48:41,736 --> 02:48:45,323 up against a titan like Half-Life. 2886 02:48:45,323 --> 02:48:49,077 It never would have beat Half-Life, but it would've been the Pepsi to their Coca Cola. 2887 02:48:50,161 --> 02:48:53,289 Tell me, how do you expect this to end? 2888 02:48:53,289 --> 02:48:56,084 We had not revisited the SiN franchise 2889 02:48:56,084 --> 02:48:58,127 after the initial launch and the add-on pack, 2890 02:48:58,127 --> 02:49:02,590 and I started designing what would be SiN 2. 2891 02:49:02,590 --> 02:49:05,093 And I wasn't telling anyone I was doing this, 2892 02:49:05,093 --> 02:49:08,388 just me and the concept guys. I was doing it because I knew in my heart, 2893 02:49:08,388 --> 02:49:10,098 'One day, we're going to do this.' 2894 02:49:10,098 --> 02:49:13,518 Doug Lombardi, who was the vice president of Valves, 2895 02:49:13,518 --> 02:49:17,689 asked me, 'Hey, how would you guys like to reboot the SiN franchise 2896 02:49:17,689 --> 02:49:20,525 and utilize the Half-Life 2 engine to do it?' 2897 02:49:21,818 --> 02:49:24,445 'Yeah, I think we want to do that.' 2898 02:49:24,445 --> 02:49:28,032 Trust me, he knew exactly what he was doing. 2899 02:49:28,032 --> 02:49:30,118 We knew we wanted to make episodic content 2900 02:49:30,118 --> 02:49:33,538 but, when you make episodic content, we still need to have it at a price point 2901 02:49:33,538 --> 02:49:35,957 that makes sense for the support of the developer. 2902 02:49:35,957 --> 02:49:40,753 And so, we said, 'How do we make a $20 game that plays more than four hours?' 2903 02:49:40,753 --> 02:49:44,173 Well, we came up with the dynamic difficulty system 2904 02:49:44,173 --> 02:49:47,343 so that depending on how good the player was 2905 02:49:47,343 --> 02:49:50,805 determined the difficulty of the game. 2906 02:49:50,805 --> 02:49:53,850 The AI started responding to how they played. 2907 02:49:53,850 --> 02:49:56,311 One of the coolest things that we did with SiN episodes 2908 02:49:56,311 --> 02:49:58,438 was we sat a professional eSports player 2909 02:49:58,438 --> 02:50:02,442 down next to a person who had never played a first person shooter, 2910 02:50:02,442 --> 02:50:05,403 and they finished within 60 seconds of each other, 2911 02:50:05,403 --> 02:50:09,741 and they both turned around and said they had the best experience of their life playing a video game. 2912 02:50:09,741 --> 02:50:12,785 We were just doing these things, because they made sense. 2913 02:50:12,785 --> 02:50:15,330 You know, we were fans and gamers ourselves. 2914 02:50:15,330 --> 02:50:18,917 That's the great power of being an independent developer. 2915 02:50:18,917 --> 02:50:21,836 We were doing things, because that's what we wanted the market to do, 2916 02:50:21,836 --> 02:50:24,631 and we decided that we would be the example 2917 02:50:24,631 --> 02:50:27,592 within the market that made that possible. 2918 02:50:27,592 --> 02:50:33,181 I'm a visionary, Blade. I will change the world. 2919 02:50:36,643 --> 02:50:39,103 My name is John Parker Hammond. 2920 02:50:39,103 --> 02:50:43,024 I was born on March 14th, 1928. 2921 02:50:43,024 --> 02:50:46,361 What follows is a record of certain events in which I took part 2922 02:50:46,361 --> 02:50:49,948 between the years 1980 and 1997 2923 02:50:49,948 --> 02:50:53,409 on an island I'll call Site B. 2924 02:50:53,409 --> 02:50:56,537 The thing about Trespasser is that it has a whole bunch of systems 2925 02:50:56,537 --> 02:50:59,958 that probably would have worked if we had six months or nine months to finish them. 2926 02:51:02,210 --> 02:51:04,253 The project got started, 2927 02:51:04,253 --> 02:51:07,215 basically, because I became really obsessed 2928 02:51:07,215 --> 02:51:09,801 with locomotion and 2929 02:51:09,801 --> 02:51:11,636 modeling characters 2930 02:51:11,636 --> 02:51:14,889 dynamically rather than as animation playback. 2931 02:51:14,889 --> 02:51:17,392 DreamWorks was trying to figure out what to be. 2932 02:51:17,392 --> 02:51:20,395 Steven was really interested in Jurassic Park at the time, 2933 02:51:20,395 --> 02:51:23,690 and so somebody offered me this like, 'Hey, you can do anything you want 2934 02:51:23,690 --> 02:51:25,692 if it's in the Jurassic Park universe.' 2935 02:51:25,692 --> 02:51:29,654 Welcome to Jurassic Park. 2936 02:51:31,698 --> 02:51:33,783 The crazy son of a bitch, you're dead. 2937 02:51:33,783 --> 02:51:35,743 I was like, 'Okay, cool.' So bipeds, quadrupeds, 2938 02:51:35,743 --> 02:51:37,996 got it, done, I could work on that. That'd be fun.' 2939 02:51:37,996 --> 02:51:42,458 That was exactly how much deep thought went into that. 2940 02:51:44,502 --> 02:51:45,878 Six left. 2941 02:51:49,257 --> 02:51:51,259 I remember the wavy the arm, 2942 02:51:51,259 --> 02:51:53,261 so you always have your arm extended 2943 02:51:53,261 --> 02:51:56,264 in front of you, and it kind of just bumps into stuff. 2944 02:51:56,264 --> 02:51:59,892 There's some very, like, kind of glitchy and funny physics to the game. 2945 02:51:59,892 --> 02:52:03,479 We went too far. We had it so the weapons could catch on things 2946 02:52:03,479 --> 02:52:05,773 and, like, you really were simulating all that stuff, 2947 02:52:05,773 --> 02:52:07,942 because I was trying really hard 2948 02:52:07,942 --> 02:52:10,319 to explore this idea of 2949 02:52:10,319 --> 02:52:12,822 really giving you the feeling that you're somewhere. 2950 02:52:12,822 --> 02:52:15,658 Dropping the HUD was a direct result of that Looking Glass 2951 02:52:15,658 --> 02:52:17,869 thought process of simulating the experience. 2952 02:52:17,869 --> 02:52:19,078 Looks like 20. 2953 02:52:19,078 --> 02:52:21,622 I had this idea at the time because I was like, you know, 2954 02:52:21,622 --> 02:52:24,542 an extreme young, like, art school idea 2955 02:52:24,542 --> 02:52:27,837 that anything you had to put on a HUD was a failure. 2956 02:52:27,837 --> 02:52:30,089 It's like your high school English teacher saying, 2957 02:52:30,089 --> 02:52:31,591 'You know, show me, don't tell me. 2958 02:52:31,591 --> 02:52:34,260 What is it like to be low on ammo, 2959 02:52:34,260 --> 02:52:36,512 trapped on an island with real dinosaurs?' 2960 02:52:36,512 --> 02:52:40,433 'Okay, it's not like min/maxing like a number 2961 02:52:40,433 --> 02:52:43,311 in the corner of your screen, right? We have to do better than that.' 2962 02:52:43,311 --> 02:52:46,230 Five, 2963 02:52:46,230 --> 02:52:48,483 Four. 2964 02:52:48,483 --> 02:52:52,361 The overarching story of Trespasser that caused it to not be finished 2965 02:52:52,361 --> 02:52:55,114 was that we were at a brand new publisher 2966 02:52:55,114 --> 02:52:59,327 who didn't yet know that young teams was something really promising, 2967 02:52:59,327 --> 02:53:02,705 needed to just be, like, given the extra time to finish it. 2968 02:53:02,705 --> 02:53:06,292 Like, 'Well, you know, you reached the end of your budget. And so that's it, we're shipping this.' 2969 02:53:06,292 --> 02:53:10,338 And I was like 29. I was like, 'Okay.' 2970 02:53:13,424 --> 02:53:15,384 So, there you go. 2971 02:53:15,384 --> 02:53:17,678 But, well hey, there are a lot of ideas in there 2972 02:53:17,678 --> 02:53:20,181 born of the experience of trying to do 2973 02:53:20,181 --> 02:53:24,560 immersive storytelling of trying to tell a story with an environment that lives on. 2974 02:53:24,560 --> 02:53:27,146 The main switchboard is temporarily unattended. 2975 02:53:27,146 --> 02:53:29,816 You know, I always want to be that guy who takes credit for that I was a 2976 02:53:29,816 --> 02:53:31,609 great genius, and I saw into the future. 2977 02:53:31,609 --> 02:53:35,029 Eh, no, I mean, like these are pretty obvious ideas, 2978 02:53:35,029 --> 02:53:37,907 just I was lucky enough to be one of the first guys trying them out, 2979 02:53:37,907 --> 02:53:41,327 and so I saw clearly what needed to happen, 2980 02:53:41,327 --> 02:53:44,038 needed to happen, needed to happen, needed to happen. 2981 02:53:44,038 --> 02:53:47,834 Good morning, and welcome to the Black Mesa Transit System. 2982 02:53:47,834 --> 02:53:52,088 This automated train is provided for the security and convenience 2983 02:53:52,088 --> 02:53:55,383 of the Black Mesa Research Facility personnel. 2984 02:53:56,884 --> 02:53:59,929 We started getting early previews of the Half-Life content, 2985 02:53:59,929 --> 02:54:03,224 and I remember that having a dramatic impact on my brain. 2986 02:54:03,224 --> 02:54:07,395 I was just blown away. I was like, 'Oh my god, this is cinematic storytelling.' 2987 02:54:07,395 --> 02:54:12,358 The time is 8:47 am. 2988 02:54:12,358 --> 02:54:16,404 Honestly, Half-Life kind of made everything else look lame to me. 2989 02:54:16,404 --> 02:54:21,409 Current topside temperature is 93 degrees. 2990 02:54:21,409 --> 02:54:24,412 It just took FPSs to a whole different level, in my opinion. 2991 02:54:24,412 --> 02:54:28,082 No smoking, eating or drinking are permitted 2992 02:54:28,082 --> 02:54:30,418 within the Black Mesa Transit System. 2993 02:54:30,418 --> 02:54:34,714 Half-Life, for the first time, it felt you were kind of invested in a character and 2994 02:54:34,714 --> 02:54:37,425 and what happens. It's not just killing the monsters. 2995 02:54:37,425 --> 02:54:40,428 There was the idea of, you know, an ordinary guy 2996 02:54:40,428 --> 02:54:44,682 who isn't equipped to deal with the problems he's forced to confront. 2997 02:54:44,682 --> 02:54:47,018 I mean, that's a really compelling narrative. 2998 02:54:47,018 --> 02:54:51,105 More lives than your own may depend on your fitness. 2999 02:54:51,105 --> 02:54:53,024 You've never played this kind of game before. 3000 02:54:53,024 --> 02:54:56,527 This is something new. The quality 3001 02:54:56,527 --> 02:55:00,364 oozed out of every moment and every image and every encounter. 3002 02:55:00,364 --> 02:55:03,701 Low clearance security, please contact 3003 02:55:03,701 --> 02:55:05,786 I remember there was a, a load lifter, like, 3004 02:55:05,786 --> 02:55:09,081 that had four legs that was picking up stuff like a forklift. 3005 02:55:09,081 --> 02:55:11,167 So you would see, 'Oh yeah, there are people working here. 3006 02:55:11,167 --> 02:55:14,795 There's just... This is a living breathing place. 3007 02:55:14,795 --> 02:55:18,132 I think what's so special about Half-Life is its pacing. 3008 02:55:18,132 --> 02:55:21,093 You're on this train on your way into work 3009 02:55:21,093 --> 02:55:23,804 which is very different from 3010 02:55:23,804 --> 02:55:25,514 the shooter's that preceded it, right? 3011 02:55:25,514 --> 02:55:28,726 It's passive. You're just sort of watching. 3012 02:55:28,726 --> 02:55:32,480 Missing a scheduled urinalysis or radiation checkup 3013 02:55:32,480 --> 02:55:35,483 is grounds for immediate termination. 3014 02:55:35,483 --> 02:55:39,320 The exciting part about that was just like just showing people and setting a tone. 3015 02:55:39,320 --> 02:55:42,698 It's about storytelling where you are the protagonist, 3016 02:55:42,698 --> 02:55:44,700 and you get to choose what to look at, 3017 02:55:44,700 --> 02:55:47,662 and you get to pick up on what different clues there are. 3018 02:55:47,662 --> 02:55:50,831 You can play this again and see things that you probably hadn't seen before. 3019 02:55:50,831 --> 02:55:54,418 Now arriving at Sector C test labs 3020 02:55:54,418 --> 02:55:57,046 you're already committed. โ™ชโ™ชโ™ช 3021 02:55:57,046 --> 02:55:59,298 But, what it does is it sets up the character, 3022 02:55:59,298 --> 02:56:02,343 it sets up the world, and it just immerses you in the experience, 3023 02:56:02,343 --> 02:56:05,304 and then, when the story unfolds and the action starts, 3024 02:56:05,304 --> 02:56:14,981 you're already committed. โ™ชโ™ชโ™ช 3025 02:56:14,981 --> 02:56:19,026 Half-Life was a game that taught everyone in our industry a lesson. 3026 02:56:21,737 --> 02:56:23,739 This story is, like, built into the levels. 3027 02:56:23,739 --> 02:56:25,908 It's built into what you're seeing in the game. 3028 02:56:25,908 --> 02:56:27,785 It's always around you. 3029 02:56:27,785 --> 02:56:30,746 Weren't you supposed to be in the test chamber a half an hour ago? 3030 02:56:30,746 --> 02:56:34,083 There was enough player freedom that players could feel a sense of agency 3031 02:56:34,083 --> 02:56:38,838 and actually experience agency to some extent. 3032 02:56:40,548 --> 02:56:42,717 Oh my god, what are you doing? 3033 02:56:42,717 --> 02:56:47,096 For me, the launch of Half-Life was really when Day One was released. 3034 02:56:47,096 --> 02:56:51,475 That was a preview version that had, like, the start of the game. 3035 02:56:51,767 --> 02:56:54,562 And that was when we actually got to hear reactions, like, 3036 02:56:54,562 --> 02:56:57,398 from other game developers, you know, from the press. 3037 02:56:57,398 --> 02:56:59,900 People saw that and were just, you know, blown away. 3038 02:56:59,900 --> 02:57:03,529 Why do we all have to wear these ridiculous ties? 3039 02:57:03,529 --> 02:57:06,949 You are not expecting anybody to murder you, 3040 02:57:06,949 --> 02:57:09,785 you're expected to just badge in and get to work. 3041 02:57:09,785 --> 02:57:13,581 Welcome to the HEV Mark IV. 3042 02:57:13,581 --> 02:57:15,583 Which is what happens to you, 3043 02:57:15,583 --> 02:57:17,376 and then you get to your job, 3044 02:57:17,376 --> 02:57:18,336 It seems to be... 3045 02:57:18,336 --> 02:57:20,671 you push the cart, 3046 02:57:20,671 --> 02:57:22,465 and then hell breaks loose. 3047 02:57:24,467 --> 02:57:25,593 Shall we begin? 3048 02:57:34,810 --> 02:57:36,729 Like, why does everyone care about Half-Life? 3049 02:57:36,729 --> 02:57:40,441 And people say, like, 'Oh, the story!' and they, they go and they look at the story, and they're like, 3050 02:57:40,441 --> 02:57:42,777 'That doesn't look like a terribly interesting story.' 3051 02:57:42,777 --> 02:57:45,613 and it's like, 'It wasn't the story. It was the way the story was told, right?' 3052 02:57:45,613 --> 02:57:49,617 Get to the surface as soon as you can, and let someone know what stranded down here... 3053 02:57:49,617 --> 02:57:53,621 Black Mesa was really a coherent place that you felt like you could understand. 3054 02:57:53,621 --> 02:57:57,291 It was a set of labs, you know, you see scientists working in the lab, 3055 02:57:57,291 --> 02:57:59,627 you come back, there's an explosion, and it's destroyed, 3056 02:57:59,627 --> 02:58:02,463 and the areas change, and you felt like you really understood it, 3057 02:58:02,463 --> 02:58:04,006 and you understood the different parts. 3058 02:58:04,006 --> 02:58:06,550 So, it's really up to the level designers to maintain that. 3059 02:58:06,550 --> 02:58:08,761 They wanted it to feel seamless. 3060 02:58:08,761 --> 02:58:11,472 Their ambition was that it would actually be seamless, 3061 02:58:11,472 --> 02:58:13,516 that they would be able to load in advance, 3062 02:58:13,516 --> 02:58:15,017 and we wouldn't feel those levels, but it never quite got there. 3063 02:58:15,017 --> 02:58:19,146 Input/output on the computers was never quite good enough. 3064 02:58:19,146 --> 02:58:22,108 By the time we shipped the PlayStation 2 version, 3065 02:58:22,108 --> 02:58:25,528 we did some nice hacks in there where it was just like a brief hitch, 3066 02:58:25,528 --> 02:58:28,114 and then you're in, because we were able to use 3067 02:58:28,114 --> 02:58:31,200 the fact that a PlayStation 2 had a PlayStation 1 3068 02:58:31,200 --> 02:58:32,868 basically living inside of it, 3069 02:58:32,868 --> 02:58:35,788 and we use that to do that work ahead of time. 3070 02:58:35,788 --> 02:58:37,873 The cinematics if you can even call them that 3071 02:58:37,873 --> 02:58:41,210 were always seen from your perspective. 3072 02:58:41,210 --> 02:58:43,712 I think the reason to not have Gordon Freeman talk 3073 02:58:43,712 --> 02:58:46,048 was more of a stylistic thing originally just to kind of 3074 02:58:46,048 --> 02:58:47,967 keep it more about what was happening in the game world 3075 02:58:47,967 --> 02:58:50,302 but, definitely being put in that dude's shoes the entire time, 3076 02:58:50,302 --> 02:58:54,056 that's the whole essence of the genre, isn't it? โ™ชโ™ชโ™ช 3077 02:58:54,056 --> 02:58:57,268 The other thing I remember about Half-Life is just its amazing sound design. 3078 02:58:58,811 --> 02:59:02,690 Gordon Freeman's silence makes room for the audio in that game to really rise 3079 02:59:02,690 --> 02:59:04,942 and fill the space with something memorable. 3080 02:59:07,653 --> 02:59:09,488 Cool little UI that still has some of the most 3081 02:59:09,488 --> 02:59:12,241 iconic UI sounds ever as you select your different weapons. 3082 02:59:14,243 --> 02:59:17,371 The health dispenser, the crowbar when it's hitting different things, 3083 02:59:17,371 --> 02:59:20,541 the Headcrab. They really resonate. 3084 02:59:21,542 --> 02:59:23,627 One of the most exciting parts of Half-Life is actually like 3085 02:59:23,627 --> 02:59:26,172 you've spent all this effort battling your way 3086 02:59:26,172 --> 02:59:28,591 through these aliens to get to the surface. 3087 02:59:28,591 --> 02:59:30,968 The soldiers, they're going to come save us. 3088 02:59:30,968 --> 02:59:33,304 But then, you get there, they're killing the scientists. 3089 02:59:33,304 --> 02:59:35,181 They're cleaning up the whole place. 3090 02:59:35,181 --> 02:59:38,225 Oh, there's not just a story to this game. That is a real twist. 3091 02:59:38,225 --> 02:59:39,226 Nothing is safe. 3092 02:59:40,811 --> 02:59:44,148 The first time I remember really realizing that half life was something special 3093 02:59:44,148 --> 02:59:46,942 was the first level when you encounter the soldiers, the Marines, 3094 02:59:46,942 --> 02:59:50,821 and I was hiding for a second and I saw a grenade come flying over the railing 3095 02:59:50,821 --> 02:59:53,115 and land on my face, and it blew me up and killed me. 3096 02:59:53,115 --> 02:59:53,741 That was the first time ever in a game where I was like, 3097 02:59:53,741 --> 02:59:56,619 'Oh my god, like, AI can do that?' 3098 03:00:00,956 --> 03:00:01,749 Nice hit. 3099 03:00:01,749 --> 03:00:03,959 And then, you start playing it, you can hear them like communicating 3100 03:00:03,959 --> 03:00:05,920 and talking to each other. 3101 03:00:08,923 --> 03:00:11,217 Which was just, like, revolutionary at the time. 3102 03:00:11,217 --> 03:00:13,260 They would say what they're going to do. 3103 03:00:13,260 --> 03:00:15,346 Yes, sir. 3104 03:00:15,346 --> 03:00:18,682 They would say like 'Reloading' or 'Grenade!' 3105 03:00:18,682 --> 03:00:19,808 Grenade! 3106 03:00:23,103 --> 03:00:27,691 The soldiers, the bad guys, the civilians, the scientists, et cetera 3107 03:00:27,691 --> 03:00:30,152 really made the game feel 3108 03:00:30,152 --> 03:00:32,655 like you're in a world, and Valve 3109 03:00:32,655 --> 03:00:35,282 successfully immersed you in that. 3110 03:00:36,450 --> 03:00:39,703 Half-Life said, 'This is how it should be done.' 3111 03:00:39,703 --> 03:00:42,540 The way they taught the player 3112 03:00:42,540 --> 03:00:46,168 how to solve puzzles was really, really interesting. 3113 03:00:46,168 --> 03:00:49,213 They'd always introduce an element of 3114 03:00:49,213 --> 03:00:53,592 the big puzzle to come in a way that was accessible and 3115 03:00:53,592 --> 03:00:56,011 doable so that, when you got to the bigger puzzles, 3116 03:00:56,011 --> 03:00:58,973 you already had a sense of, 'Oh, this is what I have to do, ' 3117 03:00:58,973 --> 03:01:02,351 and I think it was just absolute genius. 3118 03:01:03,894 --> 03:01:07,565 We had talked to Valve about the idea of an expansion pack, 3119 03:01:07,565 --> 03:01:10,734 because Valve was very of the mindset of the mod mindset, 3120 03:01:10,734 --> 03:01:14,488 and Randy Pitchford, he was in the process of forming Gearbox, 3121 03:01:14,488 --> 03:01:17,741 and they had been kind of pitching to do some different projects 3122 03:01:17,741 --> 03:01:20,869 for Sierra, so here's a great opportunity where we can take 3123 03:01:20,869 --> 03:01:23,497 an expansion pack and just kind of 3124 03:01:23,497 --> 03:01:26,917 start evolving and adding to the franchise. 3125 03:01:26,917 --> 03:01:29,712 Anyone out there got a good view of the LC yet? 3126 03:01:29,712 --> 03:01:32,339 Here's the deal, we got to make a game here. 3127 03:01:32,339 --> 03:01:34,550 Let's start with somebody else's IP, 3128 03:01:34,550 --> 03:01:37,845 'What's out there?' and we're looking at Valves' game Half-Life, 3129 03:01:37,845 --> 03:01:41,015 and this looks amazing, and I have this idea, 3130 03:01:41,015 --> 03:01:44,393 and the idea was to be the soldier and the soldiers perspective. 3131 03:01:44,393 --> 03:01:46,145 Freeman could be anywhere. 3132 03:01:46,145 --> 03:01:50,107 We worked it out. I got really specific and detailed in my budget, 3133 03:01:50,107 --> 03:01:52,902 my plan, and I was able to get to a point where I could do it for 3134 03:01:52,902 --> 03:01:56,322 $750,000, and they said yes. 3135 03:01:56,322 --> 03:01:59,325 Randy Pitchford and I got along, we've been friends for years. 3136 03:01:59,325 --> 03:02:03,704 I think they finally realized, like many producers and developers did, 3137 03:02:03,704 --> 03:02:06,832 after they finally listened to my demo reels, 3138 03:02:06,832 --> 03:02:09,126 that this isn't the only voice I do, 3139 03:02:09,126 --> 03:02:12,504 and so they were kind enough to, to put me in that game. 3140 03:02:12,504 --> 03:02:14,506 Rise and shine ladies! 3141 03:02:14,506 --> 03:02:18,010 My name is senior drill instructor, Dwight T. Barnes. 3142 03:02:18,010 --> 03:02:20,512 The first and last words I want to hear out of your mouths... 3143 03:02:20,512 --> 03:02:22,514 What is your major malfunction, son? 3144 03:02:22,514 --> 03:02:25,601 Sorry to the audio guy for this going all over the top. 3145 03:02:25,601 --> 03:02:27,770 Sound off like you got a pair. 3146 03:02:27,770 --> 03:02:31,440 And it began that way but then, as we continued to record, 3147 03:02:31,440 --> 03:02:33,817 we toned it down into something different. 3148 03:02:33,817 --> 03:02:37,363 Mounted on the wall below me, you will see a PCB. 3149 03:02:37,488 --> 03:02:39,698 But, the initial recording sessions, when I was 3150 03:02:39,698 --> 03:02:42,326 screaming like R. Lee Erney, were hilarious 3151 03:02:42,326 --> 03:02:43,952 I wish I still had the tape. 3152 03:02:43,952 --> 03:02:46,997 Go, go, go! Run up and over those platforms! 3153 03:02:46,997 --> 03:02:48,624 Move, move, move! 3154 03:02:48,624 --> 03:02:50,626 It was really fun to just kind of 3155 03:02:50,626 --> 03:02:53,671 experiment and allow them to add horizontal 3156 03:02:53,671 --> 03:02:56,799 story details into the Half-Life world. 3157 03:02:56,799 --> 03:02:59,009 That was really additive and really exciting. 3158 03:02:59,009 --> 03:03:01,679 When I flew up there, I think it was the end of January 3159 03:03:01,679 --> 03:03:03,430 of 1999. 3160 03:03:03,430 --> 03:03:06,475 I had a deal done, and it was underway with the work 3161 03:03:06,475 --> 03:03:11,438 so that I showed up to the Electronic Entertainment Expo with a frickin' disc, 3162 03:03:11,438 --> 03:03:15,567 and I had two maps that I had built and some new guns 3163 03:03:15,567 --> 03:03:17,903 and some characters that Steven Bond made, 3164 03:03:17,903 --> 03:03:20,906 and we did a demo of Half-Life: Opposing Force 3165 03:03:20,906 --> 03:03:26,203 at E3 of 1999 not even three months after that first conversation. 3166 03:03:35,462 --> 03:03:39,216 I remember first meeting with Gabe about Half-Life. 3167 03:03:39,216 --> 03:03:41,218 His whole pitch was, 3168 03:03:41,218 --> 03:03:43,178 'We're going to make a first person shooter, 3169 03:03:43,178 --> 03:03:45,180 but it's going to have a really compelling story, ' 3170 03:03:45,180 --> 03:03:49,143 and that's why Half-Life will always live as one of the classics of the genre, 3171 03:03:49,143 --> 03:03:53,480 because it's the first one where they really did that and did it right. 3172 03:03:53,480 --> 03:03:56,275 And you can see the influences of Half-Life 3173 03:03:56,275 --> 03:03:58,277 in many games even to this day. 3174 03:03:58,277 --> 03:04:02,072 Gabe said once that Half-Life was like his love letter to Trespasser. 3175 03:04:02,072 --> 03:04:05,159 That just made me cry. It was probably the feeling 3176 03:04:05,159 --> 03:04:08,078 of having been on an Olympic team 3177 03:04:08,078 --> 03:04:10,456 that lost the medal last Olympics, 3178 03:04:10,456 --> 03:04:14,418 watching the team win the medal at the next Olympics. 3179 03:04:14,418 --> 03:04:18,672 It was, like, awesome, but super painful. 3180 03:04:18,672 --> 03:04:22,718 I think that all of the things that I felt were important 3181 03:04:22,718 --> 03:04:26,221 about immersive storytelling and giving that experience of 3182 03:04:26,221 --> 03:04:29,099 being somewhere were there 3183 03:04:29,099 --> 03:04:31,602 and refined, so they really weren't. 3184 03:04:32,352 --> 03:04:34,646 Yeah, there are revolutionary games, 3185 03:04:34,646 --> 03:04:36,857 but all I think we need is, 3186 03:04:36,857 --> 03:04:39,026 'Let's do this thing a little better each time. 3187 03:04:39,026 --> 03:04:40,778 Let's do it a little better each time.' 3188 03:04:40,778 --> 03:04:43,489 You know, 'Maybe we'll fail but let's at least try, ' 3189 03:04:43,489 --> 03:04:48,035 and Half-Life was, 'Let, let's do this better.' 3190 03:04:50,370 --> 03:04:53,874 It also had an interesting effect on Deus Ex.. 3191 03:04:53,874 --> 03:04:57,294 I am rather looking forward to this analysis, aren't you? 3192 03:04:57,294 --> 03:04:59,296 Maybe you should try getting a job. 3193 03:04:59,296 --> 03:05:01,882 Did you understand that last announcement? 3194 03:05:01,882 --> 03:05:04,092 There are a lot of ways to define success. 3195 03:05:04,092 --> 03:05:07,262 One is turning every player into an author of their 3196 03:05:07,304 --> 03:05:08,972 of their own experience. 3197 03:05:08,972 --> 03:05:12,434 The more you can do that, the more game-like your game is 3198 03:05:12,434 --> 03:05:15,437 and the more you're advancing the state of the art. 3199 03:05:24,279 --> 03:05:27,533 Warren had been in the game industry already for a while 3200 03:05:27,533 --> 03:05:30,077 and, one day, I heard, 'Oh my god, 3201 03:05:30,077 --> 03:05:32,704 Warren Spector's team has been let go from Looking Glass, 3202 03:05:32,704 --> 03:05:36,291 and I'm like, 'What? Why would they do that? 3203 03:05:39,837 --> 03:05:42,840 He was making The Dark Project which was actually Thief, 3204 03:05:42,840 --> 03:05:46,093 you know, so he was, like, making this really cool new stealth game. 3205 03:05:48,345 --> 03:05:52,057 Warren Spector, one of the most legendary guys in gaming, 3206 03:05:52,057 --> 03:05:56,979 and his team basically had two weeks to find a new source of funding or job. 3207 03:05:56,979 --> 03:05:59,147 So, I called up Warren and said, 3208 03:05:59,147 --> 03:06:02,067 you know, 'Hey, so can I, can I come down there 3209 03:06:02,067 --> 03:06:04,528 and try to sell you on Ion Storm?' 3210 03:06:04,528 --> 03:06:07,072 You know? And he's just like, 'Sure, why not?' 3211 03:06:07,072 --> 03:06:09,575 So, John Romero and I 3212 03:06:09,575 --> 03:06:13,787 drove from Dallas to Austin in his bright yellow Humvee 3213 03:06:17,082 --> 03:06:20,919 playing air guitar the whole way down while driving. 3214 03:06:20,919 --> 03:06:24,923 When I am driving, and I'm listening to music, 3215 03:06:24,923 --> 03:06:28,218 and it's metal stuff, I have my hands on the steering wheel, 3216 03:06:28,218 --> 03:06:31,221 trying to play guitar while I'm driving, 3217 03:06:31,221 --> 03:06:33,432 you know, just, you know, whenever I could 3218 03:06:33,432 --> 03:06:35,726 hold onto the steering wheel and do something. 3219 03:06:35,726 --> 03:06:39,521 Thrashing to some hair metal for the three hour trip. 3220 03:06:39,521 --> 03:06:42,649 When we went down there, I told Warren, 3221 03:06:42,649 --> 03:06:46,904 'You can make anything you want, use any engine that you want, 3222 03:06:46,904 --> 03:06:49,364 and take as long as you want, and 3223 03:06:49,364 --> 03:06:51,867 you can have as much money as it needs to do that, 3224 03:06:53,827 --> 03:06:56,788 and he's like, 'What?' 3225 03:06:56,788 --> 03:07:00,959 Troubleshooter was a description of the character 3226 03:07:00,959 --> 03:07:02,336 that you were gonna play. 3227 03:07:02,336 --> 03:07:06,798 Jake Shooter, the ex-CIA operative who goes rogue, 3228 03:07:06,798 --> 03:07:09,259 Figured he was your type, a real hard ass. 3229 03:07:09,259 --> 03:07:11,678 I wanted to make a game set in the real world. 3230 03:07:11,678 --> 03:07:14,181 It was a flawed concept from the start, 3231 03:07:14,181 --> 03:07:16,975 but what wasn't flawed was 3232 03:07:16,975 --> 03:07:21,313 the idea of player empowerment and genre matchup. 3233 03:07:21,313 --> 03:07:25,317 So, to that extent, Deus Ex was the logical outcome. 3234 03:07:25,317 --> 03:07:28,612 It was a pretty clear expression of that hope 3235 03:07:28,612 --> 03:07:32,366 that we could let players solve problems the way they wanted. 3236 03:07:32,366 --> 03:07:35,369 What Deus Ex captured, for a lot of us I think, 3237 03:07:35,369 --> 03:07:37,829 was freedom and openness. 3238 03:07:37,829 --> 03:07:41,291 It was giving you gadgets and tools and abilities, 3239 03:07:41,291 --> 03:07:43,543 essentially, to sort of manage an environment. 3240 03:07:43,543 --> 03:07:45,629 It was one of the first games to give 3241 03:07:45,629 --> 03:07:49,174 the player agency on the way they wanted to solve 3242 03:07:49,174 --> 03:07:52,678 a challenge in a level, like you could just run and gun in there, 3243 03:07:52,678 --> 03:07:56,306 or you could sneak and hack to get through a situation. 3244 03:07:56,306 --> 03:08:00,852 That would just really kind of opened up what first person games could be. 3245 03:08:00,852 --> 03:08:04,564 You're not allowed to say the word puzzle at my studios or on my projects. 3246 03:08:04,564 --> 03:08:07,651 You can say 'problem, ' you can say 'challenge, ' 3247 03:08:07,651 --> 03:08:11,154 because, in my totally arbitrary artificial way, 3248 03:08:11,154 --> 03:08:15,951 that means multiple solutions, you decide, 3249 03:08:15,951 --> 03:08:19,162 and the way I like to structure games 3250 03:08:19,162 --> 03:08:22,249 is you see a challenge, 3251 03:08:22,249 --> 03:08:25,752 you make a plan, then you execute the plan. 3252 03:08:25,752 --> 03:08:28,422 You see the consequences of that plan, 3253 03:08:28,422 --> 03:08:31,299 and you're now confronted with a challenge 3254 03:08:31,299 --> 03:08:35,178 driven partly by me, or my team more precisely, 3255 03:08:35,178 --> 03:08:38,181 and partly by the player's action. 3256 03:08:38,181 --> 03:08:43,645 I remember a place in the game that I had played 100 times, 3257 03:08:43,645 --> 03:08:46,565 and I knew there were three problems in this space 3258 03:08:46,565 --> 03:08:49,276 that had to be solved separately, 3259 03:08:49,276 --> 03:08:53,363 and I watched this tester hiding here, 3260 03:08:53,363 --> 03:08:56,033 moving this object over there, 3261 03:08:56,033 --> 03:08:58,493 maneuvering himself in a particular position, 3262 03:08:58,493 --> 03:09:02,414 so he couldn't be seen. He got out the weakest weapon in the game, 3263 03:09:02,414 --> 03:09:06,501 took one shot, and solved all three of those problems at once, 3264 03:09:06,501 --> 03:09:11,757 โ™ชโ™ชโ™ชand no one on planet Earth had ever done that before. 3265 03:09:11,757 --> 03:09:15,635 That tester created his own experience, told his own story. 3266 03:09:15,635 --> 03:09:19,306 That was way more important than any story I could ever have told. 3267 03:09:19,306 --> 03:09:22,476 That's the kind of empowerment we want. 3268 03:09:22,476 --> 03:09:24,936 I remember Warren's pitch for that game. It was like, 3269 03:09:24,936 --> 03:09:27,564 'Everybody else is going, you know, more broad, 3270 03:09:27,564 --> 03:09:29,816 like you need more levels, more monsters, 3271 03:09:29,816 --> 03:09:32,027 more of everything, show off the graphics.' 3272 03:09:32,027 --> 03:09:35,822 And he was, like, small and deep was his game, 3273 03:09:35,822 --> 03:09:38,909 really intricate level and world design without having 3274 03:09:38,909 --> 03:09:42,120 to worry about how many enemies you're trying to throw on the screen 3275 03:09:42,120 --> 03:09:44,623 at once or frame rate or this or that. 3276 03:09:44,623 --> 03:09:47,250 In the immersive simulation genre, when we're doing it right, 3277 03:09:47,250 --> 03:09:49,169 when we're doing our best I should say, 3278 03:09:49,169 --> 03:09:52,005 the game is tuning itself to players, because the game is not 3279 03:09:52,005 --> 03:09:54,841 about how clever and creative the designer is. 3280 03:09:54,841 --> 03:09:58,386 It's about how clever and creative I am as a player. 3281 03:09:58,386 --> 03:10:01,932 If you're gonna dictate to me, just go make a shooter, 3282 03:10:01,932 --> 03:10:04,476 you know? And there's nothing wrong with that, by the way. 3283 03:10:04,476 --> 03:10:08,021 Shooters are wonderful. I love them. I just don't want to make them. 3284 03:10:08,021 --> 03:10:11,691 You've got 10 seconds to beat it before I add you to the list of NSF casualties. 3285 03:10:11,691 --> 03:10:15,570 Easy bro, just having us a conversation. 3286 03:10:15,570 --> 03:10:17,030 Five seconds. 3287 03:10:24,037 --> 03:10:28,458 In 2291 in an attempt to control violence among deep space minors, 3288 03:10:28,458 --> 03:10:31,711 the New Earth government legalized no holds barred fighting. 3289 03:10:39,803 --> 03:10:41,763 The classic arena shooter, I think, is one of those things that 3290 03:10:41,763 --> 03:10:43,598 will always hold a place in my heart. 3291 03:10:43,598 --> 03:10:45,809 To me, in 1999, there is no 3292 03:10:45,809 --> 03:10:48,603 greater and more interesting year to an FPS player. 3293 03:10:48,603 --> 03:10:51,523 That was the birth of modern multiplayer in my opinion. 3294 03:10:51,523 --> 03:10:54,609 The time has come to prove you are the best. 3295 03:11:00,073 --> 03:11:03,869 The big change in Quake III was 3296 03:11:03,869 --> 03:11:07,289 we exclusively focused on multiplayer. 3297 03:11:07,289 --> 03:11:10,750 Now, you could play by yourself, but you played against bots. 3298 03:11:10,792 --> 03:11:13,879 This was at a time when clans, 3299 03:11:13,879 --> 03:11:16,256 multiplayer gaming, this was taking off. 3300 03:11:16,256 --> 03:11:18,592 No one has ever really seen that before, so 3301 03:11:18,592 --> 03:11:22,387 Quake III certainly just embraced that. 3302 03:11:22,387 --> 03:11:24,806 It kind of helped to popularize that sort of fast paced 3303 03:11:24,806 --> 03:11:28,226 twitch competitive shooting in the '90s and the early 2000s. 3304 03:11:28,226 --> 03:11:30,937 When you sit down and play Quake III 3305 03:11:30,937 --> 03:11:33,648 for the first time, it feels so fast and so responsive 3306 03:11:33,648 --> 03:11:36,860 and, before you know it, you're you feel like you're in complete control 3307 03:11:36,860 --> 03:11:38,195 of this character. 3308 03:11:38,195 --> 03:11:39,821 You are tied for the lead! 3309 03:11:39,821 --> 03:11:42,824 Quake II didn't feel like Quake, and Quake III didn't feel like Quake II 3310 03:11:42,824 --> 03:11:45,285 you know, the physics were different, like everything was different. 3311 03:11:45,285 --> 03:11:47,662 But, I have to start thinking of what's above me, 3312 03:11:47,662 --> 03:11:50,457 I have to start thinking of what's below me, 3313 03:11:50,457 --> 03:11:53,043 changing the verticality of the level. 3314 03:11:53,043 --> 03:11:55,754 What makes a good map for an arena shooter is flow. 3315 03:11:55,754 --> 03:11:57,797 You get to the end, and then there's a staircase going down, 3316 03:11:57,797 --> 03:12:00,592 and then you can loop back around to the other part, and there's other little areas. 3317 03:12:00,592 --> 03:12:03,720 It's always kind of like uroboros, like looping in on itself. 3318 03:12:03,720 --> 03:12:06,890 Every time I used to play it, because you can select the different character models, 3319 03:12:06,890 --> 03:12:09,434 I'd always play as the Doom model, 3320 03:12:09,434 --> 03:12:11,269 which was obviously, you know, the Doom guy. 3321 03:12:11,269 --> 03:12:14,105 You could download any character you wanted to download. 3322 03:12:14,105 --> 03:12:16,233 It's, like, it doesn't matter how stupid it was, 3323 03:12:16,233 --> 03:12:19,736 and there was just something insane about how wild that is. 3324 03:12:20,737 --> 03:12:22,822 So, when we were working on the Quake series, 3325 03:12:22,822 --> 03:12:25,784 our friends over at Epic were working on Unreal. 3326 03:12:28,954 --> 03:12:32,290 It was nice that they took things in different directions. 3327 03:12:36,127 --> 03:12:37,462 First blood. 3328 03:12:39,464 --> 03:12:42,008 Deathmatch, when it comes to first person shooters is a no-brainer, 3329 03:12:43,260 --> 03:12:46,054 and then you start moving over to more tactical and more team-based modes 3330 03:12:46,054 --> 03:12:48,431 such as Capture the Flag, then eventually Domination, 3331 03:12:48,431 --> 03:12:51,851 and then kind of the crown jewel of Unreal Tournament that helps separate it, 3332 03:12:51,851 --> 03:12:53,103 which was Assault. 3333 03:12:53,103 --> 03:12:57,565 Steve Polge wanted to create something that was team based, but also something that felt like 3334 03:12:57,565 --> 03:13:00,151 you were there going to an actual objective, 3335 03:13:00,151 --> 03:13:03,697 as opposed to, say, get a flag or go stand in this location. 3336 03:13:03,697 --> 03:13:06,574 So, we wind up with really, really cool maps, you know? Poncho made a map where you're essentially 3337 03:13:06,574 --> 03:13:09,452 on a speeding train. Dave Ewing made a map, 3338 03:13:09,452 --> 03:13:11,746 whereas it was essentially a recreation of Normandy 3339 03:13:11,746 --> 03:13:13,081 where you're storming the beach. 3340 03:13:13,081 --> 03:13:14,958 Some of these maps, you can sit there and you can, like, 3341 03:13:14,958 --> 03:13:18,128 use the Instagib and, like, shoot your friend across the maps 3342 03:13:18,128 --> 03:13:20,338 that can get to the CTF flag faster. 3343 03:13:20,338 --> 03:13:23,341 Oh my god, for some reason, Instagib just, 3344 03:13:23,341 --> 03:13:24,634 'Oh, it was amazing.' 3345 03:13:26,636 --> 03:13:30,015 Steve Polge had the idea of mutators that you can apply to your match 3346 03:13:30,015 --> 03:13:32,225 to make the game infinitely replayable, 3347 03:13:32,225 --> 03:13:35,186 and there's something to be said about taking a game 3348 03:13:35,186 --> 03:13:38,898 that is so deep and just boiling it down to its essence right? 3349 03:13:38,898 --> 03:13:42,110 And that's why Facing Worlds was such a brilliant Capture the Flag map. 3350 03:13:42,110 --> 03:13:44,904 It was two towers. Let's see how good you are. 3351 03:13:47,324 --> 03:13:49,409 I was so used to id software's games, where you know, 3352 03:13:49,409 --> 03:13:52,871 the gratification and the feedback were quintessential to their success, 3353 03:13:52,871 --> 03:13:56,374 and so I was thinking, 'Let's reward the players', you know, good aim.' 3354 03:13:56,374 --> 03:13:58,793 If they shoot the opponent in the head, like, let's let the player know. 3355 03:13:58,793 --> 03:14:01,129 And so, I told Brandon this, and I went to his office, 3356 03:14:01,129 --> 03:14:04,424 and he had an AI just standing there, and he, he shot in the head and put little text on the screen, 3357 03:14:04,424 --> 03:14:06,009 and said, 'Headshot.' I mean, I'm like, 'No no, no. 3358 03:14:06,009 --> 03:14:08,219 Make it so, when it's the final blow, that it, like, 3359 03:14:08,219 --> 03:14:10,555 pops the enemy's head off, then it says 'Headshot.' 3360 03:14:10,555 --> 03:14:11,514 Headshot. 3361 03:14:11,514 --> 03:14:14,934 Then, you get that, you know, feedback that hits that kind of dopamine of your brain, right? 3362 03:14:14,934 --> 03:14:16,227 Headshot. 3363 03:14:16,227 --> 03:14:18,772 And then, 'How can we reward success with the player? 3364 03:14:18,772 --> 03:14:21,649 Success over a longer period of time, success over a short time.' 3365 03:14:21,649 --> 03:14:24,277 So, we came up with a system of double kill, multikills. 3366 03:14:25,653 --> 03:14:28,948 And it goes on and on and on to ultimately wind up with 'God-like.' 3367 03:14:28,948 --> 03:14:30,116 God-like. 3368 03:14:30,116 --> 03:14:32,452 The announcer's voice is booming, and you're like, you're shaking, 3369 03:14:32,452 --> 03:14:34,412 like 'I can't believe I got one of these, right?' 3370 03:14:34,412 --> 03:14:35,538 First blood. 3371 03:14:35,538 --> 03:14:37,957 It sounded like the voice of Satan coming up from hell itself. 3372 03:14:37,957 --> 03:14:40,627 Killing spree. 3373 03:14:40,627 --> 03:14:43,213 It wasn't really, I think, until 3374 03:14:43,213 --> 03:14:45,673 we were producing Quake III Arena, 3375 03:14:45,673 --> 03:14:49,177 and Epic was working on Unreal Tournament 3376 03:14:49,177 --> 03:14:52,847 where the true battle of the religions started. 3377 03:14:52,847 --> 03:14:55,308 You've got Quake III, and you've got Unreal Tournament releasing in the same month. 3378 03:14:55,308 --> 03:14:56,226 Dominate. 3379 03:14:56,226 --> 03:15:00,522 You've got Quake III, and you've got Unreal Tournament releasing in the same month. 3380 03:15:00,522 --> 03:15:02,690 Monster kill. 3381 03:15:04,150 --> 03:15:06,069 To this day, people still argue about it, right? 3382 03:15:06,069 --> 03:15:08,405 And each game, of course, had its merits so, you know, UT, 3383 03:15:08,405 --> 03:15:09,864 you know, the bright more colorful one 3384 03:15:09,864 --> 03:15:11,825 with the wacky weapons and the crazy movements 3385 03:15:11,825 --> 03:15:14,160 and Quake, you know, kind of was a little bit more snug 3386 03:15:14,160 --> 03:15:16,371 in regards to the aiming and the feel. 3387 03:15:16,371 --> 03:15:21,209 My experience with Quake III was always just Team Deathmatch, the most played game mode, but then obviously 3388 03:15:21,209 --> 03:15:25,296 in Unreal Tournament, you had like the Assault maps and Capture The Flag and these giant maps. 3389 03:15:25,922 --> 03:15:29,384 I think what makes any game great in terms of multiplayer 3390 03:15:29,384 --> 03:15:32,095 and competition is the old adage, 3391 03:15:32,095 --> 03:15:34,013 'Easy to learn, hard to master.' 3392 03:15:34,013 --> 03:15:38,184 You need a game that's simple in terms of like the core gameplay loop, 3393 03:15:38,184 --> 03:15:42,313 the core gameplay mechanics but allows a lot of versatility 3394 03:15:42,313 --> 03:15:45,066 to essentially that the player themselves to express. 3395 03:15:45,608 --> 03:15:47,610 Perfect win. 3396 03:15:47,610 --> 03:15:50,071 Some players were really able to do both. 3397 03:15:50,071 --> 03:15:53,825 So, I do think that the team at Epic really did the right thing 3398 03:15:53,825 --> 03:15:57,412 by not going directly against us 3399 03:15:57,412 --> 03:15:58,746 but going with us. 3400 03:15:58,746 --> 03:16:00,748 I think it worked out well. 3401 03:16:00,748 --> 03:16:04,669 Monster kill, kill, kill. 3402 03:16:16,848 --> 03:16:19,726 Robin and I grew up in the same town 3403 03:16:19,726 --> 03:16:22,479 in the far southeastern corner of Australia. 3404 03:16:22,479 --> 03:16:26,608 You know, we're both kind of studying but mostly playing video games. 3405 03:16:26,608 --> 03:16:28,735 All my memories of that era 3406 03:16:28,735 --> 03:16:32,322 are all very, like, LAN party-centric. 3407 03:16:32,322 --> 03:16:34,657 These guys, big Doom players, 3408 03:16:34,657 --> 03:16:37,869 they introduced us to this fortress map. 3409 03:16:37,869 --> 03:16:40,580 When you spawned, you would fall down one of sort of three holes 3410 03:16:40,580 --> 03:16:42,665 in front of you and the holes would give you one of 3411 03:16:42,665 --> 03:16:44,083 a couple of different weapon loadouts. 3412 03:16:44,083 --> 03:16:46,586 The fortress map and its structure, 3413 03:16:46,586 --> 03:16:48,505 even with just two-on-two, kind of made us realize, 3414 03:16:48,505 --> 03:16:51,257 like how much more sort of excitement 3415 03:16:51,257 --> 03:16:55,887 and strategy you could have with a team-based structure. 3416 03:16:55,887 --> 03:16:59,682 And that was one of the fun things about that first year or so of Quake modding. 3417 03:16:59,682 --> 03:17:02,393 They released essentially all their game code. 3418 03:17:02,393 --> 03:17:05,688 We've done a bit of Doom modding and certainly a bunch of Doom mapmaking. 3419 03:17:05,688 --> 03:17:07,982 And so, we started thinking about 3420 03:17:07,982 --> 03:17:11,569 what kind of things we'd do once the modding tools came out. 3421 03:17:11,569 --> 03:17:14,948 It was really just like, 'Okay, what's that fun thing we can add?' 3422 03:17:14,948 --> 03:17:18,034 We we're actually playing Hexen that had three different classes: 3423 03:17:18,034 --> 03:17:20,787 a warrior, and it had a medic, and it had a mage. 3424 03:17:20,787 --> 03:17:24,541 Here's one piece of gameplay we really like. 3425 03:17:24,541 --> 03:17:25,416 'Let's make that.' 3426 03:17:25,416 --> 03:17:28,878 You can tell the order in which classes were implemented in Team Fortress 3427 03:17:28,878 --> 03:17:32,757 strictly by just the number that you press to select them. 3428 03:17:32,757 --> 03:17:36,177 The sniper class was definitely the most exciting. 3429 03:17:36,177 --> 03:17:39,347 We spent so many hours, just like three of us 3430 03:17:39,347 --> 03:17:41,015 trying a different, like, mechanic. 3431 03:17:41,015 --> 03:17:44,435 'Okay, do you hold down to charge up?' We just tried so many different ways 3432 03:17:44,435 --> 03:17:47,855 until we sort of settled on the one that we wanted. 3433 03:17:47,855 --> 03:17:51,359 Hours of just laughing, running around the map, killing each other. 3434 03:17:51,359 --> 03:17:55,113 The engineer and the spy, the last two classes we did, 3435 03:17:55,113 --> 03:17:58,116 we had a bunch of different people coming to our LAN parties, 3436 03:17:58,116 --> 03:18:00,285 and they were all over the skill spectrum, 3437 03:18:00,285 --> 03:18:03,329 and we wanted to all be able to play the same game at the same time. 3438 03:18:03,329 --> 03:18:06,541 The engineer could really be more tactical. 3439 03:18:06,541 --> 03:18:08,418 We saw the sentry guns and aliens were like, 3440 03:18:08,418 --> 03:18:11,713 'I want to play with those in the game somehow.' 3441 03:18:11,713 --> 03:18:14,299 We did no marketing, we didn't have a web page. 3442 03:18:14,299 --> 03:18:17,385 We just put the zip file on CDROM.com 3443 03:18:17,385 --> 03:18:19,053 and hoped people would find it. 3444 03:18:19,053 --> 03:18:20,388 Exactly. 3445 03:18:20,388 --> 03:18:22,181 After a few days, we started getting some emails 3446 03:18:22,181 --> 03:18:25,059 from people saying, like, 'Hey, like, we really liked this game.' 3447 03:18:25,059 --> 03:18:27,186 Like, 'What are you guys doing next?' 3448 03:18:27,186 --> 03:18:29,522 This is getting up around the two year mark. 3449 03:18:29,522 --> 03:18:33,192 We got an email from Scott Lynch over at Sierra. 3450 03:18:33,192 --> 03:18:35,361 He was wondering if we would be interested 3451 03:18:35,361 --> 03:18:38,239 in building a version of Team Fortress for Half-Life. 3452 03:18:38,239 --> 03:18:41,618 We were like, 'Whoa, like, shit's getting real.' 3453 03:18:41,618 --> 03:18:46,122 The modability of Half-Life was something that Valve cared about a ton. 3454 03:18:46,122 --> 03:18:48,875 Like, the right strategy was really to 3455 03:18:48,875 --> 03:18:51,836 take Half-Life and make it a great platform for mods 3456 03:18:51,836 --> 03:18:54,547 in the same way that Quake was a great platform for mods. 3457 03:18:54,547 --> 03:18:56,466 I remember it being really fun because I, you know, 3458 03:18:56,466 --> 03:18:58,718 there was no design to really be done. It was just like, 3459 03:18:58,718 --> 03:19:01,763 'Make all that over there, ' like 'Make it work over here.' 3460 03:19:01,763 --> 03:19:03,973 But, it was also that it seemed like there was a real opportunity 3461 03:19:03,973 --> 03:19:06,643 for Team Fortress to be played by a bunch of new people. 3462 03:19:06,643 --> 03:19:08,061 Like, 'Let's get it out there. 3463 03:19:08,061 --> 03:19:10,146 Let's get more people playing Team Fortress.' 3464 03:19:10,146 --> 03:19:12,982 A lack of optimism has never been a problem. 3465 03:19:16,819 --> 03:19:19,739 Well, so you have to... You die. 3466 03:19:19,739 --> 03:19:22,325 You could, you could spawn, move forward, 3467 03:19:22,325 --> 03:19:25,161 and die in like 20 seconds, and then have to wait three minutes 3468 03:19:25,161 --> 03:19:28,873 before you get to play again? Like, this'll never be popular. 3469 03:19:29,957 --> 03:19:30,958 Negative. 3470 03:19:39,634 --> 03:19:40,385 Follow me. 3471 03:19:40,385 --> 03:19:42,512 Negative. Roger that. 3472 03:19:42,512 --> 03:19:43,930 Affirmative. 3473 03:19:43,930 --> 03:19:46,557 Headshotting Robin three rounds in a row 3474 03:19:46,557 --> 03:19:49,477 and having him yell out from his office and rage quit, 3475 03:19:49,477 --> 03:19:51,145 I think, was really the time when I'm like, 3476 03:19:51,145 --> 03:19:54,357 'Okay, yeah, we need to, like, spend more time with this product, ' 3477 03:19:56,192 --> 03:19:57,694 because it was awesome. 3478 03:19:57,694 --> 03:20:00,655 I always remember Counter-Strike as a lesson to myself 3479 03:20:00,655 --> 03:20:04,534 in my inability to accurately predict what's fun. 3480 03:20:04,534 --> 03:20:07,870 The arena shooters that had mostly preceded Counter-Strike 3481 03:20:07,870 --> 03:20:10,623 obviously have a completely different sensibility when it 3482 03:20:10,623 --> 03:20:12,250 comes to map design and weapon sets. 3483 03:20:12,250 --> 03:20:14,794 You could actually, like, save up your money from the kill, 3484 03:20:14,794 --> 03:20:16,587 you've gotten stuff and buy weapons, 3485 03:20:16,587 --> 03:20:18,798 and you got to choose the weapons you want. 3486 03:20:18,798 --> 03:20:21,718 One thing about Counter-Strike that's interesting: it's not just one shot, kill. 3487 03:20:21,718 --> 03:20:24,137 It's really the level design, 3488 03:20:24,137 --> 03:20:27,640 you can position yourself, and you have to have counter positions, 3489 03:20:27,640 --> 03:20:31,644 and you really, it is a really more strategic multiplayer. 3490 03:20:31,644 --> 03:20:34,897 If I had to try and identify what makes Counter-Strike so special, 3491 03:20:34,897 --> 03:20:37,650 it's both the counter terrorists and the terrorists 3492 03:20:37,650 --> 03:20:39,444 head toward Bombsite B. 3493 03:20:39,444 --> 03:20:42,572 They'll reach a choke point almost the exactly same time. 3494 03:20:42,572 --> 03:20:46,409 And that's incredibly deliberate on the designers part, 3495 03:20:46,409 --> 03:20:49,078 that they want you to sort of reach these jousting moments 3496 03:20:49,078 --> 03:20:51,205 where you come together with your opponent, 3497 03:20:51,205 --> 03:20:54,250 and what that does is it creates this incredible 3498 03:20:54,250 --> 03:20:58,004 meta-game where you can play off the expectations of that timing. 3499 03:20:58,004 --> 03:21:00,006 Enemy down. 3500 03:21:00,006 --> 03:21:02,175 When are they going to come around this corner? 3501 03:21:02,175 --> 03:21:04,469 When do they think I'm going to come around this corner? Which corner 3502 03:21:04,469 --> 03:21:06,095 do they think I'm gonna come around? 3503 03:21:06,095 --> 03:21:09,056 So, that sort of mind game of, like, 'When do I do something different? 3504 03:21:09,056 --> 03:21:12,143 And when do they think that I'm going to do something different, and I don't do something different?' 3505 03:21:12,143 --> 03:21:13,811 Fire in the hole. 3506 03:21:13,811 --> 03:21:15,104 Know where to put your flashes, 3507 03:21:15,104 --> 03:21:17,190 because that was always a very important, 3508 03:21:17,190 --> 03:21:19,400 especially when you had to rush to a certain spot, 3509 03:21:19,400 --> 03:21:21,527 you know, like long A and Dust II or something. 3510 03:21:21,527 --> 03:21:25,990 You just had to know how to hit your marks and to know when to buy and when to save. 3511 03:21:25,990 --> 03:21:28,284 If you buy too much ammo, it could take up too much money. 3512 03:21:28,284 --> 03:21:30,203 And then, if you didn't win that round, you realize, 3513 03:21:30,203 --> 03:21:32,872 'Oh man, I can't even get a weapon for the next round.' 3514 03:21:32,872 --> 03:21:35,249 Up until that point, we'd seen nothing like that, right? 3515 03:21:35,249 --> 03:21:38,294 Like, everything before that was instant spawn. 3516 03:21:38,294 --> 03:21:41,339 When you die in Counter-Strike, yeah, you had to sit there for five minutes 3517 03:21:41,339 --> 03:21:43,841 while the rest of the team either won or lost and there was like 3518 03:21:43,841 --> 03:21:46,052 that excruciating pain of being sitting on the bench 3519 03:21:46,052 --> 03:21:47,637 waiting and hoping you won. 3520 03:21:48,971 --> 03:21:52,475 I actually played so much Counter-Strike in high school that I actually failed English one year. 3521 03:21:52,475 --> 03:21:56,395 I had to go to summer school, and I hated that because it took up all of my extra time 3522 03:21:56,395 --> 03:21:59,398 I could have been home playing more Counter-Strike. 3523 03:21:59,398 --> 03:22:02,193 It was such a fun time of my life was Counter-Strike. 3524 03:22:02,193 --> 03:22:04,654 That really brought me into PC gaming. 3525 03:22:04,654 --> 03:22:07,156 I'm your man, homie. Ah, I tried to sneak through the door, man. 3526 03:22:07,156 --> 03:22:09,492 Can't make it, can't make it. The shit's stuck. 3527 03:22:09,492 --> 03:22:12,119 Door stuck, door stuck, 3528 03:22:13,579 --> 03:22:15,122 Terrorists win. 3529 03:22:18,876 --> 03:22:21,712 When the dark intellect escaped the fire, 3530 03:22:21,712 --> 03:22:23,756 man stood in the ashes of Mother Earth. 3531 03:22:25,258 --> 03:22:29,178 For 200 years, the immortal emperor built Earth's armies. 3532 03:22:30,596 --> 03:22:32,139 But only Earth's. 3533 03:22:33,391 --> 03:22:36,227 For people who played this game and loved it as, 3534 03:22:36,227 --> 03:22:39,564 as I did, they'll say, 'What do you mean? This wasn't that obscure game, 3535 03:22:39,564 --> 03:22:41,357 like this was amazing for the time. 3536 03:22:41,357 --> 03:22:43,776 This is one of the best first person shooters ever made, 3537 03:22:43,776 --> 03:22:47,697 and I agree. But, Tribes, for many people, 3538 03:22:47,697 --> 03:22:49,991 they'll say, 'Tribes? Like what are you, what are you talking about? 3539 03:22:49,991 --> 03:22:51,909 Like, what do you, what, what even is this game? 3540 03:23:00,501 --> 03:23:04,130 All of these first person shooters up to that point were corridor shooters, 3541 03:23:04,130 --> 03:23:07,633 you know, you, you maybe would have kind of like a large room where you could fight in. 3542 03:23:07,633 --> 03:23:10,970 Tribes basically said, 'What if it was all terrain? And what if everybody had jetpacks?' 3543 03:23:10,970 --> 03:23:13,931 The only time I ever played a Tribes game was at a LAN party, 3544 03:23:14,599 --> 03:23:16,684 never played it before, and I thought my skills 3545 03:23:16,684 --> 03:23:18,394 from, like, Counter-Strike and Quake, 3546 03:23:18,394 --> 03:23:20,396 whatever, would carry across, and I just got what. 3547 03:23:20,396 --> 03:23:23,691 It was very difficult to get into. 3548 03:23:23,691 --> 03:23:25,610 It was not user friendly. 3549 03:23:25,610 --> 03:23:28,654 It was this incredible, squad-based, 3550 03:23:28,654 --> 03:23:32,325 very large map competitive shooter. 3551 03:23:32,325 --> 03:23:35,119 You had jump packs, you had disc guns, 3552 03:23:35,119 --> 03:23:36,996 you had character classes, 3553 03:23:36,996 --> 03:23:39,373 and the draw distances were huge. 3554 03:23:39,373 --> 03:23:42,668 Starsiege: Tribes influenced Halo primarily 3555 03:23:42,668 --> 03:23:46,047 because it was in this big open setting. 3556 03:23:46,047 --> 03:23:47,590 Players had all of this freedom 3557 03:23:47,590 --> 03:23:50,593 to move around this enormous exterior 3558 03:23:50,593 --> 03:23:53,179 that we were just blown away by at that time. 3559 03:23:53,179 --> 03:23:56,515 It had multi-person drivable vehicles, 3560 03:23:56,515 --> 03:23:58,351 height map terrain, 3561 03:23:58,351 --> 03:24:00,353 incredible mobility to rocket around 3562 03:24:00,353 --> 03:24:03,064 from one location to another. It featured capture the flag 3563 03:24:03,064 --> 03:24:04,815 as its primary game mode. 3564 03:24:04,815 --> 03:24:08,069 It was super fast-paced, super fun to play. 3565 03:24:08,069 --> 03:24:10,738 It was one of those games that I think captured our imagination. 3566 03:24:10,738 --> 03:24:12,865 Everybody remembers the disc launcher, 3567 03:24:12,865 --> 03:24:16,285 because it's kind of the most aesthetically distinctive gun, 3568 03:24:16,285 --> 03:24:19,664 but I really liked the fusion mortar. It's, it's got this, 3569 03:24:19,664 --> 03:24:23,209 you know, radioactive green parabolic trail. 3570 03:24:23,209 --> 03:24:25,962 It's like a sniper grenade launcher and, basically, 3571 03:24:25,962 --> 03:24:28,631 you're able to fling these things incredibly long distances, 3572 03:24:28,631 --> 03:24:30,967 they have massive splash damage radius. 3573 03:24:30,967 --> 03:24:34,136 It had a dedicated grenade button. 3574 03:24:34,136 --> 03:24:37,306 In most first person shooters you, like, switch to the grenade, 3575 03:24:37,306 --> 03:24:39,266 and then you can throw it, and that's all you can do 3576 03:24:39,266 --> 03:24:45,272 until you switch to something else which basically means you never use them. Whereas, Tribes, you could just one tap, throw a grenade. 3577 03:24:45,272 --> 03:24:47,692 Again, the movement style was so 3578 03:24:47,692 --> 03:24:50,653 challenging and interesting and physics-driven. 3579 03:24:50,653 --> 03:24:55,950 In a way, that was very novel. You had players writing guides online about how to ski, 3580 03:24:55,950 --> 03:24:58,327 how to manage their jetpacks and battery level. 3581 03:24:58,327 --> 03:25:00,454 They stumbled into this idea of skiing 3582 03:25:00,454 --> 03:25:02,456 which was kind of like strafe jumping in Quake, 3583 03:25:02,456 --> 03:25:05,084 all that kind of, you know, or lift jumping in Unreal Tournament. 3584 03:25:05,084 --> 03:25:08,170 That's, you know, emergent game design at its best in first person shooters. 3585 03:25:08,170 --> 03:25:11,215 It featured classes, premade loadouts, 3586 03:25:11,215 --> 03:25:13,551 Destroy the enemy general. Attack! 3587 03:25:13,551 --> 03:25:15,678 It just did so many things 3588 03:25:15,678 --> 03:25:17,680 that most shooters were not doing. 3589 03:25:17,680 --> 03:25:19,849 I mean, I remember going like, 'Oh my god, like what? 3590 03:25:19,849 --> 03:25:23,269 What is this thing? This is amazing,' and we played the heck out of it 3591 03:25:23,269 --> 03:25:25,104 at Bungie back in the day, 3592 03:25:25,104 --> 03:25:27,857 Tribes just deserves a lot of recognition, 3593 03:25:27,857 --> 03:25:29,150 and it doesn't get it. 3594 03:25:29,150 --> 03:25:31,152 I'm not sure what to attribute that to. 3595 03:25:31,152 --> 03:25:34,030 I think Tribes had a difficult time competing. 3596 03:25:34,030 --> 03:25:36,157 It was very innovative, but it didn't have the 3597 03:25:36,157 --> 03:25:38,826 marketing and sales attention at Sierra. 3598 03:25:38,826 --> 03:25:41,746 Half-Life had just consumed all the oxygen in the room. 3599 03:25:41,746 --> 03:25:45,041 It was all just Half-Life and/or Counter-Strike once Counter-Strike 3600 03:25:45,041 --> 03:25:46,500 became a retail product. 3601 03:25:46,500 --> 03:25:48,878 I think it's a very underrated game, 3602 03:25:48,878 --> 03:25:51,797 and I think it had a lot more influence than people realize. 3603 03:25:51,797 --> 03:25:53,799 What I took away from it was 3604 03:25:53,799 --> 03:25:55,384 the fun of playing with friends. 3605 03:25:55,384 --> 03:25:57,845 First person shooters are way more fun 3606 03:25:57,845 --> 03:25:59,764 when you're all immersed in this world 3607 03:25:59,764 --> 03:26:02,099 together and working toward a common objective. 3608 03:26:13,986 --> 03:26:16,697 PlanetSide was all about the, the scale 3609 03:26:16,697 --> 03:26:18,866 that we wanted to give people 3610 03:26:18,866 --> 03:26:22,661 an idea of what a planetary battle would look like: 3611 03:26:22,661 --> 03:26:25,289 different continents, and we had vehicles, 3612 03:26:25,289 --> 03:26:28,292 you had infantry, and you had flying vehicles as well. 3613 03:26:29,001 --> 03:26:31,337 The team was small. I think we were like 3614 03:26:31,337 --> 03:26:33,547 15, 20 people. 3615 03:26:33,547 --> 03:26:36,384 We didn't have the ability to have, 3616 03:26:36,384 --> 03:26:38,511 like, large scale battles 3617 03:26:38,511 --> 03:26:40,596 for a really long time in development. 3618 03:26:40,596 --> 03:26:44,391 We ended up opening it up to the rest of SOE. 3619 03:26:44,391 --> 03:26:47,103 I remember that day and it was just, like, insane, 3620 03:26:47,103 --> 03:26:49,355 I was working at SOE, and 3621 03:26:49,355 --> 03:26:52,024 I was just amazed at the scope 3622 03:26:52,024 --> 03:26:53,984 and the scale of that game. 3623 03:26:53,984 --> 03:26:57,404 That vastness and the, the chaos. 3624 03:26:57,404 --> 03:27:01,242 It was just something that I'd never experienced before in a first person shooter. 3625 03:27:01,242 --> 03:27:04,411 The fact that they had managed to do that was really mind blowing. 3626 03:27:04,411 --> 03:27:07,915 The game itself was more about territory controls, 3627 03:27:07,915 --> 03:27:09,875 like a game of Risk, right? 3628 03:27:09,875 --> 03:27:12,753 Everybody's familiar with that. We look at the map, and you see, 3629 03:27:12,753 --> 03:27:14,505 you know, exactly where 3630 03:27:14,505 --> 03:27:17,133 each one of the factions are taking over. 3631 03:27:17,133 --> 03:27:20,469 One of the things that was most memorable for me, 3632 03:27:20,469 --> 03:27:23,139 was, you know, coming in, being able to understand like, 3633 03:27:23,139 --> 03:27:24,849 what the factions were 3634 03:27:24,849 --> 03:27:28,519 and create three different identities for each one of the groups, 3635 03:27:28,519 --> 03:27:31,063 specifically for the Vanu Sovereignty, you know, 3636 03:27:31,063 --> 03:27:33,232 hence the purple tie today. 3637 03:27:33,232 --> 03:27:36,694 The big issue was, of course, the, the competition. 3638 03:27:36,694 --> 03:27:39,697 Battlefield was a long-running franchise at that point, 3639 03:27:39,697 --> 03:27:43,159 and there was just a market share that we had to go after, 3640 03:27:43,159 --> 03:27:46,287 and we knew we had to capture in order to be successful. 3641 03:27:46,287 --> 03:27:48,873 Luckily, technology, you know, caught up. 3642 03:27:48,873 --> 03:27:52,168 We spent a lot of time working on the engine that we were building 3643 03:27:52,168 --> 03:27:54,587 specifically for Planetside 2 3644 03:27:54,587 --> 03:27:57,506 that would allow us to put thousands of people 3645 03:27:57,506 --> 03:28:00,050 on 8K by 8K maps. 3646 03:28:00,050 --> 03:28:02,136 Often when you're developing a game like that, 3647 03:28:02,136 --> 03:28:03,888 you've got blinders on, 3648 03:28:03,888 --> 03:28:06,557 and you don't understand 3649 03:28:06,557 --> 03:28:09,101 what it's going to be like once the general public is in 3650 03:28:09,101 --> 03:28:11,187 and actually experiencing it. 3651 03:28:11,187 --> 03:28:13,564 And, yeah, that first time jumping in and, 3652 03:28:13,564 --> 03:28:16,567 and seeing everybody basically do whatever they wanted, 3653 03:28:18,777 --> 03:28:21,864 coordinated or not, was a real trip. 3654 03:28:21,864 --> 03:28:24,116 It's just hard to describe, like, that first time 3655 03:28:24,116 --> 03:28:26,327 you get that experience, 3656 03:28:26,327 --> 03:28:28,412 because that was really exciting to me. 3657 03:28:28,412 --> 03:28:31,832 It's like, for the longest, we were like, 'Oh, we don't know if it's gonna work or not' 3658 03:28:31,832 --> 03:28:34,627 like, because we were all kind of working in this bubble 3659 03:28:34,627 --> 03:28:38,422 and then, once we hit that switch, and you get all these people kind of running around, 3660 03:28:38,422 --> 03:28:39,798 it's just, it's just insane. 3661 03:28:49,183 --> 03:28:51,769 Let me now unveil Xbox. 3662 03:28:53,896 --> 03:28:57,024 Bill, you've certainly revolutionized the technology we know today, 3663 03:28:57,733 --> 03:29:00,069 Super fast graphics, connectivity. 3664 03:29:00,069 --> 03:29:03,697 The Xbox is important to the future of this industry. 3665 03:29:03,697 --> 03:29:07,701 This is Seamus Blackley, and he's the Chief Technology Officer here at Microsoft. 3666 03:29:07,701 --> 03:29:11,121 He's making sure that this thing gets completed on time. 3667 03:29:11,121 --> 03:29:13,540 'Do they even think it'll work? Do they even think it's a real platform? 3668 03:29:13,540 --> 03:29:16,168 I don't know.' We look back on it, it seems obvious 3669 03:29:16,168 --> 03:29:18,379 but, at that time, many people were calling it coffin box, 3670 03:29:18,379 --> 03:29:20,130 like you don't want to get in the coffin. 3671 03:29:20,130 --> 03:29:22,967 'Don't work for Xbox. It's going to fail, fail, fail, fail." 3672 03:29:28,430 --> 03:29:31,558 The Covenant believed that what they call the silent cartographer 3673 03:29:31,558 --> 03:29:34,353 is somewhere under this island. 3674 03:29:34,353 --> 03:29:37,815 The cartographer is a Map Room that will lead us to Halo's Control Center. 3675 03:29:37,815 --> 03:29:42,611 โ™ชโ™ชโ™ชTouchdown. Hit it, Marines! 3676 03:29:53,497 --> 03:29:56,083 Could we possibly make any more noise? 3677 03:29:57,376 --> 03:29:58,544 I guess so. 3678 03:30:01,964 --> 03:30:04,300 Bill Gates had come to see an early demo of Trespasser. 3679 03:30:04,300 --> 03:30:06,760 Because Microsoft was an investor in DreamWorks. 3680 03:30:06,760 --> 03:30:10,180 He was super impressed and he said, 'You should come work at Microsoft for Direct X.' 3681 03:30:13,100 --> 03:30:15,769 Forget progress by proxy, 3682 03:30:15,769 --> 03:30:18,188 land on your own net. 3683 03:30:18,188 --> 03:30:21,317 Welcome to the third place. 3684 03:30:22,526 --> 03:30:25,029 Around that time, Sony was starting to do some 3685 03:30:25,070 --> 03:30:27,156 PR around PlayStation 2, 3686 03:30:27,281 --> 03:30:30,159 and I'm kind of getting excited about the idea of defeating Sony. 3687 03:30:31,618 --> 03:30:34,830 The idea that occurred to me was that it should be basically a hardware device 3688 03:30:34,830 --> 03:30:37,041 optimized for Direct X. 3689 03:30:37,041 --> 03:30:39,335 So it's a Direct X box, 3690 03:30:39,335 --> 03:30:41,503 and that was, like, a part of the sales technique. 3691 03:30:41,503 --> 03:30:43,005 'This will get Windows in the living room.' 3692 03:30:43,005 --> 03:30:45,966 We had all these PC games in development. 3693 03:30:45,966 --> 03:30:51,638 We could just easily port our stuff over to it. Of course, that was not at all what happened and was incredibly naive. 3694 03:30:51,638 --> 03:30:54,266 It was a pure game console, it was always gonna be a pure game console. 3695 03:30:54,266 --> 03:30:56,810 I didn't even fucking care if it ran Windows, okay? 3696 03:30:56,810 --> 03:30:59,396 But, that's not what we told the Microsoft executives. 3697 03:30:59,396 --> 03:31:00,356 I wanted to show you something. 3698 03:31:00,356 --> 03:31:02,358 We told them that this was smart, because it would 3699 03:31:02,399 --> 03:31:04,568 get the Windows operating system into the living room. 3700 03:31:05,652 --> 03:31:08,822 It's going to use a PC architecture and an Intel processor, 3701 03:31:08,822 --> 03:31:11,575 but it's not really going to run Windows. 3702 03:31:13,994 --> 03:31:16,455 So then, we were, went into a big meeting. 3703 03:31:16,455 --> 03:31:18,791 The room was full of vice presidents, 3704 03:31:18,791 --> 03:31:21,335 so many that they couldn't fit around the big long table. 3705 03:31:21,335 --> 03:31:23,754 There were vice presidents along the walls too. 3706 03:31:23,754 --> 03:31:26,382 And then, the last person to come in was Bill, 3707 03:31:26,382 --> 03:31:29,760 and Bill was carrying our PowerPoint deck, 3708 03:31:29,760 --> 03:31:33,847 a printed copy of it, and he walks in and throws it down the table 3709 03:31:33,847 --> 03:31:38,769 and says, 'This is a fucking insult to everything I've accomplished at this company, ' 3710 03:31:42,773 --> 03:31:45,401 and that was the start of the meeting. 3711 03:31:47,694 --> 03:31:49,905 I expected to be fired from Microsoft 3712 03:31:49,905 --> 03:31:51,907 and never be able to get another job again. 3713 03:31:51,907 --> 03:31:54,118 So, Bill would yell at us for a while 3714 03:31:54,118 --> 03:31:57,287 about the technology decisions we had made, 3715 03:31:57,287 --> 03:32:00,666 and we just kept saying, 'You know, we've spent a year looking at this. 3716 03:32:00,666 --> 03:32:03,627 If you want to get into this business, 3717 03:32:03,627 --> 03:32:05,587 we're confident this is the way to do it.' 3718 03:32:05,587 --> 03:32:08,132 And then Ballmer says, 'What about Sony?' 3719 03:32:08,132 --> 03:32:10,926 And then, Bill says, 'I think we should do this.' 3720 03:32:13,303 --> 03:32:15,848 Kevin and I were going to the Tokyo Game Show. 3721 03:32:15,848 --> 03:32:19,935 We rode the train, and the subway doors opened, we walked out, 3722 03:32:19,935 --> 03:32:25,315 and the whole subway station was covered with Xbox logos. 3723 03:32:25,315 --> 03:32:28,110 It was so insane, 3724 03:32:28,110 --> 03:32:31,113 given the fact that, really, I was just expecting to be fired. 3725 03:32:31,113 --> 03:32:34,741 He saw something in this group of weirdos. 3726 03:32:34,741 --> 03:32:37,035 I think they reminded him of the start of Microsoft, 3727 03:32:37,035 --> 03:32:40,539 and that, that is should be made to work, and he supported us, 3728 03:32:40,539 --> 03:32:42,082 and that was a really big deal. 3729 03:32:42,082 --> 03:32:53,343 โ™ชโ™ชโ™ชThat was February, 2000. We were launching November, 2001. 3730 03:32:53,343 --> 03:32:56,597 I mean, that's less than two years away. 3731 03:32:56,597 --> 03:32:59,099 I was looking for anything I could get. 3732 03:32:59,099 --> 03:33:03,562 We were taking some of our PC lineup and repurposing it for console, 3733 03:33:03,562 --> 03:33:06,398 and I was, me and my whole deal team, 3734 03:33:06,398 --> 03:33:08,734 we were out shaking the trees all around the world 3735 03:33:08,734 --> 03:33:11,195 to try to find projects. 3736 03:33:11,195 --> 03:33:14,198 We are starting to see some great games come back to the Mac, 3737 03:33:14,198 --> 03:33:16,492 but this is one of the coolest I've ever seen. 3738 03:33:18,994 --> 03:33:22,623 Everybody on the team knew that we had something special with Halo. 3739 03:33:29,505 --> 03:33:32,424 Basically, I was sitting in my office one day and my phone rang, 3740 03:33:32,424 --> 03:33:35,052 and it was Peter Tamte on the line. 3741 03:33:35,052 --> 03:33:37,804 He more or less told me that things weren't going that well at Bungie, 3742 03:33:37,804 --> 03:33:40,974 that they were going out of business. 3743 03:33:40,974 --> 03:33:43,477 When Microsoft bought Bungie, 3744 03:33:43,477 --> 03:33:47,439 we had some broad ideas about a story, 3745 03:33:47,439 --> 03:33:49,942 and a few characters, vehicles and weapons. 3746 03:33:49,942 --> 03:33:54,446 We had a really fun multiplayer game that was like a 4 on 14 game. 3747 03:33:54,446 --> 03:33:57,032 We didn't have working AI. 3748 03:33:57,032 --> 03:34:01,912 We did not have anything like a mission plan or a script. 3749 03:34:01,912 --> 03:34:05,999 The early iterations of Halo were pretty hysterical. 3750 03:34:05,999 --> 03:34:08,585 It did not start out as a first person shooter. 3751 03:34:08,585 --> 03:34:11,004 It actually started out as a strategy game. 3752 03:34:11,004 --> 03:34:14,258 It wasn't until we had built some 3753 03:34:14,258 --> 03:34:18,428 vehicle physics for a little 4x4 type vehicle that I had built, 3754 03:34:18,428 --> 03:34:21,181 and we would command it to move from one location to the other, 3755 03:34:21,181 --> 03:34:24,393 and it was pretty cool to see the physics 3756 03:34:24,393 --> 03:34:27,187 and the interaction with the vehicle and the terrain, 3757 03:34:27,187 --> 03:34:30,065 and we got to the point where we're thinking, 3758 03:34:30,065 --> 03:34:33,402 'Why are we letting the AI drive these around? Why don't we 3759 03:34:33,402 --> 03:34:35,028 start driving it ourselves?' 3760 03:34:38,365 --> 03:34:42,411 That was the very first big step that we took 3761 03:34:42,411 --> 03:34:49,042 in turning it into something that would somewhat resemble the Halo that we played in 2001. 3762 03:34:49,042 --> 03:34:53,714 We realized, 'Wow, it's... It's way more fun to play on the ground 3763 03:34:53,714 --> 03:34:55,591 as one of these little tiny Marines 3764 03:34:55,591 --> 03:34:58,176 surrounded by all this beautiful sci-fi landscape, 3765 03:34:58,176 --> 03:35:01,346 being as close as possible to the, to the action. 3766 03:35:01,346 --> 03:35:04,308 That first person perspective just touched a lot of those 3767 03:35:04,308 --> 03:35:06,018 bases for us. 3768 03:35:06,018 --> 03:35:08,437 What felt like a tight combat loop? 3769 03:35:08,437 --> 03:35:10,856 What felt super immersive in the sci-fi world? 3770 03:35:10,856 --> 03:35:12,983 What made business sense? We 3771 03:35:12,983 --> 03:35:16,528 specifically wanted to create a world that was beautiful, 3772 03:35:16,528 --> 03:35:20,907 a place the player would want to stay and play in. 3773 03:35:20,907 --> 03:35:24,453 In Doom, they throw hundreds of enemies at a time at you. 3774 03:35:24,453 --> 03:35:26,788 We could have, like, eight. 3775 03:35:26,788 --> 03:35:31,043 So, we had to have enemies that would last longer than that 3776 03:35:31,043 --> 03:35:33,837 and could live longer and were, you know, smart enough to 3777 03:35:33,837 --> 03:35:36,506 retreat and flank you. 3778 03:35:37,341 --> 03:35:40,093 There was outdoors and indoors 3779 03:35:40,093 --> 03:35:41,887 in the middle of this huge battle, 3780 03:35:41,887 --> 03:35:45,140 and then I can jump into a Warthog somebody's driving, 3781 03:35:45,140 --> 03:35:48,185 and I can be running the chain gun on the back, you know? 3782 03:35:48,185 --> 03:35:51,188 If it didn't feel as fluid as Quake 3783 03:35:51,188 --> 03:35:54,983 or if it didn't give you the precision of Half-Life, 3784 03:35:54,983 --> 03:35:56,151 it wasn't good enough. 3785 03:35:56,151 --> 03:35:59,571 So, when it came to starting to play with a controller 3786 03:35:59,571 --> 03:36:03,575 that had analog controls, and we could creep along at our own pace, 3787 03:36:03,575 --> 03:36:05,535 we could do things that we just never 3788 03:36:05,535 --> 03:36:08,246 could do with a keyboard and mouse. 3789 03:36:08,246 --> 03:36:10,707 I saw every iteration of controller 3790 03:36:10,707 --> 03:36:13,877 that they were working on, and some of them were pretty wild. 3791 03:36:13,877 --> 03:36:17,339 The Duke was just 1 of 30 3792 03:36:17,339 --> 03:36:20,592 wooden prototypes that they brought by that day. 3793 03:36:20,592 --> 03:36:22,803 I remember the first time I held the Duke controller. I remember thinking 3794 03:36:22,803 --> 03:36:24,930 I was holding a giant dinner plate. 3795 03:36:24,930 --> 03:36:27,057 Duke controller is so big. 3796 03:36:27,182 --> 03:36:29,434 I almost need a trailer to move it around. 3797 03:36:29,601 --> 03:36:31,061 Whenever I went to Japan, 3798 03:36:31,061 --> 03:36:35,107 constant feedback I would get is, 'It's black. 3799 03:36:35,107 --> 03:36:37,192 Black is the color of death.' 3800 03:36:38,485 --> 03:36:40,946 'X, X is the letter of death. 3801 03:36:40,946 --> 03:36:43,573 Xbox, it's the death box.' 3802 03:36:47,411 --> 03:36:50,622 I'd be like, 'The PlayStation is black.' 3803 03:36:50,622 --> 03:36:52,958 They'd be like, 'Oh well, that's, that's okay.' 3804 03:36:52,958 --> 03:36:55,460 The controller should weigh 3805 03:36:55,460 --> 03:36:58,839 the same weight as water in your hands. 3806 03:36:58,839 --> 03:37:02,884 'Okay, it's the weight of water in my hands, okay.' 3807 03:37:02,884 --> 03:37:05,512 As a statement, as a expression of the brand, 3808 03:37:05,512 --> 03:37:08,598 as Microsoft's first, you know, 3809 03:37:08,598 --> 03:37:10,600 foray into this world, it felt right. 3810 03:37:10,600 --> 03:37:12,978 It all felt part of a piece. 3811 03:37:12,978 --> 03:37:14,855 Sorry for the quick thaw, Master Chief. 3812 03:37:14,855 --> 03:37:17,315 People could not answer the question of, 3813 03:37:17,315 --> 03:37:20,402 'Would you like your y-axis normal or inverted?' 3814 03:37:20,402 --> 03:37:24,197 So, we had to come up with a way to get them 3815 03:37:24,197 --> 03:37:27,701 to choose entirely based on what came naturally to them. 3816 03:37:27,701 --> 03:37:30,454 Just look at each of the flashing panels to target them. 3817 03:37:30,454 --> 03:37:32,914 So, the chief waking from cryosleep, 3818 03:37:32,914 --> 03:37:35,542 it gave us this perfect opportunity 3819 03:37:35,542 --> 03:37:38,086 to get off on the right foot immediately. 3820 03:37:38,086 --> 03:37:39,504 'Okay, that looks good.' 3821 03:37:39,504 --> 03:37:42,424 Took quite a bit of time for us to kind of 3822 03:37:42,424 --> 03:37:45,010 explore some of the universe and what we could do. 3823 03:37:45,010 --> 03:37:47,679 That was when we hired Joe Staten, 3824 03:37:47,679 --> 03:37:51,391 and we started really delving deeper into 3825 03:37:51,391 --> 03:37:52,893 writing the story. 3826 03:37:52,893 --> 03:37:55,187 The team had already done a huge amount of world building, 3827 03:37:55,187 --> 03:37:58,774 character creation. Joe brought a lot to the table 3828 03:37:58,774 --> 03:38:01,902 in giving the Master Chief a personality 3829 03:38:01,902 --> 03:38:03,487 without ever showing his face. 3830 03:38:04,321 --> 03:38:06,865 For me, the way into Master Chief's character 3831 03:38:06,865 --> 03:38:08,658 actually wasn't through him 3832 03:38:08,658 --> 03:38:11,036 but rather through his partner, 3833 03:38:11,036 --> 03:38:12,370 through Cortana. 3834 03:38:12,370 --> 03:38:13,705 Sleep well? 3835 03:38:13,705 --> 03:38:15,832 No thanks to your driving, yes. 3836 03:38:15,832 --> 03:38:19,461 I firmly believe you can't have Halo without Cortana. 3837 03:38:19,461 --> 03:38:23,423 One of my favorite cinematics is where you return to 3838 03:38:23,423 --> 03:38:25,884 the Covenant ship that's floating over the Halo ring. 3839 03:38:27,052 --> 03:38:29,888 Oh, I see, the coordinate data needs to be... 3840 03:38:31,056 --> 03:38:32,349 Right, sorry. 3841 03:38:32,349 --> 03:38:34,309 Now, the chief didn't have to say anything. 3842 03:38:34,309 --> 03:38:38,230 He just had to react in an honest way 3843 03:38:38,230 --> 03:38:41,733 to this, this person inside his head. 3844 03:38:41,733 --> 03:38:46,363 Those moments showed players what Master Chief's personality is, 3845 03:38:46,363 --> 03:38:50,116 The more we've pushed those kinds of character interactions with one another, 3846 03:38:50,116 --> 03:38:53,495 the more kind of relatable those characters became. 3847 03:38:53,495 --> 03:38:56,081 Now would be a very good time to leave. 3848 03:38:56,081 --> 03:38:58,333 She could crack Covenant security systems, 3849 03:38:58,333 --> 03:39:00,627 dive into ancient alien technology. 3850 03:39:00,627 --> 03:39:01,503 You all right? 3851 03:39:01,503 --> 03:39:03,588 We wanted to make sure that her personality 3852 03:39:03,588 --> 03:39:07,384 represented, you know, these, these things that she was capable of. 3853 03:39:07,384 --> 03:39:11,179 A dozen Covenant superior battleships against a single Halcyon-class cruiser. 3854 03:39:11,179 --> 03:39:13,807 With those odds, I'm content with three, 3855 03:39:13,807 --> 03:39:15,058 make that four fills. 3856 03:39:16,268 --> 03:39:20,272 So, from the very beginning, Halo had multiplayer, 3857 03:39:20,272 --> 03:39:22,524 we could network our computers. 3858 03:39:22,524 --> 03:39:26,611 Our characters had vastly different capabilities. We could do super jumps. 3859 03:39:26,611 --> 03:39:28,280 We used to spend, you know, 3860 03:39:28,280 --> 03:39:31,408 two hours every afternoon playing multiplayer, 3861 03:39:31,408 --> 03:39:33,785 and that was before we had 3862 03:39:33,785 --> 03:39:35,996 anything working on the single player side. 3863 03:39:35,996 --> 03:39:40,500 I think it was two nights before we went Gold Master. 3864 03:39:40,500 --> 03:39:42,711 Jason Jones, the creative director, 3865 03:39:42,711 --> 03:39:44,462 went into code 3866 03:39:44,462 --> 03:39:47,424 and, for the human pistol for multiplayer, 3867 03:39:47,424 --> 03:39:50,051 it just does, like, three times as much damage. 3868 03:39:50,051 --> 03:39:53,889 It completely destroyed the multiplayer balance. 3869 03:39:57,017 --> 03:39:59,644 Yeah, it was pretty effective, wasn't it? 3870 03:40:03,773 --> 03:40:05,734 Halo: Combat Evolved, 3871 03:40:05,734 --> 03:40:09,404 After Halo shipped, it became the biggest Xbox game. 3872 03:40:09,404 --> 03:40:11,489 Incredibly successful. 3873 03:40:11,489 --> 03:40:14,409 Almost everybody on the team wanted to go work on something else. 3874 03:40:14,409 --> 03:40:16,703 Jason Jones, who was really 3875 03:40:16,703 --> 03:40:20,457 the glue that was holding all the different functions. 3876 03:40:20,457 --> 03:40:24,210 He wanted to go off and work on a new franchise 3877 03:40:24,210 --> 03:40:27,672 and let the core team keep going and do Halo 2. 3878 03:40:27,672 --> 03:40:29,966 We're going in! 3879 03:40:29,966 --> 03:40:32,594 Get tactical Marines! 3880 03:40:32,594 --> 03:40:35,555 Get aboard that carrier, secure the Prophet of Regret. 3881 03:40:37,933 --> 03:40:40,644 We spent a good amount of time at the very beginning 3882 03:40:40,644 --> 03:40:44,397 thinking about how we were going to devise spaces, 3883 03:40:44,397 --> 03:40:47,317 how we were going to create all of those characters and such 3884 03:40:47,317 --> 03:40:50,320 and what kind of technologies we could utilize 3885 03:40:50,320 --> 03:40:53,323 within the engine to make things look a lot better. 3886 03:40:53,323 --> 03:40:55,575 Also spent a lot of time kind of figuring out what, 3887 03:40:55,575 --> 03:40:57,452 what direction the story should take. 3888 03:40:57,452 --> 03:41:02,499 The tasks you must undertake as the Arbiter are perilous, suicidal. 3889 03:41:02,499 --> 03:41:06,086 You will die as each Arbiter has before you. 3890 03:41:06,086 --> 03:41:08,838 If you're going to experience the story of the hero, 3891 03:41:08,838 --> 03:41:11,883 well, what about experiencing the story of the villain, quote, unquote? 3892 03:41:11,883 --> 03:41:13,468 Playing as the Arbiter 3893 03:41:13,468 --> 03:41:17,222 was one way to give you a lot of insight 3894 03:41:17,222 --> 03:41:20,183 into the Covenant that you wouldn't have normally had. 3895 03:41:20,183 --> 03:41:22,143 All of a sudden, you got access to a lot of 3896 03:41:22,143 --> 03:41:25,897 cool weapons and vehicles that you wouldn't normally have had, 3897 03:41:25,897 --> 03:41:29,275 and you got to see the AI from the other side. 3898 03:41:29,275 --> 03:41:31,277 I love that they were taking risks 3899 03:41:31,277 --> 03:41:34,114 and letting you play another character 3900 03:41:34,114 --> 03:41:36,658 and dual wielding and, you know, 3901 03:41:36,658 --> 03:41:39,160 other super cool stuff that they introduced in there. 3902 03:41:39,160 --> 03:41:41,037 And it just looked super cool 3903 03:41:41,037 --> 03:41:43,415 to run around with double SMG, 3904 03:41:43,415 --> 03:41:46,668 and it was one of the very first things we showed about the game. 3905 03:41:46,668 --> 03:41:48,670 It was before we had actually finished 3906 03:41:48,670 --> 03:41:51,840 all the tech that would allow you to actually dual wield. 3907 03:41:51,840 --> 03:41:55,760 So, in that demo video, when we switched to 3908 03:41:55,760 --> 03:41:59,097 dual wielding SMGs, it's actually just one SMG 3909 03:41:59,097 --> 03:42:02,475 with another SMG stuck on the side of it just floating there. 3910 03:42:02,475 --> 03:42:04,686 Lots of smoke and mirrors in announcements. 3911 03:42:09,065 --> 03:42:10,358 I and others 3912 03:42:10,358 --> 03:42:13,903 bled gallons of blood in order to make sure an Xbox had 3913 03:42:13,903 --> 03:42:16,865 networking capability and a hard drive. 3914 03:42:16,865 --> 03:42:20,160 Halo 2 really defined Xbox Live. 3915 03:42:20,160 --> 03:42:24,039 Anybody owning Xbox had to have Halo 2. 3916 03:42:24,039 --> 03:42:26,249 Bungie was innovative and matchmaking. 3917 03:42:26,249 --> 03:42:30,003 You could just go onto Xbox Live and find yourself in a match and minutes, 3918 03:42:30,003 --> 03:42:32,130 and the better you play, the more you were 3919 03:42:32,130 --> 03:42:34,966 getting matched with people of like skills. 3920 03:42:34,966 --> 03:42:37,427 For the first two years of 3921 03:42:37,427 --> 03:42:39,471 Xbox Live's existences, 3922 03:42:39,471 --> 03:42:42,557 I think something like 90% of 3923 03:42:42,557 --> 03:42:44,309 players were playing Halo 2. 3924 03:42:52,067 --> 03:42:55,320 I am your shield. I am your soul. 3925 03:43:00,366 --> 03:43:02,994 There was certainly pressure with Halo three to 3926 03:43:02,994 --> 03:43:05,663 make that generational leap, and we just tried to go big 3927 03:43:05,663 --> 03:43:08,374 with almost every decision. 3928 03:43:08,374 --> 03:43:10,752 Halo 3, we wanted to go epic 3929 03:43:10,752 --> 03:43:14,506 and make the world feel incredible. 3930 03:43:21,429 --> 03:43:24,182 I think Finish the Fight might've been sort of an apology. 3931 03:43:24,182 --> 03:43:25,975 You mind telling me what you're doing on that ship? 3932 03:43:25,975 --> 03:43:28,686 For kind of how Halo 2 wrapped up. 3933 03:43:28,686 --> 03:43:30,438 Finishing this fight. 3934 03:43:30,438 --> 03:43:32,565 Finish the fight was a rallying cry. 3935 03:43:32,565 --> 03:43:35,193 If you're with us, and you played through Halo 2, 3936 03:43:35,193 --> 03:43:38,822 this is where we give you that ending that you've been waiting for. 3937 03:43:38,822 --> 03:43:48,039 That you've been waiting for. โ™ชโ™ชโ™ช 3938 03:43:48,039 --> 03:43:51,042 The idea was: you have to make the greatest game ever. 3939 03:43:51,960 --> 03:43:54,170 This is the only way this is going to be successful. 3940 03:43:54,170 --> 03:43:57,924 It has to be extraordinary on all sorts of levels. 3941 03:43:57,924 --> 03:44:00,593 The Prophet of Truth, as I'm sure people realize, is in fact 3942 03:44:00,593 --> 03:44:02,345 is, in fact, the Prophet of Lies. 3943 03:44:02,345 --> 03:44:04,597 The classic dramatic tradition to 3944 03:44:04,597 --> 03:44:07,642 name characters the opposite of what they are. 3945 03:44:07,642 --> 03:44:11,104 There was a sense of, 'I'm gonna finish everything I ever 3946 03:44:11,187 --> 03:44:13,857 I ever wanted to do with the Halo series: 3947 03:44:13,857 --> 03:44:16,234 having a Scarab that could walk around 3948 03:44:16,234 --> 03:44:17,944 arbitrarily and react to you. 3949 03:44:17,944 --> 03:44:20,864 And the Covenant ships flying overhead and such, 3950 03:44:20,864 --> 03:44:22,824 bigger and bigger and bigger and 3951 03:44:22,824 --> 03:44:24,742 really strongly integrating the 3952 03:44:24,742 --> 03:44:27,120 on foot combat with the vehicle combat. 3953 03:44:27,120 --> 03:44:30,248 For the look and feel of it to the creative direction of it, 3954 03:44:30,248 --> 03:44:34,419 that was the vibe that I wanted to push through to the rest of the game, 3955 03:44:34,419 --> 03:44:37,380 It's going to have to kind of redefine Xbox Live. 3956 03:44:37,380 --> 03:44:39,841 One of the reasons why Halo's multiplayer 3957 03:44:40,216 --> 03:44:43,845 worked was because we gave you so many options to customize it. 3958 03:44:43,845 --> 03:44:45,722 You could go swords-only, 3959 03:44:45,722 --> 03:44:49,100 you could increase the release spawn time. 3960 03:44:49,100 --> 03:44:51,644 You could really tailor it to what you and your group likes. 3961 03:44:51,644 --> 03:44:54,022 Forge was kind of an extension of that. 3962 03:44:54,022 --> 03:44:57,358 Initially, it was just: place a few objects, 3963 03:44:57,358 --> 03:44:59,319 move the weapons around a little bit, 3964 03:44:59,319 --> 03:45:03,114 change the spawn rates of things as a modification to a map. 3965 03:45:03,114 --> 03:45:06,743 And then, a couple of the artists looked at it and went, 3966 03:45:06,743 --> 03:45:08,828 'Well, if we can place objects, 3967 03:45:08,828 --> 03:45:12,290 we're gonna place a lot of objects and see what happens. 3968 03:45:17,962 --> 03:45:19,923 Halo 3 was the victory lap 3969 03:45:19,923 --> 03:45:22,675 where we just wanted to make the perfect Halo. 3970 03:45:22,675 --> 03:45:24,677 Oh, I know what the ladies like. 3971 03:45:24,677 --> 03:45:29,390 We never had any idea that Halo was going to become a cultural phenomenon. 3972 03:45:29,390 --> 03:45:33,353 Halo was big, and everyone was playing Halo and 'This is the future. This is awesome.' 3973 03:45:33,436 --> 03:45:37,023 Halo has a special place in my heart, it was the game-changer 3974 03:45:37,065 --> 03:45:42,153 I remember doing LAN parties. We would system link, like, four consoles together in a basement. 3975 03:45:42,153 --> 03:45:46,658 When we saw the lines for me when we saw the fan reaction... 3976 03:45:46,658 --> 03:45:49,744 We were struck by it. 3977 03:45:49,744 --> 03:45:52,038 No one had seen anything like it at the time. 3978 03:45:52,038 --> 03:45:54,249 The reason why I'm sitting here 20 years later, 3979 03:45:54,249 --> 03:45:56,251 why we're still making Halo games, 3980 03:45:56,251 --> 03:45:59,879 it showed that you can create a rock solid shooter experience, 3981 03:45:59,879 --> 03:46:04,008 but you can also create a beautiful, mysterious world 3982 03:46:04,008 --> 03:46:06,261 that people want to spend time in. 3983 03:46:06,261 --> 03:46:10,306 It can tell a story with characters, that, that matter, 3984 03:46:10,306 --> 03:46:14,018 It was just an iconic moment in the history of games. 3985 03:46:15,895 --> 03:46:19,565 Wake me when you need me. 3986 03:46:19,607 --> 03:46:23,569 Don't make a girl a promise, if you know you can't keep it. 3987 03:46:44,757 --> 03:46:46,217 There was a titanic problem that, you know 3988 03:46:46,217 --> 03:46:51,180 nobody under the age of 30 might even know about 3989 03:46:51,180 --> 03:46:54,600 which is hilarious which is that, at that time, 3990 03:46:54,600 --> 03:46:58,604 a serious argument existed, a religious war existed 3991 03:46:58,604 --> 03:47:03,985 that shooters could never work on a console, 3992 03:47:03,985 --> 03:47:07,030 that, to play a shooter, you had to have a mouse and a keyboard 3993 03:47:07,030 --> 03:47:09,198 because of the response speed of the mouse and a bunch of other stuff, 3994 03:47:09,198 --> 03:47:11,617 and I know that sounds insane but, 3995 03:47:11,617 --> 03:47:15,580 at the time, you would have tons of people tell you, 3996 03:47:15,580 --> 03:47:19,292 'You should not try to make a shooter on a console, because it would be terrible.' 3997 03:47:19,292 --> 03:47:23,087 Yo, listen up. We will not live in a two dimensional world. 3998 03:47:23,087 --> 03:47:27,383 We will take a look around. We will not be confined. 3999 03:47:27,383 --> 03:47:31,220 Every single person that had an N64 when it came out played Turok. 4000 03:47:31,220 --> 03:47:34,724 That's like an iconic N64 game. 4001 03:47:34,724 --> 03:47:38,353 The concept is just so appealing. It's like you get to shoot dinosaurs, 4002 03:47:38,353 --> 03:47:43,649 like prehistoric world, like the box art looked awesome. 4003 03:47:43,649 --> 03:47:47,779 One of the big parts of Turok was he was a Native American, 4004 03:47:47,779 --> 03:47:52,116 and you didn't really see indigenous people being represented that way 4005 03:47:52,116 --> 03:47:55,161 as heroes in video games or just protagonists. 4006 03:47:56,079 --> 03:47:58,748 When I was a kid, and I was playing it, the game was way too hard for me, 4007 03:47:58,748 --> 03:48:02,585 and it terrified me because, like, the fog was so thick that it, 4008 03:48:02,585 --> 03:48:04,629 it felt like a survival horror game. 4009 03:48:04,629 --> 03:48:08,174 It didn't feel like a running gun shooter, 4010 03:48:08,174 --> 03:48:11,302 because you had to play it so methodically, 4011 03:48:11,302 --> 03:48:13,596 because you never knew when a raptor was just going to, like, 4012 03:48:13,596 --> 03:48:16,015 bust out of the fog and kill you. 4013 03:48:18,059 --> 03:48:22,730 What amazed me was that Night Dive's port, by removing the fog, 4014 03:48:22,730 --> 03:48:25,358 you actually get to play that game 4015 03:48:25,358 --> 03:48:27,610 the way the designers intended. 4016 03:48:27,610 --> 03:48:31,322 That opened up a whole can of worms, 4017 03:48:31,322 --> 03:48:34,534 because not only did the original developers 4018 03:48:34,534 --> 03:48:37,995 implement that fog so that the draw distance would be a lot shorter, 4019 03:48:37,995 --> 03:48:42,667 but they also did it so that they wouldn't have to fully model the entire world as well. 4020 03:48:42,667 --> 03:48:46,003 And so, when we kind of pulled back that curtain, we discovered 4021 03:48:46,003 --> 03:48:48,798 that the tops of the trees didn't exist, 4022 03:48:48,798 --> 03:48:52,468 a lot of geometry was missing. 4023 03:48:52,468 --> 03:48:55,847 And so, we had to bring on a 3D artist to basically 4024 03:48:55,847 --> 03:48:59,183 complete the assets that were now visible for the first time. 4025 03:48:59,183 --> 03:49:01,352 I am Turok. 4026 03:49:11,737 --> 03:49:13,781 Perfect Dark was created by 4027 03:49:13,781 --> 03:49:17,535 us taking a load of words, describing words and verbs, 4028 03:49:17,535 --> 03:49:19,495 sticking them on the back of a door, 4029 03:49:19,495 --> 03:49:22,206 and then removing them one by one 4030 03:49:22,206 --> 03:49:25,376 until we came up with two that kind of worked together. 4031 03:49:25,376 --> 03:49:29,547 Perfect Dark was all about stealthiness and going around and trying to find out what's going on and, 4032 03:49:29,547 --> 03:49:32,550 and it's dark, both in sense of light and also dark in terms of sense of the 4033 03:49:32,550 --> 03:49:34,469 conspiracy plot that we were trying to follow up. 4034 03:49:34,469 --> 03:49:37,096 Hands up, and step away from the alien. 4035 03:49:37,096 --> 03:49:39,724 We'd watched a lot of X-Files. X-Files was big at the time, 4036 03:49:39,724 --> 03:49:42,185 so there's darkness there as well. So, the whole dark thing 4037 03:49:42,185 --> 03:49:43,978 just became sort of dominant for us. 4038 03:49:43,978 --> 03:49:46,272 Of course, we'd all seen Lara Croft by that point, 4039 03:49:46,272 --> 03:49:48,524 and we wanted something more real, 4040 03:49:48,524 --> 03:49:50,735 something that we could aspire to 4041 03:49:50,735 --> 03:49:53,529 and still have her as a, a, a spy character. 4042 03:49:55,448 --> 03:49:59,452 Half the guns come from a book on Judge Dredd. 4043 03:49:59,452 --> 03:50:02,371 Quite honestly, if you look at them, you can see that we've just stolen things 4044 03:50:02,371 --> 03:50:05,166 straight out of them and adapted them for Perfect Dark. 4045 03:50:05,166 --> 03:50:07,627 Um, Joanna Dark's wetsuit 4046 03:50:07,627 --> 03:50:12,256 comes from an episode of UFO which was an English sci-fi show from the '60s. 4047 03:50:12,256 --> 03:50:14,800 I mean, it's essentially the exact same wetsuit, 4048 03:50:14,800 --> 03:50:16,594 but no one's made the connection yet. 4049 03:50:16,594 --> 03:50:20,556 You know, if you look at the graphical quality between Perfect Dark and GoldenEye, 4050 03:50:20,556 --> 03:50:22,892 fundamentally the same engine and the same console, 4051 03:50:22,892 --> 03:50:24,769 but it took a big step forward. 4052 03:50:24,769 --> 03:50:28,523 There were lots of good design ideas that we didn't get into GoldenEye. 4053 03:50:28,523 --> 03:50:30,775 We thought, 'We should definitely have bots in this, 4054 03:50:30,775 --> 03:50:33,069 because it opens up so much more. It means you don't need to 4055 03:50:33,069 --> 03:50:35,238 have three people around the screen and four people around the screen, 4056 03:50:35,238 --> 03:50:37,240 you can do it against the bot. So, it was an early thing. 4057 03:50:37,240 --> 03:50:40,159 One of the first things I think we worked on was some basic bot AI. 4058 03:50:43,287 --> 03:50:44,288 Gotta shoot. 4059 03:50:49,210 --> 03:50:51,671 There was a game called TimeSplitters 4060 03:50:51,671 --> 03:50:53,756 that had come out on the PlayStation 4061 03:50:53,756 --> 03:50:57,969 shortly before we started working on the Xbox version of Halo. 4062 03:50:57,969 --> 03:51:00,304 That, it was not the default option, 4063 03:51:00,304 --> 03:51:04,225 but did have a very similar two-stick method of control. 4064 03:51:04,225 --> 03:51:06,394 That two-stick solution made a lot of sense to us. 4065 03:51:06,394 --> 03:51:09,605 I remember when we took the first version of TimeSplitters to E3, 4066 03:51:09,605 --> 03:51:12,608 and we had four-player split screen in the Egyptian level 4067 03:51:12,608 --> 03:51:14,902 with 12 characters running around it, 4068 03:51:14,902 --> 03:51:18,531 and it was running at 60 frames a second and, coming from GoldenEye and Perfect Dark 4069 03:51:18,531 --> 03:51:21,784 which struggled, it's like, 'This is, you know, wow!' You know? 4070 03:51:21,784 --> 03:51:24,078 We wanted to make a sandbox game, 4071 03:51:24,078 --> 03:51:26,747 different scenarios and different weapons, 4072 03:51:26,747 --> 03:51:29,458 and the way to do that, obviously, was to have different time periods 4073 03:51:29,458 --> 03:51:32,336 and base it on classic film settings. 4074 03:51:32,336 --> 03:51:34,505 So, you know, you've got the Egyptian adventurer thing, 4075 03:51:34,505 --> 03:51:36,591 you know, which is like Raiders of the Lost Ark and that kind of stuff, 4076 03:51:36,591 --> 03:51:39,760 and then you had the classic robot sci-fi movie set in the future, 4077 03:51:39,760 --> 03:51:42,680 and then stick a first person shooter in there and have a bit of fun with it. 4078 03:51:42,680 --> 03:51:47,351 Oh yeah, that's right. 4079 03:51:52,607 --> 03:51:55,026 The world is full of stories 4080 03:51:55,026 --> 03:51:57,320 and, from time to time, 4081 03:51:57,320 --> 03:52:00,740 they permit themselves to be told. 4082 03:52:00,740 --> 03:52:02,158 What are you looking at? 4083 03:52:02,158 --> 03:52:04,994 Prey 2006 is definitely a game that 4084 03:52:04,994 --> 03:52:07,538 a lot of people would love to see come back. 4085 03:52:07,538 --> 03:52:10,458 Tommy, a Native American, is the protagonist 4086 03:52:10,458 --> 03:52:13,878 who's more or less thrust into the situation against his will. 4087 03:52:13,878 --> 03:52:15,504 Redwater! 4088 03:52:15,504 --> 03:52:18,716 I did a lot of research on, uh, different tribes, 4089 03:52:18,716 --> 03:52:23,387 and the Cherokee mythology lined up really well with what we wanted to accomplish with the game. 4090 03:52:23,387 --> 03:52:26,724 The inclusion of the spirit world 4091 03:52:26,724 --> 03:52:29,977 and the spirit animals and diving more into 4092 03:52:29,977 --> 03:52:32,772 Native American culture, I think, was a really 4093 03:52:32,772 --> 03:52:34,231 strong element of the game. 4094 03:52:34,231 --> 03:52:38,444 Uniqua whose breath gives life to all growth will help us in our time of need. 4095 03:52:38,444 --> 03:52:41,405 There was an absolute intention to 4096 03:52:41,405 --> 03:52:45,951 not make a joke-filled caricature of any sort of culture. 4097 03:52:45,951 --> 03:52:49,163 We really wanted to treat this topic, you know, with respect. 4098 03:52:49,163 --> 03:52:51,957 Stop that thing! 4099 03:52:51,957 --> 03:52:53,876 Jen, I'll find a way to get you off that. 4100 03:52:53,876 --> 03:52:55,878 The big thing for prey was portals, right? 4101 03:52:55,878 --> 03:52:58,756 You have the ability to kind of put this portal and see into a different environment 4102 03:52:58,756 --> 03:53:00,966 or shoot through it or transfer through and things like that 4103 03:53:00,966 --> 03:53:04,011 which later would wind up being incredibly successful Valve games of Portal and Portal 2, right? 4104 03:53:05,721 --> 03:53:09,892 We brought in Gary Whitta who used to be the editor for PC Gamer magazine. 4105 03:53:09,892 --> 03:53:13,270 He wrote the full game script for us. 4106 03:53:13,270 --> 03:53:16,899 He later went on to write the Book of Eli and, uh, 4107 03:53:16,899 --> 03:53:19,860 Rogue One so, you know, he's done pretty well 4108 03:53:19,860 --> 03:53:22,279 for himself since doing our pre-script. 4109 03:53:22,279 --> 03:53:24,740 Hey, man, are you okay? 4110 03:53:24,740 --> 03:53:26,492 Shit, guess not. 4111 03:53:27,993 --> 03:53:29,995 Nobody threatens my planet. 4112 03:53:32,581 --> 03:53:36,544 Now, you see first person shooters on consoles everywhere 4113 03:53:36,544 --> 03:53:38,087 and also even on mobile. 4114 03:53:38,087 --> 03:53:41,215 All those people who said a shooter could never work on a console 4115 03:53:41,215 --> 03:53:44,468 because the immediacy of the mouselook was lost, 4116 03:53:44,468 --> 03:53:46,470 uh, they were obviously wrong. 4117 03:53:48,681 --> 03:53:51,809 The amount of care and design that goes into 4118 03:53:51,809 --> 03:53:53,853 both the controller itself 4119 03:53:53,853 --> 03:53:57,189 and the way that the signals from the controller process, 4120 03:53:57,189 --> 03:53:59,734 that's an art form and, when it's done well, 4121 03:53:59,734 --> 03:54:02,653 it is every bit as responsive if not more responsive 4122 03:54:02,653 --> 03:54:04,488 than a mouse can feel, 4123 03:54:04,488 --> 03:54:06,949 and that controller is specific to that console, 4124 03:54:06,949 --> 03:54:10,286 and every developer and every player has the same one more or less, 4125 03:54:10,286 --> 03:54:13,414 and it gets really tweaked out to be really, really, really perfect, 4126 03:54:13,414 --> 03:54:15,249 uh, and that's critical. 4127 03:54:15,249 --> 03:54:16,959 Ready for liftoff. 4128 03:54:16,959 --> 03:54:19,003 That's religion. 4129 03:54:20,713 --> 03:54:22,423 Sound the alarm! She's here. 4130 03:54:22,423 --> 03:54:23,424 Lights out. 4131 03:54:40,024 --> 03:54:44,028 When Half-Life 2 was in development, Gabe had this vision of Steam 4132 03:54:44,028 --> 03:54:46,489 and what Steam would become and how important it would be. 4133 03:54:46,489 --> 03:54:49,909 I remember him presenting to me. He was thinking about, 4134 03:54:49,909 --> 03:54:52,620 'How could people be able to play Half-Life without having to have 4135 03:54:52,620 --> 03:54:55,456 the CD or DVD ROM to play it?' 4136 03:54:55,456 --> 03:54:58,083 And he had pulled in a lot of 4137 03:54:58,083 --> 03:55:01,504 very brilliant people into Valve about to start the, the idea 4138 03:55:01,504 --> 03:55:03,547 of how Steam could work. 4139 03:55:06,383 --> 03:55:09,428 They thought through a marketplace, they thought through a world in which 4140 03:55:09,428 --> 03:55:12,139 PC games could become like the absolute 4141 03:55:12,139 --> 03:55:14,683 epicenter of all great gaming entertainment. 4142 03:55:14,683 --> 03:55:17,686 We're super strong believers that, like, platforms 4143 03:55:17,686 --> 03:55:20,356 have to become valuable to everyone in the ecosystem 4144 03:55:20,356 --> 03:55:22,733 around the customers and to the developers. 4145 03:55:22,733 --> 03:55:25,903 Once they had sort of the ability to manage their own IP, 4146 03:55:25,903 --> 03:55:28,948 then they were able to invest in their own marketplace. 4147 03:55:28,948 --> 03:55:32,493 Valve had just a whole head start over everybody. 4148 03:55:32,493 --> 03:55:35,830 Rise and shine, Mr. Freeman. 4149 03:55:35,830 --> 03:55:39,291 Rise and shine. 4150 03:55:39,291 --> 03:55:42,545 I think what made Half-Life 2 so special was that 4151 03:55:42,545 --> 03:55:46,298 it understood the legacy that the first one had created 4152 03:55:46,298 --> 03:55:50,636 so well, and it had expanded upon that the perfect way. 4153 03:55:50,636 --> 03:55:54,890 I think I remember that feeling at the outset of the game of... 4154 03:55:54,890 --> 03:55:58,394 'We lost', which I think is still so rare in games, right? 4155 03:55:58,394 --> 03:56:01,689 You know, Earth has been taken over. There's an evil overlord. 4156 03:56:01,689 --> 03:56:05,150 You know, 'Who's The Combine?' Oh my gosh, and like that suppressive 4157 03:56:05,150 --> 03:56:09,113 dystopian environment that is so effective in Half-Life. 4158 03:56:10,406 --> 03:56:13,617 There's so much that happens in that game, and it's kind of hard to pick a point. 4159 03:56:13,617 --> 03:56:15,911 I do find The G-Man aspect pretty interesting. 4160 03:56:15,911 --> 03:56:18,747 I know a lot of the theories are that he's like a future version of Gordon. 4161 03:56:18,747 --> 03:56:21,458 It's like Gordon Freeman, G-Man. 4162 03:56:21,458 --> 03:56:26,255 The inclusion of physics changed everything about fps puzzle design. 4163 03:56:26,255 --> 03:56:30,134 They didn't just use it for feedback that we way that everyone uses ragdoll. 4164 03:56:30,134 --> 03:56:35,139 They used physics as puzzles, and I still have not seen any other game 4165 03:56:35,139 --> 03:56:37,975 do it to the level that they did it in Half-Life 2. 4166 03:56:37,975 --> 03:56:41,937 We were always an engineering-focused company and still are today, 4167 03:56:41,937 --> 03:56:44,231 so technology, to us, has always been. 4168 03:56:44,231 --> 03:56:48,027 Sort of in service of the game design. If it's not interesting in and of itself, 4169 03:56:48,027 --> 03:56:52,197 it's got to have some applicability to the game experience that's really interesting. 4170 03:56:53,699 --> 03:56:56,118 The most clever idea in any first person shooter 4171 03:56:56,118 --> 03:56:58,203 was definitely the gravity gun in Half-Life 2. 4172 03:56:58,203 --> 03:57:00,748 You can call it the zero point energy field manipulator, 4173 03:57:00,748 --> 03:57:02,750 if you really want to. Give it a try. 4174 03:57:02,750 --> 03:57:05,836 It just added so much fun to the experience, 4175 03:57:10,382 --> 03:57:13,802 such a simple and clever idea. Genius, total genius. 4176 03:57:13,802 --> 03:57:17,264 We built the bulk of Half-Life 2 in the last, like, year and a half. 4177 03:57:17,264 --> 03:57:20,684 We go from a bunch of bones to the finished game, 4178 03:57:20,684 --> 03:57:23,020 but the first sort of two, three years, 4179 03:57:23,020 --> 03:57:25,064 we're building a bunch of those pieces. 4180 03:57:25,064 --> 03:57:27,858 The gravity gun comes out of that period of time. 4181 03:57:27,858 --> 03:57:32,446 That's the old passage to Raven Home. We don't go there anymore. 4182 03:57:32,446 --> 03:57:35,157 I will never forget going to Raven home, 4183 03:57:35,157 --> 03:57:39,370 picking up those giant saw blades, and cutting somebody in half with them. 4184 03:57:41,246 --> 03:57:44,625 I don't think any game had ever done anything like that up to that point. 4185 03:57:46,335 --> 03:57:49,296 The storytelling of Half Life 2 4186 03:57:49,296 --> 03:57:51,924 is what expands its importance over the original game. 4187 03:57:51,924 --> 03:57:55,427 If I'd known you were going to come straight up to my office, 4188 03:57:55,427 --> 03:57:58,430 I wouldn't have bothered hunting you in the first place. 4189 03:57:58,430 --> 03:58:01,308 It's just so good. The Citadel, I mean, the whole 4190 03:58:01,308 --> 03:58:05,896 mythology around, and the story around the game just became massive after 2. 4191 03:58:05,896 --> 03:58:09,233 I think about the expressiveness of Alyx Vance's face. 4192 03:58:09,233 --> 03:58:11,026 Dr. Freeman, I presume. 4193 03:58:11,026 --> 03:58:13,570 As something that has no business holding up, 4194 03:58:13,570 --> 03:58:15,489 you know, more than a decade later, 4195 03:58:15,489 --> 03:58:19,159 putting your hand on the elevator door as I descend down 4196 03:58:19,159 --> 03:58:21,453 and looking up at her, and the eye contact. 4197 03:58:21,453 --> 03:58:23,998 The way Valve was able to animate that character 4198 03:58:23,998 --> 03:58:25,457 holds up as just one of the greatest 4199 03:58:25,457 --> 03:58:28,419 characters, I think, of that era. 4200 03:58:28,419 --> 03:58:33,257 They purposely and consciously designed that game to be a rollercoaster. 4201 03:58:33,257 --> 03:58:35,050 Gordon Freeman. 4202 03:58:35,050 --> 03:58:43,809 I had so much in it, It was, it was definitely unbelievable storytelling, incredible environmental design, you name it. 4203 03:58:43,809 --> 03:58:47,771 It's a perfect game. I can't even say, I can't even say more about it. 4204 03:58:53,318 --> 03:58:54,319 Sincerely, 4205 03:58:58,657 --> 03:59:01,160 We'd always sort of said to ourselves, 'We'll never ship one more than one game at a time 4206 03:59:01,160 --> 03:59:04,288 because, every time a game got close to shipping, all the other games 4207 03:59:04,288 --> 03:59:06,623 would sort of, like, just bleed on. Everyone would work on it, 4208 03:59:06,623 --> 03:59:10,252 and then with The Orange Box who are like, 'Let's build five games 4209 03:59:10,252 --> 03:59:13,672 and ship them on three different platforms on the same day.' 4210 03:59:13,672 --> 03:59:16,216 Yeah, it's painful, but fun. 4211 03:59:24,141 --> 03:59:26,101 One of my favorite games of all time, 4212 03:59:26,101 --> 03:59:30,272 I still think it was just absolute genius, was Portal. 4213 03:59:30,272 --> 03:59:34,276 Welcome to the Aperture Science Computer Aided Enrichment Center. 4214 03:59:34,276 --> 03:59:36,111 Portal was really fresh, like, 4215 03:59:36,111 --> 03:59:39,281 'Here's another game that uses the first person viewpoint 4216 03:59:39,281 --> 03:59:42,785 but uses a gun that's very different than everything else.' 4217 03:59:42,785 --> 03:59:46,371 The Aperture Science handheld portal device. 4218 03:59:46,371 --> 03:59:48,457 It was a super fun game to get through. 4219 03:59:48,457 --> 03:59:51,001 Portal was very accessible to a lot of people, 4220 03:59:51,001 --> 03:59:52,961 because it wasn't violent. 4221 03:59:52,961 --> 03:59:54,838 You have a gun, so to speak, 4222 03:59:54,838 --> 03:59:57,674 but it's just meant for puzzle solving more than anything. 4223 03:59:57,674 --> 04:00:00,552 There's these robots that are shooting at me, and there's these turrets, 4224 04:00:00,552 --> 04:00:03,639 and you can't directly destroy them or remove them. 4225 04:00:03,639 --> 04:00:06,183 You have to use your brain and your problem solving. 4226 04:00:06,183 --> 04:00:09,686 At the very end, when you find the secret passages behind everything, 4227 04:00:09,686 --> 04:00:12,898 so good, because they'd like transitioned from 4228 04:00:12,898 --> 04:00:16,235 this really cool puzzler to, like, the end of a story 4229 04:00:16,235 --> 04:00:18,737 and, like, what's going on in Aperture Labs. 4230 04:00:18,737 --> 04:00:21,240 Eventually, we hope we're going to be tied into Half-Life 4231 04:00:25,035 --> 04:00:28,247 because, at that point, I think the whole story of Half-Life was still pretty much up in the air. 4232 04:00:28,247 --> 04:00:31,458 It was almost like the Marvel films, like, back then when you just had all these different 4233 04:00:31,458 --> 04:00:34,461 storylines and all this stuff connecting, so it was just kind of interesting 4234 04:00:34,461 --> 04:00:35,921 to see where they were going to take it. 4235 04:00:35,921 --> 04:00:38,382 Never mind, it's a mystery I'll solve later. 4236 04:00:38,382 --> 04:00:41,260 The other thing was: Portal was hilarious. 4237 04:00:41,260 --> 04:00:45,347 Good job. As part of a required test protocol, 4238 04:00:45,347 --> 04:00:48,892 we will stop it enhancing the truth in three, 4239 04:00:48,892 --> 04:00:50,018 two, 4240 04:00:50,018 --> 04:00:53,438 GLaDOS and Shodan are often compared with one another, 4241 04:00:53,438 --> 04:00:57,985 because she's literally the only thing that you have to hold on to. 4242 04:00:57,985 --> 04:01:00,946 But, at the same time, she's also trying to kill you. 4243 04:01:00,946 --> 04:01:06,243 You become so familiar with her that you form kind of a relationship and a bond 4244 04:01:06,243 --> 04:01:09,955 and, when you do finally meet her and you defeat her, 4245 04:01:09,955 --> 04:01:13,167 there's almost this bittersweet element to it 4246 04:01:13,167 --> 04:01:15,460 where you feel like you've lost your connection 4247 04:01:15,460 --> 04:01:18,005 with the world that you're escaping from. 4248 04:01:18,005 --> 04:01:20,174 It may be my favorite game of all time, 4249 04:01:20,174 --> 04:01:23,802 because I think it's just so exquisitely well done. 4250 04:01:35,022 --> 04:01:38,817 Team Fortress 2 is such an interesting animal in the FPS landscape. 4251 04:01:38,817 --> 04:01:42,321 It's been kind of a guinea pig for Valve. 4252 04:01:42,321 --> 04:01:45,157 We'd started building Team Fortress 2 for Quake II at that point 4253 04:01:45,157 --> 04:01:48,327 which is what seemed like the obvious next step, and our hope was to 4254 04:01:48,327 --> 04:01:50,454 build that into a retail product of some kind. 4255 04:01:50,454 --> 04:01:53,457 Well, we were struggling to find a really good sort of identity 4256 04:01:53,457 --> 04:01:55,417 for what Team Fortress is. 4257 04:01:55,417 --> 04:01:57,836 We had no idea what we're doing. We're in that classic case of, like, 4258 04:01:57,836 --> 04:02:01,715 'You're so screwed, because you don't even know what you don't know.' 4259 04:02:01,715 --> 04:02:05,344 It was so sort of open-ended that we had trouble sort of finding, like, 4260 04:02:05,344 --> 04:02:08,680 sort of what the core gameplay was. 4261 04:02:08,680 --> 04:02:12,476 Team Fortress 2 stopped being in development for a while during Half-Life 2. 4262 04:02:12,476 --> 04:02:14,478 Half-Life 2 really needs to ship, 4263 04:02:14,478 --> 04:02:17,064 and then we'll revisit our options sort of later. 4264 04:02:17,064 --> 04:02:20,192 We start working on Team Fortress 2 again, 4265 04:02:20,192 --> 04:02:22,152 and we decide this time, 'We're... 4266 04:02:22,152 --> 04:02:23,528 'We're not going to screw it up.' 4267 04:02:23,528 --> 04:02:25,614 I'm not a crazed gunman, dad, I'm an assassin. 4268 04:02:28,951 --> 04:02:30,911 It's a sound of progress, my friend. 4269 04:02:30,911 --> 04:02:33,872 We should be looking at non-photorealistic stuff here. 4270 04:02:33,872 --> 04:02:37,668 It doesn't have to be the sort of textured, you know, photorealistic world 4271 04:02:37,668 --> 04:02:40,796 where you're just taking the most important parts, you know, just like any cartoon, 4272 04:02:40,796 --> 04:02:46,301 taking the most important parts, and blowing them up as big and bright as possible, 4273 04:02:46,301 --> 04:02:48,679 and that really fit the Team Fortress gameplay 4274 04:02:48,679 --> 04:02:51,348 in a way that we needed and didn't know we needed. 4275 04:02:51,348 --> 04:02:53,433 I mean, look at it. It's just amazing. 4276 04:02:53,433 --> 04:02:56,353 Valve managed to tell a pretty interesting, 4277 04:02:56,353 --> 04:03:00,065 funny, engaging story without any sort of campaign. 4278 04:03:00,065 --> 04:03:02,609 So, you have to ask yourself, 'How did they manage to do that?' 4279 04:03:02,609 --> 04:03:04,861 Like, every time we made a video, we're like, 'Oh okay, 4280 04:03:04,861 --> 04:03:07,823 here's what's exciting about a character. 4281 04:03:07,823 --> 04:03:10,701 We can take that, and we can put it, like, back into the game. 4282 04:03:10,701 --> 04:03:13,203 Sniper has his jarate, you know, 4283 04:03:13,203 --> 04:03:15,372 these jars of piss that he throws at people. 4284 04:03:15,372 --> 04:03:17,374 Like that's, that's strange. That's from the video. 4285 04:03:17,374 --> 04:03:18,583 Yeah! 4286 04:03:18,583 --> 04:03:21,545 I think we all understand, as FPS players today, 4287 04:03:21,545 --> 04:03:24,047 the concept of the hero shooter, you know, 4288 04:03:24,047 --> 04:03:26,883 having interesting characters that you can pick from, and they all have 4289 04:03:26,883 --> 04:03:29,761 an interesting hairstyle and costume and voice, 4290 04:03:29,761 --> 04:03:32,681 and I'm gonna pick the one that most appeals to me in the moment. 4291 04:03:32,681 --> 04:03:37,477 That idea doesn't exist in my opinion without Team Fortress 2, 4292 04:03:37,477 --> 04:03:40,981 because, at the end of the day, long as as two people left on a planet, 4293 04:03:40,981 --> 04:03:43,275 someone is gonna want someone dead. 4294 04:03:47,029 --> 04:03:50,615 F.E.A.R., when I first played it, it was like at a, a LAN center. 4295 04:03:50,615 --> 04:03:54,369 Those LAN centers, the one I used to go to, was dark, and it was, like, quiet. 4296 04:03:54,369 --> 04:03:56,121 Everybody's just click, click, click, away. 4297 04:03:56,121 --> 04:03:58,749 You're just sitting there, and you're playing and, all of a sudden, like, someone, like, 4298 04:03:58,749 --> 04:04:00,042 goes to open a chip bag next to you. 4299 04:04:01,752 --> 04:04:03,754 Ah! Whoa, okay. 4300 04:04:03,754 --> 04:04:05,964 I'm still, I'm still in the real world. 4301 04:04:14,222 --> 04:04:17,351 We really pushed the envelope on graphics. 4302 04:04:17,351 --> 04:04:22,105 It looked amazing if you had the right hardware, 4303 04:04:22,105 --> 04:04:26,360 and it was in a world that was inspired by Japanese horror movies 4304 04:04:26,360 --> 04:04:31,114 which were just becoming a popular thing in the US. 4305 04:04:31,114 --> 04:04:33,450 A remake of The Ring was coming out. 4306 04:04:33,450 --> 04:04:35,869 He shows me things. 4307 04:04:35,869 --> 04:04:38,080 The scary stuff is great, because it kind of catches you off guard. 4308 04:04:38,080 --> 04:04:40,123 They just really seem to know when to do it. 4309 04:04:42,000 --> 04:04:46,630 Alma was always scripted to come out at poignant moments. 4310 04:04:46,630 --> 04:04:50,467 You had gotten through a hard battle and you were, like, relieved and then, 4311 04:04:50,467 --> 04:04:52,552 'Oh no! There's Alma!' 4312 04:04:52,552 --> 04:04:54,930 That perfectly manages to balance that horror element 4313 04:04:54,930 --> 04:04:58,141 with over-the-top gunplay in action. 4314 04:04:58,141 --> 04:05:01,478 Still probably some of the best you'll get in the whole genre. 4315 04:05:01,478 --> 04:05:04,439 And could think for itself. โ™ชโ™ชโ™ช 4316 04:05:04,439 --> 04:05:07,025 As something that was really effective. 4317 04:05:07,025 --> 04:05:09,861 I wanted to create something that was truly intelligent 4318 04:05:09,861 --> 04:05:15,200 and could think for itself. โ™ชโ™ชโ™ช 4319 04:05:15,200 --> 04:05:18,829 I just wanted to give the building blocks to an AI system 4320 04:05:18,829 --> 04:05:21,998 that, in real time, could say, 'Well, if this is the goal, 4321 04:05:21,998 --> 04:05:25,377 I gotta find a sequence of actions that can satisfy that goal, 4322 04:05:25,377 --> 04:05:27,754 and I can search the space of actions 4323 04:05:27,754 --> 04:05:32,259 and try them out in different combinations as fast as a processor can handle.' 4324 04:05:32,259 --> 04:05:35,387 Fall back. Do you see them? Don't let it get away. 4325 04:05:35,387 --> 04:05:38,765 We made the environment more interactive with 4326 04:05:38,765 --> 04:05:41,977 shelves the enemies could knock over to get in your way 4327 04:05:41,977 --> 04:05:45,021 or cables they could flip to create cover, 4328 04:05:45,021 --> 04:05:48,650 windows they could dive through to get away from you or to surprise you. 4329 04:05:48,650 --> 04:05:52,154 They sort of telegraph their movements, you hear them sort of communicating with each other, 4330 04:05:52,154 --> 04:05:55,157 and that sort of conveys an intelligence 4331 04:05:57,742 --> 04:06:01,746 announcing to you what they knew about what you were doing 4332 04:06:01,746 --> 04:06:04,374 and what they plan to do next. 4333 04:06:04,374 --> 04:06:07,002 You might be crawling around through the air ducts 4334 04:06:07,002 --> 04:06:11,339 when you hear one of the enemies look up and say, He's in the vents!' 4335 04:06:11,339 --> 04:06:12,883 He's in the ceiling! 4336 04:06:12,883 --> 04:06:15,260 And those kinds of moments are, are possible 4337 04:06:15,260 --> 04:06:17,721 when you have characters that are 4338 04:06:17,721 --> 04:06:21,516 designed to observe and talk about the world around them. 4339 04:06:21,516 --> 04:06:24,728 The other thing that holds up well about F.E.A.R. is certainly its weapon set. 4340 04:06:24,728 --> 04:06:27,856 You know, I think about the, the Penetrator, 4341 04:06:27,856 --> 04:06:30,609 just a fabulous name for a gun. 4342 04:06:31,818 --> 04:06:35,530 Best shotgun, and this is not up for debate, is F.E.A.R. Shotgun. 4343 04:06:35,530 --> 04:06:37,866 If there's anyone who argues it's just incorrect. 4344 04:06:37,866 --> 04:06:49,377 Apart from that, that lets you shoot someone, and they will just turn into mist. โ™ชโ™ชโ™ช 4345 04:06:49,377 --> 04:06:52,172 So, Fear was supposed to feel like an action movie 4346 04:06:52,172 --> 04:06:56,092 where things should be just happening around you, bottles should be breaking, 4347 04:06:56,092 --> 04:07:01,473 and chandeliers should be falling, and it should just feel like you're in, in a movie. 4348 04:07:01,473 --> 04:07:04,434 But, there are plenty of times where things wouldn't work out as we hope, 4349 04:07:04,434 --> 04:07:07,854 like John Mulkey and I worked for a long time on 4350 04:07:07,854 --> 04:07:10,273 what we called the combat opportunities system 4351 04:07:10,273 --> 04:07:14,945 being like juicy opportunities for, like, dramatic moments. 4352 04:07:14,945 --> 04:07:16,905 But, it was really hard to get the AI 4353 04:07:16,905 --> 04:07:20,033 to get the right balance of thinking about those 4354 04:07:20,033 --> 04:07:22,327 versus thinking about shooting at you, the player. 4355 04:07:22,327 --> 04:07:26,706 And so, we'd have these test runs where you'd come into a room, 4356 04:07:26,706 --> 04:07:29,751 and the AI would come in, and they'd go crazy. 4357 04:07:29,751 --> 04:07:33,088 They'd be shooting chandeliers and bottles and, like, 4358 04:07:33,088 --> 04:07:35,632 shooting like ten different things, and you're just standing there, and then like, 4359 04:07:35,632 --> 04:07:37,884 'Bang, bang, bang bang.' 4360 04:07:37,884 --> 04:07:41,096 Fire, give me some pressure fire. 4361 04:07:41,096 --> 04:07:44,099 There's always, like, a tricky, tricky balance 4362 04:07:44,099 --> 04:07:48,436 of getting the moments you want, but, but having that designer's touch 4363 04:07:48,436 --> 04:07:51,690 of doing them the way you want them to play out. 4364 04:08:01,533 --> 04:08:04,661 Some games start with an art direction 4365 04:08:04,661 --> 04:08:09,958 or a story conceit. In the case of Borderlands, it started with a design idea. 4366 04:08:17,299 --> 04:08:19,384 Before Wolfenstein came out, 4367 04:08:19,384 --> 04:08:21,011 I was a role playing gamer. 4368 04:08:21,011 --> 04:08:25,849 It's possible that, even to this day, that the game that has consumed more of my play hours 4369 04:08:25,849 --> 04:08:28,560 than any other game is NetHack. 4370 04:08:30,687 --> 04:08:35,108 I realized that, what makes a first person shooter fun: 4371 04:08:35,108 --> 04:08:38,653 the moment to moment dodging and aiming and hitting the target 4372 04:08:38,653 --> 04:08:42,657 is a totally different thing that what makes NetHack fun or Diablo fun. 4373 04:08:42,657 --> 04:08:46,453 What makes Diablo fun is becoming more powerful, collecting loot. 4374 04:08:46,453 --> 04:08:49,914 And, in that epiphany, I realized we can put these things together. 4375 04:08:51,791 --> 04:08:55,879 One game that stands out that maybe we weren't anticipating to be as big of a hit as it was 4376 04:08:55,879 --> 04:08:58,214 is probably the original Borderlands. 4377 04:08:58,214 --> 04:09:03,219 We were still playing a lot of hyper serious military contemporary games. 4378 04:09:03,219 --> 04:09:06,222 Today, it's absolutely acceptable 4379 04:09:06,222 --> 04:09:11,102 to have the biggest game in the world, Fortnite, with this non realistic cartoon art style. 4380 04:09:11,144 --> 04:09:13,772 When we did it, it was scandalous. 4381 04:09:13,772 --> 04:09:18,860 This notion of, like, a comedic, lighthearted FPS that was like open world, 4382 04:09:18,860 --> 04:09:20,779 we just didn't really know what to make of it. 4383 04:09:20,779 --> 04:09:23,114 We were swimming around fishing for it, 4384 04:09:23,114 --> 04:09:25,825 trying to find how to put it all together, how to make the Bible. 4385 04:09:25,825 --> 04:09:29,663 But I knew, I knew that RPG and shooter could go together. 4386 04:09:36,294 --> 04:09:38,129 I love the Claptrap character. 4387 04:09:38,129 --> 04:09:40,256 Hello, traveler! 4388 04:09:40,256 --> 04:09:43,301 Claptrap wasn't part of the plan, wasn't part of the design. 4389 04:09:43,301 --> 04:09:45,929 There was a concept artist that was doing some interesting work, 4390 04:09:45,929 --> 04:09:49,391 and Brian Martel was walking by and saw this guy was just doodling. 4391 04:09:49,391 --> 04:09:51,518 Brian's like, 'That's cool.' 4392 04:09:51,518 --> 04:09:54,437 It's a perfectly symmetrical character, almost perfectly symmetrical, 4393 04:09:54,437 --> 04:09:56,981 but it feels completely out of balance. 4394 04:09:56,981 --> 04:10:02,779 How do you have symmetry and off balance in one simple shape? 4395 04:10:02,779 --> 04:10:06,866 Buddy, what the hell are you do, doing? 4396 04:10:06,866 --> 04:10:10,453 He built a model of the robot, and he did some monologue, 4397 04:10:10,453 --> 04:10:14,249 and then he would open the door, and the door would start to open, 4398 04:10:14,249 --> 04:10:16,835 and then he ran, and he would go towards the door, 4399 04:10:16,835 --> 04:10:20,171 and there was a bug where he was supposed to wait for the door to open and go through it, 4400 04:10:20,171 --> 04:10:24,634 but he went too early, and he bounced into the door and stopped, 4401 04:10:24,634 --> 04:10:27,303 and then the door went, went open, and so I, 4402 04:10:27,303 --> 04:10:31,182 I had him add an 'Ow', like, we bumped into it, and he said 'Ow' 4403 04:10:31,182 --> 04:10:33,685 and kind of stuck back and then went into it again. 4404 04:10:33,685 --> 04:10:38,314 It was so fun to watch Claptrap hurt himself, because he was kind of snarky. 4405 04:10:38,314 --> 04:10:41,568 And that's when it stumbled upon me the secret of the character. 4406 04:10:41,568 --> 04:10:45,280 And, when he's up here, he's an absolute jerk. 4407 04:10:45,280 --> 04:10:48,616 And he just, he's the worst person on the planet. 4408 04:10:50,660 --> 04:10:53,496 But, something will happen which will tear him down. 4409 04:10:53,496 --> 04:10:56,958 Right! The guests should be arriving any minute. 4410 04:10:56,958 --> 04:10:59,169 Like when no one shows up to his birthday. 4411 04:10:59,169 --> 04:11:02,338 Feel free to mingle with nobody. 4412 04:11:02,338 --> 04:11:05,717 You're just like, 'Oh my God, I feel so bad for him 4413 04:11:05,717 --> 04:11:07,761 and you want to help them out.' 4414 04:11:07,761 --> 04:11:11,806 In Japanese culture, they say that everyone has three masks: 4415 04:11:11,806 --> 04:11:14,976 the mask that they wear that everybody sees, 4416 04:11:14,976 --> 04:11:18,813 and then there's the mask that they only let those people they trust 4417 04:11:18,813 --> 04:11:20,899 and care most about see, 4418 04:11:20,899 --> 04:11:24,611 and then there's a third mask that no one ever sees, 4419 04:11:24,611 --> 04:11:27,197 and it speaks to how we tend to 4420 04:11:27,197 --> 04:11:31,868 feel afraid and uncomfortable to be our true selves. 4421 04:11:31,868 --> 04:11:35,121 Tina, you know, there are, like, other kinds of food, right? 4422 04:11:35,121 --> 04:11:38,666 You haven't seriously been living on just crumpets for the last few years, have you? 4423 04:11:38,666 --> 04:11:41,628 Tiny Tina is a character that a lot of people love. 4424 04:11:41,628 --> 04:11:43,838 The thing that makes her special: 4425 04:11:43,838 --> 04:11:46,257 she doesn't care about how people judge her, 4426 04:11:46,257 --> 04:11:50,136 and she doesn't care how crazy she might seem. 4427 04:11:50,136 --> 04:11:53,598 And I think all of us have some of that, but Tina doesn't. 4428 04:11:53,598 --> 04:11:56,726 There's only one thing to do. Kill the living crap out of him! 4429 04:11:56,726 --> 04:11:59,312 Tina is always her true self. 4430 04:11:59,312 --> 04:12:04,359 It's just really cool to play a game with a friend, because I haven't really had one. 4431 04:12:04,359 --> 04:12:07,487 Whenever I go to PAX or E3, I still see you know, 4432 04:12:07,487 --> 04:12:11,115 cosplayers and sort of people who are outwardly fans of Borderlands 4433 04:12:11,115 --> 04:12:13,576 and its sense of humor and its place. 4434 04:12:13,576 --> 04:12:17,038 It really captured people's attention in a way that we didn't necessarily expect. 4435 04:12:18,122 --> 04:12:21,835 The legendary video game financial analyst, 4436 04:12:21,835 --> 04:12:25,922 Michael Pachter, famously said, 'Borderlands is being sent to die. 4437 04:12:25,922 --> 04:12:28,299 It has no commercial hope whatsoever, 4438 04:12:28,299 --> 04:12:31,511 because you can't sell a cartoon game in a world with 4439 04:12:31,511 --> 04:12:35,557 Gears of War and Call of Duty.' 4440 04:12:35,557 --> 04:12:37,642 I'm very glad they were wrong. 4441 04:12:56,995 --> 04:13:00,290 I think this happened around the early 2000s 4442 04:13:00,290 --> 04:13:04,919 with every new first person shooter, making the world became so expensive. 4443 04:13:04,919 --> 04:13:10,592 I think that you can't really afford to make four or five different paths 4444 04:13:10,592 --> 04:13:12,719 that has as cool scripted events, 4445 04:13:12,719 --> 04:13:15,138 as big explosions and so on, because it's just too expensive. 4446 04:13:15,138 --> 04:13:17,682 Then, you'd rather take your resources, say, 'Okay, this is the path, 4447 04:13:17,682 --> 04:13:20,518 and then we can make this, you know, feel like a Hollywood movie. 4448 04:13:20,518 --> 04:13:24,480 We make it feel like you're, you know, in Saving Private Ryan. 4449 04:13:24,480 --> 04:13:28,526 Head for cover and get to the shingle. I'll see you on the beach. 4450 04:13:28,526 --> 04:13:31,529 Allied Assault had an opening D-Day mission which was unreal. 4451 04:13:33,990 --> 04:13:38,036 They did this Saving Private Ryan moment where you're charging the beach, 4452 04:13:38,036 --> 04:13:41,456 bullets are whizzing by, people are dying, and explosions are happening, 4453 04:13:41,456 --> 04:13:43,625 and you felt like you were in the action. 4454 04:13:46,044 --> 04:13:48,713 Call of Duty was birthed from that, 4455 04:13:48,796 --> 04:13:51,299 That group became Infinity War. 4456 04:13:51,424 --> 04:13:54,385 Call of Duty was one of the first games to 4457 04:13:54,385 --> 04:13:57,847 embody the sensibilities of film, I think, 4458 04:13:57,847 --> 04:14:00,016 in a way that was very successful. 4459 04:14:01,142 --> 04:14:04,187 You played Call of Duty, and you had that mission in it 4460 04:14:04,187 --> 04:14:07,231 where you're playing as, like, the Russian soldier, you don't have any weapons, 4461 04:14:07,231 --> 04:14:10,234 you've gotta run up this beach for the first 15 minutes, no gun. 4462 04:14:10,234 --> 04:14:14,197 Follow behind the guy in front of you and, when he gets shot, you pick up his gun. 4463 04:14:14,197 --> 04:14:17,575 That's how you get a gun which is, apparently, historically accurate. 4464 04:14:20,244 --> 04:14:23,247 What must it have been like to be one of those soldiers 4465 04:14:23,247 --> 04:14:26,250 in that experience crossing this river and, 4466 04:14:26,250 --> 04:14:28,670 and seeing the boats next to you blow up. 4467 04:14:28,670 --> 04:14:31,422 That's the first game that tried to break away from the mold of like, 4468 04:14:31,422 --> 04:14:34,842 'Let's just shoot the same soldier over and over and add to the production value 4469 04:14:34,842 --> 04:14:38,137 with the explosions and action scenes.' It was out of an actual film. 4470 04:14:39,806 --> 04:14:43,851 The bridge between going into movie theaters and video games are just... 4471 04:14:43,851 --> 04:14:46,688 So, the gap is closed. 4472 04:14:46,688 --> 04:14:50,274 You can still get a cinematic experience and be attached to characters 4473 04:14:50,274 --> 04:14:53,945 in a video game just as much as you can on a movie, 4474 04:14:53,945 --> 04:14:56,906 and I think Call of Duty 4 was one of those 4475 04:14:56,906 --> 04:15:00,118 first campaigns that really had a heartfelt story 4476 04:15:00,118 --> 04:15:01,953 that you got attached to the characters. 4477 04:15:06,374 --> 04:15:09,836 To this day, like, if I've played Call of Duty for a few hours 4478 04:15:09,836 --> 04:15:12,839 late at night in a dark room, you know, 4479 04:15:12,839 --> 04:15:15,842 I do feel like I've been in some kind of a war. 4480 04:15:16,926 --> 04:15:19,053 While we might kind of bemoan how 4481 04:15:19,053 --> 04:15:23,683 scripted the Call of Duty-style game is in 2022, 4482 04:15:23,683 --> 04:15:26,269 at the time, it was a very intense experience. 4483 04:15:26,269 --> 04:15:30,106 Really, it's just easy stuff to digest, like anyone can play those games, you know? 4484 04:15:30,106 --> 04:15:33,651 Run around and shoot someone with a machine gun and then, when the game tells you to hide, 4485 04:15:33,651 --> 04:15:36,029 just hide behind something, you know? 4486 04:15:37,613 --> 04:15:40,825 A lot of those early military shooters are still tough as balls. 4487 04:15:40,825 --> 04:15:45,121 The shooters that have focused on spectacle and scale, 4488 04:15:45,121 --> 04:15:47,123 they resonated really well with audiences, 4489 04:15:47,123 --> 04:15:51,294 because there's something about seeing everything together in one environment, you know, 4490 04:15:51,294 --> 04:15:55,590 tanks and aircraft and infantry kind of all rolled together 4491 04:15:55,590 --> 04:15:57,759 and the shooting down an air vehicle with a rocket 4492 04:15:57,759 --> 04:16:00,136 and watching it fall in the sky and fall on a base. 4493 04:16:02,722 --> 04:16:06,476 The idea that you're ants in this massive world 4494 04:16:06,476 --> 04:16:08,478 that's so much bigger than you, that dwarfs you. 4495 04:16:08,478 --> 04:16:10,480 It is a really precious experience. 4496 04:16:13,900 --> 04:16:16,444 When the Battlefield 1942 came out, 4497 04:16:16,444 --> 04:16:18,488 we lived in that game. 4498 04:16:18,488 --> 04:16:22,033 The fact that you can, like, fly straight down into somebody's tank, 4499 04:16:22,033 --> 04:16:25,369 that you could, like, have Jeeps blast into each other. 4500 04:16:25,369 --> 04:16:29,707 We laughed so hard playing that game, because it was so fun. 4501 04:16:29,707 --> 04:16:33,836 I find it silly that people argue, 'What's better Call of Duty or Battlefield?' 4502 04:16:33,836 --> 04:16:36,672 Because they're completely different playstyles of game. 4503 04:16:36,672 --> 04:16:40,968 People who want, like, a large scale game, 4504 04:16:40,968 --> 04:16:44,555 yeah, definitely Battlefield's the way to go. If they want to fly planes and helicopters 4505 04:16:44,555 --> 04:16:48,101 and, you know, it's the map side. It's just a different, different kind of beast. 4506 04:16:48,101 --> 04:16:50,311 When it went to World War II, it was like, 4507 04:16:50,311 --> 04:16:53,147 'Everybody understands this stuff, all the vehicles, all the weapons, 4508 04:16:53,147 --> 04:16:55,316 the stories and the history and all this, ' 4509 04:16:55,316 --> 04:16:58,736 so there's so much rich stuff there for their IP creation 4510 04:16:58,736 --> 04:17:02,198 that they both knew that they had taken advantage of something that everybody 4511 04:17:02,198 --> 04:17:05,409 still remembered as a thing and then, like, 4512 04:17:05,409 --> 04:17:08,788 they just raced each other, and everyone else saw the race and how much money the race made, 4513 04:17:08,788 --> 04:17:11,082 and everyone else was making World War II until it just became 4514 04:17:11,082 --> 04:17:14,627 a big World War II genre for a really long time. 4515 04:17:14,627 --> 04:17:17,463 There's certain games that just take the air out of the room. 4516 04:17:17,463 --> 04:17:19,882 So, when you get a game like Kai, 4517 04:17:19,882 --> 04:17:21,884 and you get a game like Battlefield 4518 04:17:21,884 --> 04:17:26,013 where the majority of people are gonna go, regardless of your game. 4519 04:17:26,013 --> 04:17:28,516 It's kind of hard to penetrate that market. 4520 04:17:28,516 --> 04:17:30,643 They keep the game plan nearly identical 4521 04:17:30,643 --> 04:17:34,564 but add new elements to each iteration of heroes. 4522 04:17:34,564 --> 04:17:37,024 It doesn't alienate the previous fans. 4523 04:17:37,024 --> 04:17:39,193 The big AAA first person shooters 4524 04:17:39,360 --> 04:17:42,530 are sort of trapped in that same world as Big Hollywood. 4525 04:17:42,697 --> 04:17:45,324 They're not really going to be that original and fresh, 4526 04:17:45,324 --> 04:17:47,535 because they don't have the freedom to take those chances, 4527 04:17:47,535 --> 04:17:49,871 because it has to be a mainstream hit. 4528 04:17:49,871 --> 04:17:53,207 Well, Call of Duty has almost become lifestyle today 4529 04:17:53,207 --> 04:17:55,126 in console games, right? That, 4530 04:17:55,126 --> 04:17:57,712 that's why they sell so massively and broadly, 4531 04:17:57,712 --> 04:17:59,922 because that can easily be part of your lifestyle, 4532 04:17:59,922 --> 04:18:02,592 and you don't have to play for 20 to 30 hours 4533 04:18:02,592 --> 04:18:05,261 to really make progress you can just play a little bit online 4534 04:18:05,261 --> 04:18:08,055 and have an incredible experience. 4535 04:18:08,055 --> 04:18:12,435 The audience is kind of only used to one thing now 4536 04:18:12,435 --> 04:18:16,647 you know, so I think it'll take something that's really 4537 04:18:16,647 --> 04:18:20,318 innovative that's going to steal those people away from that experience. 4538 04:18:43,591 --> 04:18:47,094 I think people were just getting over playing games 4539 04:18:47,094 --> 04:18:49,680 that are just generic regenerating health shooters. 4540 04:18:49,680 --> 04:18:51,682 I think we really got to that point where 4541 04:18:51,682 --> 04:18:54,352 that was just all that was coming out for a time. 4542 04:18:54,352 --> 04:18:56,729 If you're gonna do a first person shooter like a hero shooter, 4543 04:18:56,729 --> 04:18:59,523 you need abilities, you need unique characters, unique movement, 4544 04:18:59,523 --> 04:19:03,945 you know, unique environments, and then you're introducing a new hero once a quarter essentially, right? 4545 04:19:03,945 --> 04:19:06,530 That arena shooter kind of dueling 4546 04:19:06,530 --> 04:19:10,785 1v1-type of game has sadly fallen out of favor 4547 04:19:10,785 --> 04:19:15,373 to team-based games like PUBG and Apex Legends and others as well. 4548 04:19:16,707 --> 04:19:20,711 There's a lot of focus on the technical aspects of first person shooters today, 4549 04:19:20,711 --> 04:19:26,384 where I wish there was a little more of the personality-driven side of it. 4550 04:19:43,901 --> 04:19:48,739 Oh, in my opinion, there's still a lot of gas left in 2.5D games. 4551 04:19:48,739 --> 04:19:53,160 Indies offer something a little bit different. 4552 04:19:53,160 --> 04:19:56,789 They're not trying to compete in the space that you're normally in. 4553 04:19:56,789 --> 04:20:00,710 You know, you get that fatigue, where you're just playing the same old thing over and over again. 4554 04:20:00,793 --> 04:20:03,671 If you're trying to recreate the past, 4555 04:20:03,879 --> 04:20:06,007 that same sense that 4556 04:20:06,132 --> 04:20:10,261 gamers got when they played a game for the first time. 4557 04:20:10,261 --> 04:20:12,930 You know, it was long enough where we hadn't really had old school games, 4558 04:20:12,930 --> 04:20:15,641 and then you just had all these new people coming in and saying, 4559 04:20:15,641 --> 04:20:19,478 I want to make a game that plays like the games I played when I was a kid, 4560 04:20:19,478 --> 04:20:21,272 and that's why we've got that resurgence 4561 04:20:21,272 --> 04:20:23,524 which we're still seeing, I mean, it's still going on. 4562 04:20:23,524 --> 04:20:26,736 So, I'm friends with this guy, Dave Oshry. He's over there a company called New Blood, and they're 4563 04:20:26,736 --> 04:20:29,071 the ones responsible for the games like Dusk and whatnot 4564 04:20:29,071 --> 04:20:32,325 that are what are referred to lovingly or begrudgingly as Boomer Shooters. 4565 04:20:32,325 --> 04:20:35,328 People were craving a return to old school level design 4566 04:20:35,328 --> 04:20:38,497 or return to speed and skill based-movement, 4567 04:20:38,497 --> 04:20:43,586 fun weapons that were just fun, not necessarily realistic, ridiculous, ludicrous. 4568 04:20:43,586 --> 04:20:46,589 People wanted the fun back in first person shooters. 4569 04:20:46,589 --> 04:20:50,009 The F stands for fun, fun person shooters. 4570 04:20:50,009 --> 04:20:53,554 David Szymanski tweeted at me, I had no idea who he was, 4571 04:20:53,554 --> 04:20:55,681 'Hey, I think you should check out my game.' 4572 04:20:55,681 --> 04:20:58,893 It was called Dusk, and it was the best feeling 4573 04:20:58,893 --> 04:21:01,729 first person shooter I had ever felt in my life. 4574 04:21:01,729 --> 04:21:05,775 The movement, the sliding, the shooting, the interactivity, 4575 04:21:05,775 --> 04:21:08,110 you could turn the sinks on and off, you could break the sinks, 4576 04:21:08,110 --> 04:21:09,987 you could throw stuff around the room. 4577 04:21:09,987 --> 04:21:12,323 Dusk was pretty cool. It was actually one of the first games 4578 04:21:12,323 --> 04:21:15,826 I think I really kind of like fought to cover on my YouTube channel. 4579 04:21:15,826 --> 04:21:19,830 We put out the original trailer for Dusk, and it went huge. 4580 04:21:19,830 --> 04:21:21,665 It was everywhere. It was on, like, CNET and stuff. 4581 04:21:21,665 --> 04:21:24,835 '90s-style shooter copies Doom and Quake and stuff', and we're like, 4582 04:21:24,835 --> 04:21:27,963 'Oh, shit.' We had a lot of eyeballs on us. They were like, 'Yeah, this looks cool. 4583 04:21:27,963 --> 04:21:29,799 The graphics look like shit' I'm like... 4584 04:21:29,799 --> 04:21:33,469 But I really wanted people to see that it's not about the graphics. 4585 04:21:33,469 --> 04:21:35,554 It's about the gameplay. 4586 04:21:35,554 --> 04:21:38,599 Looking back, Quake still looks great even though it's got that 4587 04:21:38,599 --> 04:21:42,520 low poly style, because great game design doesn't age, 4588 04:21:42,520 --> 04:21:46,107 and I think we proved that all over again with Dusk. 4589 04:21:54,490 --> 04:21:56,951 Ion Fury was a project that 4590 04:21:56,951 --> 04:22:00,204 started off with a much smaller scope just sort of a prequel, 4591 04:22:00,204 --> 04:22:04,041 a quick prequel story that was supposed to be tied to our original Bombshell release, 4592 04:22:04,041 --> 04:22:08,337 but, as it went along, it became very clear that Voidpoint 4593 04:22:08,337 --> 04:22:11,340 was sort of taking this game to a whole other level, 4594 04:22:11,340 --> 04:22:13,342 really making something special. 4595 04:22:13,342 --> 04:22:15,386 The idea with Ion Fury was to, 4596 04:22:15,386 --> 04:22:17,930 to create this kind of alternate timeline. 4597 04:22:17,930 --> 04:22:22,017 What if, instead of 3D Realms making Duke Nukem 3D and Shadow Warrior back in the day, 4598 04:22:22,017 --> 04:22:25,104 they decided to do something with the Bombshell character? 4599 04:22:25,104 --> 04:22:26,480 Bring it on. 4600 04:22:26,480 --> 04:22:30,317 And the first 3D shooter that came up was actually with this character. 4601 04:22:30,317 --> 04:22:32,736 Well, the guys that were hired, several of them, 4602 04:22:32,736 --> 04:22:35,865 were from the Duke mod community and had worked 4603 04:22:35,865 --> 04:22:38,826 with the buildings and code, upgraded it in its abilities, 4604 04:22:38,826 --> 04:22:42,663 like added lighting effects, voxel technology. 4605 04:22:42,663 --> 04:22:44,623 That game in particular has just shown 4606 04:22:44,623 --> 04:22:47,168 that engines can have an aesthetic, 4607 04:22:47,168 --> 04:22:50,212 a world that is unique to them and kind of 4608 04:22:50,212 --> 04:22:51,714 timeless and should be preserved. 4609 04:22:51,714 --> 04:22:56,093 You don't have to spend a half a year making 100,000-triangle character 4610 04:22:56,093 --> 04:22:58,429 with motion capture faces and so on. 4611 04:22:58,429 --> 04:23:03,517 You can make beautiful pixel art and then be more efficient and still make fun games. 4612 04:23:03,517 --> 04:23:04,477 Good morning. 4613 04:23:06,479 --> 04:23:08,606 We needed the new Wolfenstein games, 4614 04:23:08,606 --> 04:23:10,357 we needed the new Doom games 4615 04:23:10,357 --> 04:23:12,443 to show people that this old style 4616 04:23:12,443 --> 04:23:14,904 of game design isn't actually old. 4617 04:23:14,904 --> 04:23:18,616 MachineGames took Wolfenstein within the direction that I would have taken it. 4618 04:23:18,616 --> 04:23:20,117 I love the gameplay. 4619 04:23:20,117 --> 04:23:22,411 I think they're the company to keep it going, 4620 04:23:22,411 --> 04:23:25,414 because they just have done such a good job. 4621 04:23:25,414 --> 04:23:27,583 It had been a while since I had been 4622 04:23:27,583 --> 04:23:30,920 into the FPS genre until Doom 2016, 4623 04:23:30,961 --> 04:23:33,380 and it completely blew away my expectations. 4624 04:23:33,380 --> 04:23:35,716 Just like, this is exactly Doom. 4625 04:23:35,716 --> 04:23:37,510 This is totally, like, the essence. 4626 04:23:37,510 --> 04:23:40,971 Burning through Doom Eternal a, like, 100 million frames per second, and it's awesome. 4627 04:23:40,971 --> 04:23:42,765 This is the attitude of Doom. 4628 04:23:42,765 --> 04:23:46,685 It feels like you're Doom guy for the first time. 4629 04:23:46,685 --> 04:23:49,188 I mean, the glory kills, adding that whole element, 4630 04:23:49,188 --> 04:23:53,359 turning the weaker enemies into walking ammo boxes 4631 04:23:53,359 --> 04:23:55,819 and bed crates was just 4632 04:23:55,819 --> 04:23:58,280 a symphony of violence that you just 4633 04:23:58,280 --> 04:24:00,324 can't experience any other way. 4634 04:24:00,324 --> 04:24:03,994 Great game design doesn't age, it doesn't go out of style. 4635 04:24:03,994 --> 04:24:05,871 It just needed a fresh coat of paint, 4636 04:24:05,871 --> 04:24:09,500 but you could keep your Call of Duty Warzone, I'm playing Doom Eternal. 4637 04:24:18,884 --> 04:24:21,804 What makes a great first person shooter? 4638 04:24:21,804 --> 04:24:25,516 That's deep. You're asking the tough questions now. 4639 04:24:26,183 --> 04:24:28,644 Oh, you said we have another hour? 4640 04:24:28,811 --> 04:24:32,565 A great FPS, above and beyond anything else, gives you a sense of flow. 4641 04:24:32,565 --> 04:24:36,569 First person shooter is just the magic of pulling people in 4642 04:24:36,569 --> 04:24:39,113 and you being the character. 4643 04:24:39,113 --> 04:24:42,366 How it moves, how it turns, 4644 04:24:42,366 --> 04:24:44,118 how it reacts to damage. 4645 04:24:44,118 --> 04:24:45,661 You need to be in a world that 4646 04:24:45,661 --> 04:24:47,371 sucks you into the experience. 4647 04:24:47,371 --> 04:24:49,456 Obviously, the weapons, your arsenal 4648 04:24:49,456 --> 04:24:51,625 have to be finely tuned. 4649 04:24:51,625 --> 04:24:53,627 If you have 100% mastered something, 4650 04:24:53,627 --> 04:24:54,878 you're done with it, 4651 04:24:54,878 --> 04:24:56,922 but any shooter that has 4652 04:24:56,922 --> 04:25:00,551 close to that mastery level but never lets you have all of it 4653 04:25:00,551 --> 04:25:02,761 is something that will make you play it forever. 4654 04:25:03,804 --> 04:25:08,517 Bringing what was great about old games into the present, and that's what's really interesting. 4655 04:25:08,517 --> 04:25:10,811 We made a dent in the world of gaming 4656 04:25:10,811 --> 04:25:13,606 here with what we did, and it continues to be there. 4657 04:25:13,606 --> 04:25:15,149 I'm proud of that. 4658 04:25:15,149 --> 04:25:17,318 There's more to be done out there for sure. 4659 04:25:17,318 --> 04:25:19,653 I think the FPS genre is... 4660 04:25:19,653 --> 04:25:28,245 It helped build gaming. I don't feel gaming would ever jump to where it is without first person shooters. 4661 04:25:28,245 --> 04:25:31,373 Video games and first person shooter games 4662 04:25:31,373 --> 04:25:33,375 are just more than games. 4663 04:25:33,375 --> 04:25:35,878 They're, they're a community. 4664 04:25:35,878 --> 04:25:38,297 The first person shooter 4665 04:25:38,297 --> 04:25:40,799 genre is filled with rich stories, 4666 04:25:40,799 --> 04:25:45,554 it's filled with rich characters, these memorable novel gameplay experiences. 4667 04:25:45,554 --> 04:25:48,015 It's not about just running around shooting stuff, 4668 04:25:48,015 --> 04:25:51,518 it's about feeling like you're in the shoes of 4669 04:25:51,518 --> 04:25:54,438 the character that you're playing. That immersiveness 4670 04:25:54,438 --> 04:25:57,191 makes you want to revisit it day in and day out. 4671 04:25:57,191 --> 04:26:00,110 When I started, all we were lucky enough to do was 4672 04:26:00,319 --> 04:26:02,488 to make it look like you're inside of a maze, 4673 04:26:02,488 --> 04:26:04,073 and you have a first person view. 4674 04:26:04,073 --> 04:26:06,950 But, once the technology started improving, 4675 04:26:06,950 --> 04:26:09,328 what people did was kind of amazing. 4676 04:26:09,328 --> 04:26:12,373 If you can get involved in something where you personally 4677 04:26:12,373 --> 04:26:14,333 have the opportunity to make a difference. 4678 04:26:14,333 --> 04:26:15,668 That's the key. 4679 04:26:15,668 --> 04:26:19,088 It's, it's wonderful that people still want to talk about GoldenEye. 4680 04:26:19,088 --> 04:26:22,716 We were all massive James Bond fans. It was a real passion project. 4681 04:26:22,716 --> 04:26:25,719 Lots of people really love that thing you made. It's very humbling. 4682 04:26:25,719 --> 04:26:28,931 No one I knew was doing this for fame or fortune, 4683 04:26:28,931 --> 04:26:31,225 like we were just playing games and having fun. 4684 04:26:31,225 --> 04:26:34,103 People who have been inspired by 4685 04:26:34,103 --> 04:26:36,689 the products that we were building back in those days. 4686 04:26:36,689 --> 04:26:40,401 I think, perhaps, too much about the word 'legacy.' 4687 04:26:40,401 --> 04:26:42,111 I want to leave something behind. 4688 04:26:42,111 --> 04:26:44,613 We built a good foundation, but people have gone 4689 04:26:44,613 --> 04:26:46,615 above and beyond everything that we did, 4690 04:26:46,615 --> 04:26:48,242 and the world's better for it. 4691 04:26:48,242 --> 04:26:53,789 The thing I wanted to leave behind was not fame or fortune, it was influence. 4692 04:26:53,789 --> 04:26:56,458 One developer said to me, 4693 04:26:56,750 --> 04:26:59,420 'I started my studio because of your game.' 4694 04:26:59,586 --> 04:27:04,341 And what I want is for my teams to feel the same sense of pride that I do. 4695 04:27:04,341 --> 04:27:07,886 20 years after their next game comes out, 4696 04:27:07,886 --> 04:27:11,432 I want them to, to sit down and shake their heads 4697 04:27:11,432 --> 04:27:13,225 and just go, 4698 04:27:13,225 --> 04:27:15,811 'Damn, we did that.' 4699 04:27:15,811 --> 04:27:17,688 You know? 4700 04:27:18,147 --> 04:27:20,149 There's, there's nothing better in the world. 4701 04:27:20,274 --> 04:27:22,025 There's nothing better. 437469

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